*Spoiler1* Gotm17- Early Specific Map

Originally posted by Moonsinger

You guys are making my cows sad.:sad:;)

ROTFLMAO

That was one of the funniest things I've see posted. Not sure why. Maybe I'll figure it out when I stop laughing.
 
Well no surprises in my game I guess..

Went south with settler to clear jungle and wasn't too happy about it afterwards. It was a nice spot with flood/wheat and a couple of bonus/grass/rivers but the strategical position of this city made it hard to fit cities on the rest of the island. From reading this thread I noticed I probably have the fewest cities on my starting island - only 6 and I've got all but 3 jungle tiles in the middle covered.

I went for mapmaking early and got it at 1675bc (w. civ 1.29f). When I met Egypt (1475bc) I was way ahead of her in tech. I popped 2 huts, philosophy and barbs.

By 1000bc I had 8 cities (only 6 on my starting island still) and 1 settler. I'd researched maths, mapmaking, hr, cb and philosophy so techwise I was doing ok at least.

My problems this game was that I created way too few cities. I also should have gone for wonders more early. I got the lighthouse later, but missed out on the GL with 1 turn. I had 3 disorders in my QSC which shouldn't be allowed to happen and also lost a galley on a sea square when I felt a bit too confident.
Interesting to see the guys who managed to finish the lightouse in the QSC and it will be interesting to see how their scores compares to us who didn't finish it in time. Last QSC it was the deer made the difference. My feeling is that this game, the wheat and mapmaking will make the difference, not the lighthouse.
 
I agree that early map making was probably better QSC wise than early lighthouse, or any light house for that matter. how many galleys could have been built with the lighthouse sheilds? Getting contact and settling the island for the city/territory points seems to be the key gains from mapmaking. Neither were helped much by the great lighthouse.
 
I don't think people should be going out of their way to improve QSC scores. I do what's best for the overall game. Hopefully the QSC is set up in such a way that you would get an optimum score if you did what's best for the overall game. It just seems like when you're trying to get things done before 1000 BC just to increase your QSC score you're kind of exploiting the way the scoring works. Just my opinion.
 
Originally posted by Shillen
I don't think people should be going out of their way to improve QSC scores. I do what's best for the overall game. Hopefully the QSC is set up in such a way that you would get an optimum score if you did what's best for the overall game. It just seems like when you're trying to get things done before 1000 BC just to increase your QSC score you're kind of exploiting the way the scoring works. Just my opinion.

True. I think I could have improved my score a lot if I wouldn't have built the lighthouse and the colossus (later switched to gl after I missed out on it) and built point generating things instead, but the scoring system in qsc is not completely reflecting how well you will do in the later stages of the game. :cooool:
 
Originally posted by Shillen
Yeah your only hope for making use of the Great Library is to try to make contact with suicide galleys. Anyway the Great Library is awesome for culture which may or may not be something you want.

Wow! I did not know that. I looked it up in the help and, sure enough, you're right. I always thought the Great Library didn't seem to give as many techs as it should. I'll bet the rule was the same in civ2 as well? Sadly I've lost my copy of that great game, which I really prefer to civ3. It seemed to me that it gave me more stuff in that game than this one but that it didn't work quite right there either. Probably that's because one of my priorities in civ2 was Macro Polo so if I then built the Library after that, I'd already have contact with everyone.

You can be sure I didn't send out suicide galleys. I didn't know I had to. What actually happened is probably beyond the scope of this thread, which is why I didn't take it any further.
 
Well I can honestly say that the QSC has changed my style of play. The discussion about the deer from last month made me evaluate to death the opening play. I just did not like the starting point so I eneded up sending my worker to the mountain to the west for a better view. As to why west there was a good chance that the river continued further to the west and I needed the extra commerce from it for my first city. This seemed the best direction because of the river. After looking from the mouintain I was very happy. I delayed my first city by two turns, but I was able to get a lot more bang for my buck with the ivory, gold and wheat all in my city radius.

I quicky set out down the research path and got map making quite early from what I see posted here. I will post the date when I can look at my notes. I also set up my second city to build the Lighthouse which I got in about 1050 BC. My plan was to build cities on the initial island and then explore ASAP with galleys to find other civs. I quickly found other islands but little sign of anyone else. Eventually I was able to find the Egyptians who were quite weak. I decided to trade with them for all they were worth. I had researched down a completely seperate path from them so this was great I traded writing, code of laws, philosophy, and map making for their techs bronze working, iron working, ceremonial burial, mysticism, the wheel, warrior code, and horseback riding.
I then set out to send over some troops to start a war to get some of their cities. At around 1125 BC, I was able to send three warriors and three UU at the Egyptians. This triggered my GA and I was able to take one of their cities. In suing for Peace at 1000 BC I got another city from them.

I got The Republic reserched at about 900 BC and switched over in three turns. I was in the middle of my GA at the time, but I was more concerned about the extra research than the loss of production from the GA. I was also hoping to get some of it back with the switch to Republic and researching at a tech every 4 turns.
All in all the QSC has made me think more about what I do in the first 20 turns or so of the game. The delay that is present in this game actually helped me out. Normally I have too little patience and either do something stupid or waste a unit by not thinking properly. This forced me to think more about each turn and also allowed me to update the journal as I moved.

The fog is a killer for me in this game. Having to fight through it is a pain, but also is probably more realistic. So my vote is it is a great feature but definitly time consuming. I have lost a few galleys because of it, more on this in the next spoiler. The volcanos were neat, and I was intimidated by them at first. I had no idea what to expect from them, so they were a complete surprise. Especially with the nice friendly workers taht I got from them.
 
Just wondering: Are the folks that built a lot of cities on the home island not concerned at all with the "optimum" number of cities?

I reckon by the time you conquered Egypt you would end up having considerably more than the 20 - 24 that would be "optimal".

(Maybe this question should only be discussed after completion of the game, don't know what cracker thinks about this).

I for once built only 6 cities on the home island, probably because I'm so used on normally playing bigger continents.
 
@Haegint: I founded 9 cities on the starting isle mainly because I read there was over 80% water on this map so I didn't know how much land there was to build cities on (so I guessed there would be little land and crammed my cities closer together than I usually do)...
And I usually conquer other nations so I'll virtually always go over the OCN, so I don't really pay attention to whether I go over the OCN sooner or later...

I think in this game I built my cities pretty close together (just to maximize production in the early game) but I didn't go as far as Yndy did (14 cities on the starting island, IIRC).
 
I built 1 tile to the south on the jungle tile. I roaded then mined the bonus grassland, then went to the wheat to get it irrigated just in time (so it would be done by the time I hit size 2 and not slow growth, then went back to road the regular floodplain tile. Then I went to work the other tiles. My second city went two tiles to the east where many other players built their capital. So I focused more on improving those bonus grassland squares right away instead of the regular floodplains. I know food is important, but I just hate working a 3 food/0 shield tile.

Comparing my notes to Sir Pleb's I see that because he irrigated the regular floodplain first he got the 1st settler (and second, and 3rd...) out 1 turn sooner. My 3rd city went where his 2nd city went. I put out another worker right away (after 2 warriors) from the second city, and then most cities had a build order of warrior, worker, then warriors until it was big enough to build a settler. Because I built a few galleys, that cost me some settlers, so I don't have my starting island completely settled yet :o .

3950-Carthage Founded.
3450-Pottery
3200-Settler (Carthage)
3150-Utica Founded
2710-Settler (Carthage)
2630-Leptis Magna founded
2510-Writing
2390-Settler (Carthage)
2350-Theveste founded
2150-Settler (Carthage)
2110-Hippo founded
1910-Mapmaking
1830-First Galley (from Utica, used a settler as a pre-build)
Load galley with 2 warriors, dump 1 off on nearby island, load another warrior into the galley and head southeast
1750-Settler (Carthage)
warrior battles Mt.Etna
I'm too lazy to ship Yndy and Karusa back home (with only 1 galley, I want to put it to better use-to hopefully make contacts and find resources) so I send them on exploring duties. Later on they start roading up the lonely island. :D
Galley battles fog and becomes red-lined! retreats home to heal before battling more fog.
1700-Philosophy
Plebis Magna founded
1670-Another galley built in Utica, load it up with a warrior and settler, hoping I find a luxury somewhere to dump them off at
1600-Settler (Carthage)
Settler (Leptis)
Another warrior is dumped off on an island
1575-Sabratha founded
Warrior battles Theon Oikema
1550-Settler (Utica)
Spot a yellow border, but can't contact them until next turn
1525-Bamicus Speedica founded!! :p
dump warrior off onto goody hut. I wasn't thinking here. The hut was deserted, but I should have contacted the civ first, because the hut could have given me a tech I could have traded for anyways.
Contact Egypt
Get Bronze Working, Iron Working, Wheel, Warrior Code, Ceremonial Burial, Mysticism, her world map, sign ROP, plus 10 gold for my techs. She still has Horseback Riding.
She has 4 cities on her island and I see some wine I want.
1500-Egypt starts the Pyramids.
We get notification we can build the Forbidden Palace.
1475-Code of Laws
hut gives us barbs
Give Egypt code of laws for horseback riding
Egypts culture expands and gets a hut I had spotted, she must have got nothing (or barbs) from it.
Start Polytheism (9 turns)
My other choices were: Mathematics (6 turns)
Literature (8 turns)
Republic (20 turns)
1450-Egypt starts the Oracle.
1425-Spot barb on island south of Egypt
1350-Settler (Carthage), load onto galley and will head for incense
Warrior pops hut in far east island, near the wine
Literature!
Unload settler near the wine
Sell Literature to Egypt for World Map + 1 gold
1325-Rusicade founded near the wine
1300-Polytheism-Start on Monarchy (15 turns)
Settler (Hippo)
Emanidae founded on incense
1250-Settler (Utica)
1200-Settler (Theveste)
Thymiaterium founded
Caricus Murus founded
1125-Settler (Carthage)
Settler (Leptis)
1100-Acra founded
1075-Melitta founded
1025-Egypt starts the Great Library.
1000-I held off giving away Polytheism, hoping Egypt would get
mathematics or Republic before the QCS ended, but she didn't.
Sell my world map for the last of her gold.
107 tiles
15 cities=7.13 tiles/city!
10 workers
some slaves (6?, I forgot to check)
20 warriors
3 galley
2 barracks
56 gold
26 population
177 shields
132 food
3 turns until Monarchy @ 100% science
All other ancient techs except mathematics,
Currency, construction, and republic.
Contact with 1 civ + embassy.

I think Cracker should give me an award for keeping the slaves limited to their island and roading the deserted (unsettled, at the moment) islands.

Later on, I fit 18 cities onto the starting island.
 
Originally posted by Bamspeedy
Later on, I fit 18 cities onto the starting island.

That's the most I read so far, Bamspeedy! Show us a screenshot, please? I'm really curious.... I thought Yndy's island was crowded and he had only 14 cities it....
 
I too, like Creepster, waited 2 turns to found my opening city, moving W then S in a calculated move toward the flood plains. I was able to made a psudo-settler factory (no granary)for the first 2 settlers, then adding a granary and beginning the pre-build of the GL. I was very pleased with how things went with a few exceptions. One, I wish I would have gone after Egypt sooner and chipped away at them, hopefully producing a leader. As it went, I took them out all at once as to not lose any conquered cities and I did not get a great leader. The result was that I was unable to force the FP in old Egypt and that area will not develop very well as I do not forsee another war anytime soon. I was curious about the fog and didn't know how to deal with it, only chipping away at it for a passage way through the straights to the other islands. As for on land, I conquered it quickly with only 1 promotion of a warrior. With my huts I had good luck, popping a settler from the farthest east one and a tech (I believe Horseback Riding) from the closer one. The volcanos were an interesting and entertaining addition and I quickly rescued our fellow GOTM'ers.
 
Bamspeedy,

15 cities=7.13 tiles/city!

Looks like you will get the cramius maximus award this month. :goodjob:

Interesting to look at the techs though.

I matched you in pottery and writing, but I was two turns slower in getting to mapmaking
 
I have only just entered the Middle Ages (390BC) so I can finally contribute to this thread!

It took me a long time to decide what to do in this game, after the tech races in the last couple of GOTM's. At last I chose to be an 'extremist' of some kind. It will probably not result in a top score, but I just wanted to try something.

3950BC I settled Carthage on the jungle tile because of its access to the shielded grasslands.
3550BC Worker built in Carthage (of course)
3400BC Pottery discovered
3250BC Warrior completed, goes exploring
3100BC Second Warrior is our police force
3000BC Ceremonial Burial discovered
2950BC Exploring Warrior sees FOG
2900BC Carthage builds a Settler and starts on a Temple
2850BC Utica founded on the floodplains with the gold hill. After long calculations, I decided NOT to build a Granary there, as it would not pay off for the duration
2590BC Ivory connected
2470BC Carthage builds a Temple and ... starts on The Pyramids!
2310BC Writing discovered
2070BC Leptis Magna founded on the plains west on the river, a third city at the same floodplains. It starts on ... a Palace.
1790BC Map Making discovered. Leptis Magna switches to The Lighthouse
GOTM17_1750bc_mini.jpg

1625BC Philosophy discovered, Theveste founded on the east coast, it starts on a Galley
1425BC Code of Laws discovered
1300BC Carthage completes The Pyramids. Theveste a Galley. Note that at this point, we only have 4 cities, three of them very close together. But it will not stay that way.
GOTM17_1250bc_mini.jpg

1250BC The exploring Galley (with a Settler/Worker pair) spots two Volcanoes with prisoners :lol:
1225BC Literature discovered
1150BC We find Egypt, and trade for Warrior Code, Bronze Working, The Wheel, Iron Working and Mysticism
1125BC Hippo founded west of Egypt on the river. Carthage completes a Library
1050BC Carthage builds our first Numidian Mercenary
1000BC Plebis Magna on the west coast, the Mercenary liberates Yndy and Karasu :)
GOTM17_1000bc_mini.jpg

QSC: We still only have 6 cities and are behind Egypt in score (we 131, they 144). The Republic is 7 turns away. But The Pyramids count for 6 Granaries, that is something.
Detailed QSC log
875BC Sabratha founded on the SE point, beyond the optimal city count. What gives? Creepster and Aeson set free
825BC The Republic discovered, revolt only 3 turns, traded with Egypt for Mathematics
750BC Bamicus Speedica on NW tip
710BC Horseback Riding discovered, hut tipped for Currency, gift both to Egypt
690BC Ainwood and PhilMartin join up
650BC Rusicade at the Wines opposite Egypt
610BC Emanidae on the NW coast
550BC Leptis Magna completes The Great Lighthouse, starting our Golden Age!
530BC Thymiaterium near the Incense
490BC Harbor rushed in Thymiaterium, connecting the Incense
470BC Caricus Murus on the west coast, Gytta near Hippo
430BC Habor rushed in Rusicade, connecting the Wines
410BC Acra founded near Gytta
390BC Polytheism discovered, give that and lotsa gold to Egypt for Construction. We enter the Middle Ages!
350BC Melitta on the incense island. We are now ahead of Egypt in score. They are expanding to their east/se.
GOTM17_350bc.jpg

With 0% luxuries, cities with Libraries and Temples are now being built everywhere in rapid succession. Does Carthage have culture, or doesn't it? :D
 
Originally posted by Justus II

1225 Great Lighthouse is completed in Utica. Also, Egypt has Alexandria on southern island, but I haven’t sold map-making yet, they must have popped a hut with culture and got a settler.


The curiousity got to me, so I reloaded my 1000BC save and instead of doing anything productive, I just sent some galleys over to watch Egypt. When I got there, the goody hut on the southern island was gone (no city there) but on the island to the west of Egypt's main island, there were two huts right on the culture border. I sat and waited until 530BC, when bingo- Heliopolis' culture expanded, and Alexandria was founded.
 
dales,

I'm so glad you did that bit of research.
I did a double-take when I saw the Egyptian map for the first time (they traded it to me) and since I'd just been trading with them I knew they didn't have Map Making but there was that Alexandria on the next island. I had to look at it twice to make sure it really was an island and not connected somehow.
After a bit of thinking, I could only come up with the one theory: "culture expansion pops hut = settler".
But, having not seen it happen, it did remain a bit of a mystery.
Thanks for clearing that up.
:goodjob:
 
This may not be the best image, but here you can see alexandria (upper left corner) on an island SE of Thebes, and I've still got mapmaking on my trade screen. I'm glad I'm not the only one this happened to.


G17_Hutcity.jpg
 
Please check the link in Bamspeedy's post. IT appears that cities can pop out of huts when city culture opens a hut on an island. But it is not a 100% thing.

Edit: Ooops. There is no link around here is it? OK. Here it is:Thread link here
 
Huts opened by culture do not differ from huts opened by units, as far as I know. In my game, unfortunately (as it would have helped their research a good deal), Egypt got barbs.
 
I'm more surprised at culture popping barbs than settlers. Wasn't there a rule that popping a hut by founding a city next to it couldn't produce barbs ? I know - founding a hut isn't completely the same as expanding borders of an already existing city, but apparantly the game has different behavior for these two events ?

I was thinking of using this as a strategy to not get barbs out of a hut (pop by settling - maybe this is the right time to introduce a 3-letter word for it : PBS).
 
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