*Spoiler1* Gotm18-Celts - Full World Map

If Moonsinger is wrong about this, then I am quite interested in how WoundedKnight moved his first archer(s).

I did a little calculation one morning with only the knowledge from FAQ. The chance that a regular archer produces a great leader after 4 attacks is about 1/500, i.e. about 0.2% for a militaristic civ. It's just a guess that he attacked 4 times, so I want to know exactly how many times, just for fun (and practice old knowledge). Perhaps the archer just got to elite status by defending against three conscript barbs. That would increase the chances by alot (assuming that you always win the fights).
 
I won't be submitting this time.

Somehow, my save game is gone. Rats.

Anyway, here is what I can add to this thread. I decided to be a warmonger. I attacked Carthage early to steal two workers. I got peace from them almost immediately, and then went into expansion mode, building mostly towards Carthage and towards the north, which was a mistake. I should have gone east and west, I think.

At the end of the QSC period, I was primed to re-attack Carthage.

After dispatching all but one NeoCarthage city, I then switched over and went after the Romans, getting there apparently before they hooked up Iron. Unfortunately, I lost two cities to culture flip to the Greeks during this time- guess I should have taken advantage of the cheap temples.

After the Romans, it was time to go after the French. I still was within the constraints of this thread, but I saw something from them which wasn't...
 
Originally posted by el_kalkylus
If Moonsinger is wrong about this, then I am quite interested in how WoundedKnight moved his first archer(s).

I was just guessing on my part. However, based on your playing experience so far with Civ3, you must say that my theory does sound very good. Based on my playing experience, I know that I'm partially right.
 
We don't have a QSC thread, so this is the best place to post. A full map would be necessary for a QSC thread, I guess.

Here is my position as of 1000BC.

alamo_QSC18_1000bc.gif


I kept peacefull and stretched to grab all the resources and lux I could. Got the iron near Romans, but lost the nearby horses.

I was pre-building for GrLib, but lost out :cry:

I was also intially intimidated by the barb settings, but by this time I realized they were entirely localized.
 
My world as of 1000BC.

LAK-298.jpg
 
Originally posted by Greg Loader
All players so far reporting flips have been playing CivIII it seems.

Anybody playing PTW have a culture flip?

Greg

Despite winning a 100K game I had ZERO cities flip to me.
I hope it is simply a PTW issue.


I have done some custom map work myself. If the RULES were created under Civ3, then exported to PTW that could be the problem.

I had all fast units fail to retreat until I reset the rules. I have seen other problems importing a scenario from a older rules version.
 
Well, in addition to my customary lethargy, the demanding "know the world" criteria kept me back too. I suppose I could have traded a tech for the world map - which is what some AIs wanted :rolleyes: - but I wasn't that bothered to be honest.

As usual I've not fought anyone, other than a horde of barbs. The Chinese kindly plopped a city down on the furthermost "island" which consumed all the remaining barb horsemen. My swordsmen then swept up the remaining barbs.

One wonder on entering the middle ages - the Colossus, but I'm way behind in techs. I don't expect to catch up until the industrial period, if then. I'm sure the warmongers are doing much, much better - I'm afraid I could only skim the thread. A militaristic civ with an early UU is not my style. Give me the Russians any day :)
 
Originally posted by LKendter
My world as of 1000BC.

Wow - 8 cities to my 6. You must've had a granary in Entremont.

I also had the problem of Carthage encroaching to the NW. I hate it when I can't get a core of cities around the capital.
 
Wow. I told myself that I wouldn't let myself look in this thread until I finished editing my pictures for the QSC, and it's a good thing I did as I just submitted it under the wire. I qualified to look in this thread yesterday, and I'm glad I waited to do so until now as there's a lot to catch up on. RL forced short sessions rather than long-term study, and I'm not sure how this QSC will turn out as a result.

My QSC focused on building a strong core of cities to either go for a space race, diplo win, or knight-domination later on; I just discovered Feudalism, and I'm not sure which I will do at this point. I've grabbed one 40-turn gambit by the QSC period, which helped my income and my infrastructure as the cash allowed me to buy guest workers to work my lands. A quick summary of my QSC:

4000 BC: Worker goes NW and spots fish; settler follows as that¡¦s bonus food.

3950 BC: Entremont founded; research to 100% on Pottery; warrior production started. Worker goes south to mine there.

(Entremont Warrior-Warrior-Worker-Warrior.)

3200 BC: I get a free settler! There's a screenshot in the QSC, but the hut I popped it from was the Marcomanni, south of Entremont near the mountains.

3150 BC: Entremont builds warrior; starts temple prebuild for granary. Sliders adjusted for unit upkeep. Warrior exploring to northwest sees brown borders that probably indicate a Carthagnian presence.

3050 BC: Contact with Carthage. Hannibal gives us Masonry + 10 gold for Warrior Code and Ceremonial Burial; not bad for the two cheapest techs.

3000 BC: Pottery discovered; research turned off for a turn or two as I see purple borders and I don't want to waste gpt on something I might immediately trade for. Entremont swapped to Granary.

2950 BC: Contact with Hiawatha! We trade him Masonry for Mysticism + 2 gold. 40-turn research started on Polytheism.

2900 BC: Alesia founded; starts warrior.
2750 BC: Both warriors see pale green boundaries, probably the Greeks.

2710 BC: Contact with Alex. We do a 3-for-2 tech deal, giving him Masonry, CB, Pottery, and 4 gold for Alphabet and BW. Not bad for catching him up to the other 2 AI I know in tech. He lacks Mysticism, but it's not worth selling for 25 gold yet as Hannibal also doesn't know it.

In the next turn, my warrior sees a Pict wandering about, which is captured in the QSC.

2590 BC: Entremont MMed to work the forest tile for 1 turn so that the granary is built before it grows.

2550 BC: Entremont builds granary; forest tile swapped to work fish.

2470 BC: A pale blue scout runs by too fast for our warrior to hail it. Entremont builds warrior; starts settler. Alesia builds worker; starts temple so it will be able to work the freshwater fish nearby.

2430 BC: That wasn't a scout- that was a Jag! Contact with Monty reveals that he is way behind in tech.

2350 BC: Entremont MMed to build the settler when it grows, and use the lake tiles in the meantime.

2190 BC: Evidently Alex popped a free settler near the Iroquois as he has a city far to the south. Entremont builds settler; starts spear.

2070 BC: Contact with Mao via a wandering Chinese archer near the Iroquois homelands allows me to trade him Mysticism for Iron Working + 10 gold. I also buy two 'guest workers' from Alex for 122g + 5 gpt, expensive but worth it- I'll be able to swap Polytheism around for tech and cash to get it back later.

Alesia finishes its temple shortly thereafter, and it joins Entremont in a nearly continuous run of spear-settler alternating production.

1910 BC: Lugundum founded
1830 BC: Camulodunum founded

1790 BC: Alesia expands to grab the fish; the Aztecs start the Oracle. Mao has The Wheel and 10 gold, which I trade him Alphabet for- he must not know both Greece and Carthage yet.

1700 BC (IT): France and Egypt contact me out of the blue, wanting to sell me contacts with Japan. The Iroquois start the Oracle. I guess the AI managed to get Writing and swap contacts in the interturn.

1575 BC: Richborough founded.

1550 BC (IT): The Iroquois demand gold and I call their bluff. It is a bluff, and Hiawatha calls me 'courageous.' Ha. Alex tries to sell me Contact with Japan again, but I'm not taking it until I get Polytheism and can trade it.

1500 BC: Verulamium founded. Most of the AIs have started the Oracle by now.

1475 BC: Polytheism discovered; 40-turn research started on Monarchy. Hiawatha is the only civ with Math, which he gives me along with HBR and all his gold for Polytheism. Alex gives me contact with Japan, Writing, and 15 gold for Polytheism. More selling of Math all around (as some of the AI appear to be having it soon given that they wouldn't give Writing for it in the first place) nets me 193 gold, with the only lacking toy being contact with Rome. Hiawatha will probably sell that to someone else first, or my warrior will find Caesar- as Rome doesn't know anyone but the Iroquois, it's probably not worth buying contact with as there will be nothing to trade there.

1400 BC: A Roman warrior wanders by Entremont. Contact with Rome, plus 33 gold, is enough to get a worker from Carthage. Also, Hiawatha has money again, meaning that I sell him contact with Japan for 22 gold. Embassies in Greece, Rome, Carthage, and the Iroquois prove to be cost-effective at this point, giving me links to all my close neighbors. A warrior near Egypt pops a hut, disturbing Pictish warriors.

1375 BC (IT): Rome declares war on the Iroquois. Great- that will allow me to backfill and divert Hiawatha, who is looking enviously at my lands.

1275 BC: Gergovia is founded, barely beating Greece to the nearby dyes. It immediately starts a temple.

1100 BC: Lleryocantores and Brempovia founded.

1050 BC: Syrplebonum founded.

1025 BC: Contact with England! Liz knows Map Making, but is incredibly far behind the other AI in most respects- she must have been forced to beeline for it, and is probably on an island. Masonry, CB, IW, HBR get Map Making, her WM, and 60 gold. She has cultural boundaries near the Iroquois, but doesn't know them yet. I trade outdated techs to Mao and Caesar for their World Maps, revealing a great deal of the continent. I don't want to sell mine yet, as that provokes AI settling, but I could if I wanted to for a great deal of gold. Liz is cooped up in an ugly jungle belt of an island, and will probably meet Hiawatha as soon as she builds a galley. For now, I am content to wait and see if the other AI get tech I can trade contact with her for first.

1000 BC: Entremont builds settler; starts spear. Verulamium builds worker; starts temple. China and Greece have Code of Laws, and I buy it from China for 217 gold, then sell it all around for maps and gold, making most of it back in money and map knowledge, most importantly that there appears to be a peninsula off the north coast- given what cracker did in Rome¡¦s GOTM, I suspect that I had better heavily escort any settlers that venture near there.

The Celtic Despotism in 1000 BC:

gotm18_bc_1000.JPG


To give an idea of my relative strength at this point, I had three guest workers, six native workers, two settler/spear pairs out, five warriors, nine spearmen, and eighteen citizens in cities. One granary and two temples grace my civilization's cities. All but my newest cities are hooked up to the road net, gems are online, and dyes come online as soon as Gergovia's temple triggers expansion. Rome is still in its nearly endless war with the Iroquois, taking AI settler pressure off my eastern territory.
 
I'm jealous- a settler out of a hut. :) My warriors must've just missed seeing every hut on the map - I never found a single one until popping the one to the direct north of Entremont way late in the QSC.

Renata
 
I found only two huts in my game and they were both in the tundras north of Paris. Got a tech for the first one and got barbs in the second one. Luckily for me, the French, like the rest of the AIs, was too busy sending units East to deal with the barbs and totally ignored the two huts near them. I just don't understand what was up with the AIs. Our civ was the closest one to the barb region, but the AIs all wanted to take care of barbs for us. Moreover, they all wanted a piece of that useless region.

PS: By 1000BC, I got only 6 little towns; this probably was my worst QSC ever.
 
It was definitely hard, with no rivers and no bonus food to speak of. I'll be interested to see how those who got a dozen cities managed it. I probably could've gotten another 4-ish if I hadn't gone for the Pyramids (based on 10 turns to grow Entremont twice), but that still doesn't quite match up.

Renata
 
Exploration and tech pace notes:

After rereading the thread, I note that cracker wanted us to comment on exploration paths and factors affecting the tech pace. I don't have a minimap showing 'mole tunnels' but they were indeed there, going south and then west, before my warriors circled back around. This circling occurred to allow me to catch any stray luxury or other resources I'd need to settle near, and allowed me to realize that a) Carthage was in immediate competition for the fertile grassland/plains to our south and b) if I wanted to get a second luxury I'd have to send a settler there ASAP. Lugundum, my third city, was built away from my first ring intentionally to discourage Hannibal from going south, and it worked.

Early contacts allowed me to jump to a nearly immediate successful 40-turn research gambit for Polytheism, and judicious exploration and trading allowed me to keep up in tech until I received it as the 1.21 patch meant that the AI didn't trade contacts until Writing was discovered. I also chose this route to allow me to buy workers, as I knew that non-industrial workers need as much help as possible to develop cities. With no rivers, roads are essential to keep the money flowing.

One final fact propelling the early tech race was the war between the Romans and the Iroquois, making Hiawatha reluctant to sell contact with Rome around, and Rome being quite willing to trade cheap tech for maps. Rome, China, and England were quite backward early on, allowing me act as the world's broker. As I'm going for a fast spaceship/knight domination win, I was largely responsible for spurring the AI to spend its money on research rather than military.

@Renata: From looking at Sir Pleb's post, I suspect that multiple early granaries helped. I don't think building one in Alesia, my secondary settler-pump, would have helped, as the granary delay would have probably cost me the dyes and iron near my borders. I can't talk about how much that second luxury helped yet in this thread, but it did make a major difference later. In my game, getting the Pyramids would have required devoting my second or third city to building a temple, then the wonder, immediately upon founding, as peace between most of the AI meant an Oracle cascade.
 
Amazingly enough, my Pyramids build was the first wonder build started in my game. And Entremont was such a shield-rich city in despotism that I had no competition at all.

My exploring warriors managed to miss the nearest dyes as well as every single *@#^%@#^ hut. :p I probably would not have gone for them anyway, though - I had other priorities and was planning on obtaining my luxes in other ways ....

Renata

Renata
 
I'm playing PTW, and needless to say that I'm rather disappointed (being a religious civ) that culture flips are not occuring. I've intentionally placed cities around the AI's more aggressive city placements, and rushed Temples, built Libraries, etc., with the expectation that those cities would flip!! Not yet. :( I will attempt to insert a collage of screenshots to show my attempt to flip Delphi and Plebis Magna to my civ.



I pursued a minimal research path, only discovering Mysticism and Polytheism during the QSC period. I bought Pottery, and later Iron-Working; encountering more knowledgable civs definitely made these Techs cheaper for me. I traded Mysticism around, once I'd reseached it. I learned Poly right at 1000 BC, but held off on trading it (I wanted Map-Making, and no one had it yet). 2 turns later (950 BC), I saw that some of the civs had Map-Making; I then traded Poly for 4 more Techs, and had the map of the Known World at that time. At 1000 BC I had 8 cities, about 15 warriors and a handful of workers and swordsmen, and about 850 gold. I built towards the Iron in the South, founded Richborough on the Iron hill there, and my road network would be hooked up in about 12 more turns.

I then researched Monarchy at minimal levels, and used this time to build and expand. Around 150 BC I learned Monarchy. I held a quick revolution, and had a stack of 11 Gallic Swords attack Rome's empire. On the first turn I'd destroyed Pisae and Veii, cutting Rome off from it's only connected Iron source. :D I then drove to the sea, capturing Cumae and bringing Ivory home to the people. I finished this round by capturing Hispalia (near Rome's 2nd but unconnected Iron source further South), and gaining 2 more Southern Roman 1-pop cities during negotiations. Rome's South was mine, and my golden age had started, which was an era of building fine cultural buildings, and expanding into the newly acquired Roman territories (while blockading other civs attempts to colonize this zone.)

I began a war against Greece in the mid-300 AD's, and by the time peace was declared in the mid-500 AD's, had pretty much rolled his eastern flank back to the capital in Athens. I built catapults to supplement my Gallic Swordsmen; they would occasionally knock off a hitpoint from a defending Hoplite, but the Gallic Swords ability to retreat was probably more helpful to their survival. The real benefit the catapults deliver is the ability to knock off a hitpoint from the counterattacking Swordsmen! Even better is when the AI decides to go around your beseiging stack, and your catapults can pummel them as they go by without risking your primary seige units.

I didn't get that much from the Greeks in peace negotiations. In CivIII, the AI will usually give you everything that's not nailed down during peace negotiations, especially if you have a SOD outside one of its cities. In this case, I could only get 2 of the 4 Techs available to me (and I had to pay for the 2nd one!!), and the 3 workers in the capital wear nearly untouchable. Still, I'd accomplished what I wanted to do to Alexander, and its time to finish off the Romans.

So, I'd researched Feudalism and bought Monotheism and Engineering prior to peace; I got Republic and Invention (leaving Theology and Chivalry on the table) during Peace with Greece. I know that a couple of civs are up to Astronomy. I'm planning for a 100K culture attempt; to slow down the Tech pace I'm planning to get the leaders into a series of Wars (France and China are the leaders; Japan, the Aztecs and Egypt are about to become targets.) After I dismantle the Romans, I should have enough space and cities to push the Cultural win. (The Aztecs are my chief rival in the cultural area, and they're about to have problems! ;) )
cvST_g18_Culture.jpg
 
I started off with no research, since on a pangea I could buy all starting techs cheaper. I did a 40-turn research of Mathematics as soon as it became available.

I bought 5 workers by 2700 BC, and joined one of them to Entremont to speed up my second settler. Alesia and Lugdunum were my granary cities, Entremont built a barracks to crank out veteran warriors between settlers. My 4th city began a prebuild for the FP immediately, and the later cities built temples, population, and libraries in preparation for 100% science.

A screenshot from 1870 BC, my other two slaves are building an invasion road to the Iroquois.
davemcw_gotm18_bc1870.jpg



At 1400 BC I upgraded 6 warriors to GS's for 420 gold (ouch!). They captured Salamanca in 1275 BC and Grand River in 1100 BC. Unfortunately the last three towns pop rushed to stay at size 1, so I had to wait 10 turns for a border expansion before capturing each.

By 1000 BC I had 10 cities, eight built myself and two captured. I built another and captured another, making the Forbidden Palace available in 925 BC. I switched the prebuild and completed it next turn. In 800 BC I abandoned Entremont, jumping my palace to Salamanca.

Also in 800 BC, Japan arrived with a stack of 6 warriors and declared war. My newly built horsemen quickly finished them off, one promoting to elite and producing a great leader! I built the Pyramids with the leader in 750 BC.

I finally wiped out the Iroqouis in 510 BC, and declared war on Rome for continued expansion/elite battles. I stayed at war with Japan until they became a useful trading partner, to benefit from the reverse war weariness.

In 450 BC I discovered Republic and traded it to Greece for Monotheism.

The development of my empire:
davemcw_gotm18_slide1.jpg
 
Reverse war weariness is when your people become happy when a 'traditional enemy' declares war on you. By 'traditional enemy', this usually means a civ that has been at war with you before (or a few times before), it can also happen when the civ tries bullying you by making demands. Think of this like your people are highly supporting the war because it is against an evil enemy. The reverse war weariness hasn't been fully studied to see how long it lasts, or the exact effects, but it will give you 1 or more happy people in your cities for a while, but then will eventually fade away, just like regular war weariness (WW) gets stronger as you continue war. If you sign peace, the reverse WW will end, just like normal WW does.
 
Bamspeedy-
yes i have noticed cities going into WLTK days after going into a war and after a few turns it goes away. i didnt know that it was called 'reverse war weariness'. thanks for the answer!

Takeo
 
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