*Spoiler1* Gotm19-Ottomans - Green-Brown-Red

Originally posted by AlanH


It's interesting that, while I would seldom attack a non-fortified Barb Warrior in open ground with a Warrior, I seem to win every Warrior attack on a Barb camp. This seems strange because the camp Barb is fortified.

Hi,
I think you get 25% bonus when you attack barbs on emperor, but you get no such bonus being attacked. Though fortification gives you 25% bonus anyway.
 
We have had plenty of discussions like this on the general discussions forum. I suggest you read some of those threads. You just had a little bad luck.
 
Ribannah,
Two workers in the beginning! I was checking each turn to see if I could buy workers but the uppertunity never came. Out of curiousity, when was The Pyramid finished for you?

They say good players get lucky. Gotm 16, settler out of a hut. Gotm 18, one archer captures two cities + you can buy 5 workers + get an incredible amount of great leaders. Gotm 19, buy 2 workers from the start. I didn't check gotm17.
 
I expected great games, but I could never imagine they would be this great. I am already looking forward to next gotm. :)
 
well this was my very first gotm and first game above warlord and I'm at 1250AD (ish) and not dead yet! Major achievement for me... still it goes without saying that I'm at least 5 techs behind everyone and had a very late entry into the middle ages.. oh well hoping for a miracle!
I've read all the game logs and now understand where I've gone wrong.. I'm just not agressive enough... Carthage wiped out the Celts ages ago and I've so far managed to avoid a war with the Romans (most powerful, most advanced, richest etc) by severe ass licking.. wonder how long that's going to last?
I've got 11 cities all with libraries and a few with temples but since I haven't managed to build a single wonder I'm almost last in the culture race (at least Carthage is impressed with my culture!)
One other thing that scared me was this Fog stuff all over the coastline... it put me off settling any coastal cities cos I wasn't sure if it could attack me or not... and those squids are soooo hard to spot till they kill your poor little galley on a suicide mission before it's even left the coast :cry:
Oh well here's hoping I get to post in the next thread..
 
Wow, well done everybody. I thought I did rather well, but most of you did alot better.
Here's a map of the lands at 1000BC:

a_space_oddity_GOTM19_1000BC.JPG


I tried (and managed) to make a nice ring of cities 'round the capital and outside those cities at three for easy unit movement.

The lands at 270BC:

a_space_oddity_GOTM19_270BC.JPG


I did manage to keep at tech parity, first by min science and after literature and libraries doing my own research.

All in all much less hard than I had anticipated, thanks to crackers kind supply of resources.

One thing: My northern city on the tundra has the special interest of the AI, could it be some strange stuff that will known as oil is to be found later??? (don't worry this is not a spoiler, it is still 300AD in my game... just trying my 'crystal ball' act)
 
Originally posted by Jabah
I don't want to start some hate/flame war BUT

I really like to know what was the reasons (except the obvious but not very fairplay one) for some people to move the settler SW and settle THERE next turn while their worker/warrior were exploring another area (ie. they 'discovered' the wheat to go with the game by pure 'luke' AFTER settling).

Jabah

This is what I wrote in the pregame discussion (before 1st of May):

"You get to see the most new tiles when you are moving a unit to the mountain in the East. Therefore, I would move my warrior there. (it still depends a bit where we are located on the world map if I do it)
If this does not reaveal anything promising, I then will move my worker to the west (at worst first best tile improvement delayed by two turns)
If there is still no better site in view, I'm still thinking whether I should build my capitol right away or take a gamble and move my settler to the SW. (grassland with mines is equal to plains with irrigation under despotism)
If there is nothing, I lost a move, if it reveals something it might be a good move."

After moving the warrior East, I saw the deer, I still moved my worker East, saw the wheat and then of course moved my settler SW, so I lost two moves with my worker, but since we are industrial, I thought it does not matter that much.

Ronald
 
Year turn Text description of turn events
4000 BC 1 warrior E, worker W, settler SW
3950 BC 2 found sogut, science 100% for pottery
3700 BC 7 produce warrior, contact with celts, trade Masonry+BW for CB+WC+10
3500 BC 11 produce warrior
3450 BC 12 reasearched pottery, start researching IW at minimum
3000 BC 21 produce granary
2950 BC 22 contact with Carthago, trade CB+Pottery+75g for Alphabet
2670 BC 28 build settler
2550 BC 31 found city of iznik
2390 BC 35 build settler
2230 BC 39 found city of Uskudar
2190 BC 40 buy the wheel for 88 from celts
2030 BC 44 build temple in sogut
1870 BC 48 build settler in sogut (the worker factory is ready, every 4 turns a settler)
1750 BC 51 Found city of Izmit
1650 BC 55 Found city of Aydin (now I have cities coast to coast to stop celts and carthagians to settle in my northern territory)
1625 BC 56 barrack in iznit are finished (Iznik will now start to produce lots of warriors)
1600 BC 57 Saw first pictish warrior
1575 BC 58 barracks in Uzkudar are ready (the 2nd warrior factory)
1550 BC 59 Found citiy of Antalya
1450 BC 63 Found city of Bursa; Carthago and Celts start a war. (not against me :-))
1250 BC 71 Found city of Edirne
1225 BC 72 Found City of Istanbul
1125 BC 76 Found city of Konya; Researched mathematics; traded mathematics+50g for writing; traded mathematics +WM+160g for mysticism+mapmaking
1050 BC 79 Found city of adana
1025 BC 80 Made contact with Rome; traded communications+WM+mathematics for philosophy and Code of laws; traded COL with celts for HBR+50g; traded HBR+COL with Carthago for 111g;traded Philosophy with celts for 70

Ronald_gotm19_1000BC.jpg


925 BC 84 There are more civ's (end of part one)
 
I didn't keep a timeline past 1000BC. I recommend not trying to read the text file... (just remember I told you so!)

----------

I started out moving the Settler to the unshielded grassland. Figured the Plains were more valuable. Then 2 Warriors and a Granary.

I stuck to max research. Pottery, then the Wheel (visions of Sipahi), Mathmatics (all the commercial civs showing on F10), Literature (I always make this mistake), then on to the Republic.

The AI's on the continent in my game were nothing like I'd expect from an Emperor difficulty AI. The Celts were at 3 size 1 cities by the time I had built 5, having built a granary first even. Carthage wasn't much better, but they started picking up towards the middle of the Ancient Era. Not sure why they were so pitiful, but they seemed more like Regent or maybe even Warlord AI's.

I sent 3 Vet Swords to take the Celts capitol around the 1000BC QSC deadline. Then I fought a holding war trying to get a Leader, but no luck. The Celts didn't seem to be able to produce many units for me to kill.

I sent out a Galley to make contact with Rome before the QSC deadline hit too. I had noticed the overabundant marine life along the shores, but QSC score makes for weird risks. I had tried to time a second Galley, but forgot to pop rush on the proper turn, and so ended up switching it to a Sword. My lone galley took 2 hits along the way, but did survive just long enough to make contact. Then it was promptly sunk by a coallition of 4 barbs. :(
 
Wow. I didn't attack Entremont until 610 BC but I brought 10 veteran swordsmen and I lost 8 of them in the attack. They had 5 or 6 spearmen in there.

The Celts were rather backwards in my game. I was suprised that they had a second Spear in their city at that point. I was figuring on them only having 1, as they were building the Oracle in their capitol for ages past. At least they couldn't pop rush any more Spears! All their other cities were showing Warriors at the time, but all were size 1 with no culture and so not worthwhile targets. Combined with the 1000BC QSC deadline, I decided I needed to do something with my upgraded units otherwise the gold spent was a loss in QSC score.

So I only sent 3 vets, and kept a reg back to kill their wandering Warrior moving through my territory. They had 2 Spears in Entremont, both regulars. The odds weren't great against 2 Spears, but they were in my favor, and I got good rolls. Though I'd much rather have had the luck when attacking the Warrior (vet) defending the Settler with my Warrior the Hut, or when a few turns later my Vet Sword lost to the same Warrior trying to capture the Settler. (Finally got it on the third try though! :) )
 
I really like to know what was the reasons (except the obvious but not very fairplay one) for some people to move the settler SW and settle THERE next turn while their worker/warrior were exploring another area (ie. they 'discovered' the wheat to go with the game by pure 'luke' AFTER settling).

The default move with the Worker was onto the shielded grassland. That shows the Hill tiles to the SW and the Game.

It wasn't just the plains/unshielded grassland, here is a listing of the reasons I moved SW:

1. Plains are more valuable than unshielded grasslands. They allow for 2.1 tiles with 1 fewer worker turns, and also give the flexibility to mine and get more production if food is abundant.

2. The Game puts food production at +4. That would allow the use of 2 Mountains or 4 1 food production tiles (Forest, mined Hills, mined Plains). More production available by moving to get the second Hill.

3. Known tiles I was giving up in my city radius to move SW: (none of which showed being on a river)
- Bonus Grassland.
- Plains.
- Grassland Forest.
- Plains. (of some sort in the FoW)
- Mountain.

to gain:

- Hill on river.
- Grassland Forest on river.
- Grassland (of some sort in the FoW) on river.
- Unshielded Grassland.
- Unknown.

4. The nature of the river. The NE fork obviously wasn't very long, and there wasn't much commerce to the NE in general from what I could see. The NW and SW forks were at least as long and potentially much longer. The Capitol being towards the most commerce potential was a factor.

5. What looked like Coast showing along the E, combined with the Game. I definitely wanted to keep the Game in the city radius, but also wanted to move away from the coast at least a tile, to give enough room for at least some cities (I was planning on size 12 from the start) to the E. It was a gamble that the coast W was farther away, a 'known' against an 'unknown'.

The site SW had more production and more commerce potential, all at less Worker expense. Which is why I chose it.
 
I'd like to call it luck, but it seems the better players always get these really 'lucky' breaks. So maybe it's not luck, but I don't see how you could know that these appearing gambles will pay off.

Good luck happens, bad luck happens. I mainly just play the best odds and hope things work out. In this case I was sending 3 Vet Swords against what I figured was 1 Reg Spear and probably a Warrior.

If I had been reloading, the one thing that would have helped my game out was a Leader to rush the FP and/or at least one AI that was strong. The Celts being so pitiful helped my early expansion, but everythign I gained there was corrupt because the Celts had nothing for me to milk leaders from.

Everything else was rather inconsequential. Moonsinger's expansion shows that the Wheat wasn't a whole lot of help, I had 15 native cities and she had 14 (and more units) at 1000BC. Entremont was well beyond the help of a Courthouse, and didn't add anything to my empire other than the QSC points.

I didn't have 'good' luck throughout the game IMO. I certainly didn't play anywhere near as good a game as I could if I were to play again knowing what I know now. The move SW payed off, so did the attack on Entremont (at least considering this time frame, overall I wish I hadn't have done it), many others didn't.

When the proper spoiler is ready I'll address this more in depth.
 
I'm wondering if Cracker didn't seed some Barbs next to the Celts or something... considering how backwards they were. Their land wasn't that bad...

I did notice a Barb Horse down there before 3000BC (it attacked my warrior on a hill and died), and Barbs normally don't start showing up until ~2500BC.

Anyone else see abnormally early Barbs down there?
 
@Moonsinger: Please tell me that that "14 towns" in your summary is a mistake :) As far as I can see from your report you only built 7 settlers, and didn't capture any cities, so surely you mean 8 towns, no?

4000BC: On first consideration, I thought moving east onto the mountains with the warrior would be best, but I reconsidered. If I did that, and found nothing, then I would be 'forced' to move onto the north mountain with the worker. If that still failed, then the settler would likely move south, and the worker would take a long time to get ready to work. So instead, I moved the warrior north, planning to move the worker east if necessary. The warrior sighted cattle to the north. It'll take two moves to get onto fresh water with the cattle in range. Yeah that's worth it. Moved settler and worker north, following the warrior.

3950BC: Sent warrior east, sighting lots of bonus grassland. Settler north-west, worker north.

3900BC: Sogut founded, set to build a warrior. Worker starts irrigating. Warrior moves south. Hmm...founding on the starting location would have been pretty good too. I take a gamble that there'll be lots of civs nearby, including at least one expansionist one which has Pottery. Research -> The Wheel at max. I want to see where the horses are, and if the Japanese aren't in the game, I may be able to get some good trading value for it.

3850BC: Warrior goes south.

3800BC: Worker finishes irrigating. Sogut works the irrigated plains. Worker starts building road. Warrior continues south.

3750BC: Warrior keeps going south.

3700BC: Sogut: Warrior -> Warrior. Warrior goes west onto hills, and will continue north. Worker finishes road and moves onto cattle.

3650BC: Celtish warrior sighted in the south. Trade Bronze Working + Masonry for CB + 10 gold. Not great value, but hey...what can you do?

3600BC: Keep exploring...

3550BC: Worker irrigating -> road

3500BC: Celtic borders sighted in the south.

3450BC: Sogut warrior -> settler. I'm thinking that not going for pottery could have been a mistake, as I still haven't contacted anyone else.

3400BC: Sogut's borders expand. New warrior heads south. North warrior heads back south to act as MP after not finding much.

3350BC: Sogut grows to size 2. Lux -> 20%

...

3150BC: After improving bonus grassland tile, worker goes to improve a plain by the river

3050BC: Sogut builds a settler: pottery couldn't be secured in time to switch. Back to size 1. Set to build a warrior. Settler sent south with a warrior escort, toward a location the capital could have been on.

3000BC: Settler continues south.

2950BC: Settler crosses the river to intended founding location.

2900BC: Iznik founded south-east of Sogut. Worker starts on building a road to Iznik. The Celts have discovered The Wheel. *Sigh*. Iznik's one purpose in life will be to build the Pyramids, and it starts on them immediately. They are currently scheduled to take 200 turns, I plan to get them somewhat sooner than that :)

2850BC: Finally brown borders are sighted in the south by exploring warrior.

2800BC: Carthage contacted. Buy The Wheel off Celts for 11 gold. Buy Warrior Code + 10 gold off Carthage for The Wheel.

Hmm...there are no horses in sight! Research -> Pottery, due in 8 turns. Sogut -> Temple as prebuild for a granary.

...

2510BC: Pottery comes in, Pottery -> Iron Working @Max. Sogut switched to granary.

2350BC: Sogut granary -> archer. In my view, 'offense is the best defense' early on, at least against barbarians.

...

2270BC: Sight a barb camp in the south, but decide not to attack because it looks like it'll be an annoyance to the Celts.

2230BC: Sogut archer -> settler. Carthage has iron working, but I can't trade it from them. That camp that would be 'annoying' to the Celts just got destroyed by them. That was a pretty silly move :)

2190BC: Brennus threatens for 21 gold. Give it to him. A pictish warrior shows up from the south.

2070BC: Sogut settler -> worker. The settler will head to the south-west of Iznik, and one of its purposes will be to get more of Iznik's radius under our cultural control, so that Iznik has more workable tiles for the Pyramids.

1990BC: Barb camp dispersed near settling site. Pictish warrior approaches Sogut.

1950BC: Attack pictish warrior approaching Sogut and narrowly win. If I lost, at least one tile would probably have been pillaged.

1910BC: Sogut warrior -> barracks. Uskudar founded and set to build warrior.

1830BC: Get Iron Working. Trade to Celts + some gold for Mysticism. Then trade Mysticism + Pottery + Gold to Carthage for Alphabet, then sell Alphabet to Celts for 50 gold. Research -> Math. There's a source of iron right next to Iznik. Excellent, that can help with the Pyramids.

1700BC: Sogut barracks -> worker.

1675BC: Sogut worker -> settler.

1650BC: Worker merged into Iznik to speed Pyramids. I decided not to chop the game/forest near Iznik, rather letting it be a 2/2 tile while the Pyramids are built. Iznik will rely on worker merges for much of its growth.

1575BC: Sogut settler -> archer. Settler goes west to found.

1500BC: Sogut archer -> settler. Another worker merged into Iznik. Izmit founded on coast to the west. Uskudar worker -> barracks. Worker goes to build a mine on nearby bonus grass.

1450BC: Iznik grows to size 7. Set to work on iron mountain to hurry Pyramids. Due in 16 turns.

1425BC: Hannibal threatens for 14 gold. He has troops wandering around, so I cave to his demands.

1400BC: Sogut settler -> spearman. Settler goes east.

1350BC: I get mathematics and trade it to Carthage for Writing + Horseback Riding. Research -> Philosophy @ Max.

Sogut: Spear -> worker.

Aydin founded to the east.

1300BC: Izmit warrior -> worker.

1250BC: Worker starts road toward the silks.

1225BC: Sogut worker -> settler.

1125BC: Uskudar barracks -> warrior. Aydin warrior -> temple, as prebuild for harbor. Sogut settler -> spear. Settler goes north-west to found by cattle.

1100BC: Philosophy comes in. Trade to Carthage with world map for Map Making. Trade to the Celts for their World map + 29 gold. We can see there are red borders across sea to the south-east. Set Aydin to build a galley. Antalya founded north-west of Sogut.

1075BC: Silks hooked up. Izmit set to build a harbor.

1050BC: The Pyramids are completed. Iznik -> worker. Soguts granary sold for 7 gold. Uskudar warrior -> warrior.

1025BC: Iznik worker -> barracks.

1000BC: Caesar bought contact with us, apparently. He has Code of Laws, which I trade for Philosophy and some gold.

Summary:

* 6 towns
* 6 workers
* 9 warriors (only one of whom is a veteran, this is defense/mp stuff only at this stage)
* 2 archers
* 2 spearmen
* The Pyramids (and thus 6 granaries)
* Happy Citizens: 38.0; Content/Specialists: 9.8; Territory: 188.3 Score: 236.
* (IMO the two best metrics of one's economic strength): GNP: 38 million (2nd), Mfg Goods: 26 megatons (2nd).
* Techs: All first level, iron working, mathematics, writing, mysticism, philosophy, code of laws, map making, and horseback riding. Researching Republic which is due in 28 turns.

...

I didn't keep detailed notes after this, but I did keep building settlers in Sogut and settled all the land to my north. I used Iznik and Uskudar to build a warrior/sword military with which I would attack the Celts. What happened next will have to wait til the next spoiler thread.

-Sirp.
 
Attacking one warrior with another warrior is very very chancey. You have less than 50% chance of winning if you have the same number of hitpoints.

Even two regular warriors against one militaristic warrior on flatland only have 72% chance of winning. You need vets vs a regular to have a good chance of winning - around 86%.

-Sirp.
 
Chiz, indeed there is no need for so many spearmen. That's almost two per city! I keep one spearman at most in most of my cities. Perhaps if a city was particularly threatened it might have two or three.

Far better to have a small defense in each city, and then a 'dynamic' defense of swords or horses that can move to any area under threat.

-Sirp.
 
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