*Spoiler4* Gotm21-Melee - End Game Submitted

Originally posted by cracker
Ronald,

That's not the issue. I am just asking you to follow the plan and talk about the conduct of the games instead of focusing on just the scores.

Do you understand the difference here and why I think it is important to take this different approach??

Hi cracker,

sorry; I don't know what's the issue. I published my game progress in this thread and I'm reading the posts of fellow gamers.
Dianthus wrote about the possible score of SirPlebs game and I gave my comment about that. What's the problem?

Ronald

Ronald, I think that my intent and my guidance were clear. If you want more specifics contact me by PM or email.

Lets talk about the game and how to play it and enjot it and help everyone spend less time focusing on score in and of itself. This is what the players have clearly indicated that they want to do and we all need to be responsive to this desire. - cracker
 
Originally posted by cracker
Ronald and Dianthus,
If score fascimates you thne the key is to discuss it related to the key game play mechanics that you feel this particular game may demonstrate to make the score higher of lower than in other cases.
Sorry cracker, got a bit carried away there. I've been trying to start/join discussions on the game play as well, just got a bit carried away with the score as well. Having half a maths degree, I tend to have half-baked half-assed ideas about what's interesting, and half the time it's those boring figures that others aren't so interested in :).
 
As a new guy, I really like everyone discussing what decisions they made, what factors they took into consideration, what risks they considered, and any alternatives that could have been made.

I then can compare those decisions to my choices, decide their relevancy (if irrelevent, ask why), and try to figure out the best way to meet my game objectives/style of play in the future.

This first GOTM has had a slingshot effect on my playing. When I started it, I was just making the grade in Chieftain. I am now kicking butt in Regent to the point where it is boring and I may not finish. Combine the GOTM experience with all of your game reports and discussions, and it is a great way to encourage and mentor new people to reach greater heights of enjoyment, whether that be higher scores, quicker times, or just more fun (my personnel goal).

Now if I could just convince my wife that this is fun. :rolleyes:
 
Originally posted by samildanach


Yes I completely agree LK I think the 1390 AD finish date was the most generous of the best dates in this GoTM. Did you choose to do an RCP build? I think with RCP and decent luck you would not have to play anything like the perfect game to match the best date. I think with a great game that some of the elite players are capable ot turning in-then I think the best date could be significantly beaten on this map. FYI interest I replayed GoTM 18 after submitting this months GoTM for a 100K victory using RCP and managed to beat Ribannahs illicit time although of course I had map fore-knowledge( so my time was illicit as well just not as much!)
However it does look like no one else is actually playing 100k. Which is suprising given the map charateristics. Looks like the tournament has skewed the choice of victory quite a bit. I was actually thinking at one stage that I might get the fastest culture win and the philibuster at the same time. :) I think that someone has done that before (cartouche bee?)although im not sure-looks like i'll be getting the phillibuster again though :cry:

I did not play RCP. To me it turns the game into a math formula, and I don't feel like I am building a civ. I realize I lose a bit of an edge, but if I don't have fun why play?

I would be really shocked if there are no other 100K victories. At 4000BC I had already decided on a 100K victory conditional upon my continent being large enough. This game had the perfect qualities for 100K.

1) Cheap culture buildings - religious or scientific civs make it much easier with the cheap buildings. I cash rushed a ton of the cheap libraries. Late game I wash cash rushing 4 culture universities.
2) A large amount of cities to conquer. With the size of the empires I could take a slow walk through the civs rushing libraries ASAP. I suffered just ONE flip against me the whole game.
3) No one else was scientific - this is HUGE. Nobody else could build 40 shield libraries. This also helped slow down the tech pace. After education, there is no tech that is very important toward culture.
4) Commercial helps to keep a massive cash flow available. The nature of 100K requires cash for rushing buildings, and to support all those buildings. Thanks to large map, and the lower corruption of commercial I was making over $1,000 a turn by the end. This is despite paying for a ton of extra buildings.
5) I knew 30 days of playing time would be to short with my skill set for domination. Score is by territory, and 100K is the best way to gain a lot territory after domination. UN requires limited warring to avoid a destroyed rep. Space race is a speed contest, and that means skimping on military for build research infrastructure. I like buying early workers to help my growth and hurt the AI growth. This goes against the grain for best space win.

I think a lot of player got overwhelmed by large map. By the time of rails with replaceable parts I was spending over 15 minutes a turn just on worker actions. I had a decision overload at that point. Between deciding the next city target - rail to the target - save workers after taking target - if city not taken where to use workers - there was quite a bit to do. This ignores moving military - attacking cities - deciding when use elite which give me quite a few wonders. I have a couple of 2 to 3 hour sessions with 5 moves completed. I think time commitment also kept a lot of players with space / UN which take the least time to complete.
 
Originally posted by KELLO
What was your score in the end, just out of interest?
I like to hold it back for some suspense till the final results ... for now I'll just say I got over 9000 Jason :)


Originally posted by Dianthus
SirPleb, could you quantify "superior numbers"? Last month I had to attack the French Infantry with my Cavalry in non-superior numbers, relying heavily on Artillery to weaken them instead.
Originally posted by rabies
I feared building too big an army in republic to keep conquesting...it seems my fears were unwarrented. I too would like to know how many units you were supporting. I also regret stopping for a solid 20 turns to wait for tanks now to take on riflemen. I should have just charged. Were the cavalry completely unassisted by the use of artillery/cannons? Even with tanks, I was taking some substantial losses...causing war weariness to take effect.
Yes, the Cavalry were completely unassisted.

I've checked a couple of saves:
At 670AD when I shifted to Cavalry I had 49 of them, plus 81 workers, plus probably about the same number of captured workers.
At 950AD I was near my peak size. I don't think I built Cavalry after that. I then had 113 Cavalry, 86 workers, and probably 100 or so captured workers. I think I'd started joining some workers to towns then, probably peaked a bit earlier at near 100 Greek workers.

Although I of course lost many Cavalry, production was huge and I netted quite a gain over that period.

In terms of the number of units to attack a city, I didn't often face that as a decision. My approach was to start with as large a group as possible and use them all on the same targets. Each turn during a war I would:
o Group all my healed Cavalry.
o Attack a city they could reach from my territory on the same turn.
o Railroad up to the newly captured city. About half my total worker force was dedicated to supporting the war, so that I could do this immediately upon taking each city.
o Repeat the process taking another enemy city.

I'd stop when I either
a) Couldn't reach any more cities on the same turn. In this case I'd move a stack or two into positions to take cities next turn. (Selecting them so that immediate routes to further cities would be opened up.)
b) Didn't have enough healed units left to take another city. The remaining unused units would then move to defend exposed units near the front line.

When I did need to decide in advance how many units were enough (for two turn attacks, or when deciding to end a turn) my general thinking was that "enough" would be between:
o 5 or 6 units for a small town defended by muskets at the lower extreme.
o 20 units for a city defended by infantry at the high extreme. (This wouldn't be enough in a game where the AIs were really strong. But in this game they didn't have large defense forces.)

A few keys to this approach are the fast tech pace, keeping the AIs broke, and using lightning strikes. These things seem to all help to keep the AI's military weak:
The fast tech pace seems to keep the AI busy working on infrastructure to catch up. (It also helps that they don't go to a war footing with anyone.)
Keeping the weaker AIs (the ones I'd prefer to take over, I want the stronger ones doing research) broke means they can't upgrade their obsolete units when war comes.
A lightning strike results in them having no time to shift to a war footing and build up defenders.

Another important thing is to try to avoid attacking cities until you're fairly sure you can take them on the same turn. If you don't take the city after beginning an attack, you'll have many units in enemy territory. That will increase war weariness and will often leave some weakened units exposed to counter-attacks.

I preferred using Cavalry over Tanks in this situation because of war weariness as well as for the better ability to use lightning strikes. I had some war weariness but it was not a problem because: 1) Wherever possible I used the 3-move of Cavalry to take cities from a starting point outside their boundary, i.e. minimized the number of units inside enemy territory. The worst cases were invading the other continents, landing 20 Cavalry inside the enemy zone on the first turn to ensure taking one city as a beachhead. There were also some cases where the rough terrain meant leaving a number of units in enemy territory for one turn while approaching a city. 2) All of my productive core towns were size 12 with Marketplaces and 8 luxuries. So even a fairly high level of war weariness (which I reached in the last turns of a couple of wars) didn't hurt productivity - all citizens could still work, the weariness was only affecting score for a short time.

I found that Cavalry worked surprisingly well. Losses were high but not as high as I'd anticipated. Partly because the opposition was weaker than I expected. And partly because I had a lot of elite Cavalry from early action against weak enemy units. An elite Cavalry is not just a bit stronger - it also benefits from better odds of getting a retreat roll. Eventually I lost many of the elites since I always used them as my front line, but they did a lot of damage while I had them.


Originally posted by oinland
Fantastic idea to use the two best ai as "research institutes" with you financing them!
I was strongly motivated :) - I knew that Bremp was 6 turns ahead of me and really wanted to find some way to catch up. And now I see that you were 7 turns ahead! Phew, what a close finish! :thumbsup:


Originally posted by Drazek
How do you balance your building so that you have 4t research rate as well? Do you count your beakers and the needed ones so that you won't build/rush "unnecessary" banks at the time for example.
You can count beakers but it is a bit complicated. There's a nice description of research costs in this thread by mydisease. Factors include map size, difficulty level, and the number of Civs who have discovered a tech. (When staying ahead in research the last factor doesn't matter of course.)

On this particular map research costs were fairly high overall. The huge map setting for the science multiplier was the big factor in this.

I use an approach I find simpler than calculating beakers. There's a fixed basic research cost for each tech which is multiplied by the other factors. I downloaded a text file containing the base costs some time ago from a CFC thread, I'm sorry but I can't find that thread now. You can see the base costs in the map editor, and they're also listed in Ambiorix's spreadsheet, on alexman's "what will the AI research next" thread.

What I do is, once I've reached a four turn rate, I calculate how long a given base cost is taking me at a given research percentage. For example, suppose I'm learning Astronomy and I'll need to research at 80% to get it in four turns. Astronomy's base cost is 56, so I'm learning 14 units/turn. If I were to boost my rate to 100% that would be a multiplier of 1.25 (1.0 / 0.8) So, at 100% I can currently learn a 56 * 1.25 = 70 unit tech in four turns. Anything higher I won't be able to do in four turns.

I then look ahead to see what costs are coming up. If I'm going to finish the Middle Ages in five techs (20 turns) then I need to be thinking ahead to the coming jump in research costs. A number of early Industrial techs are cost 120. My capacity needs to be boosted a LOT (from 70 to 120) over the next 20 turns - time to panic and devote all efforts to increasing science. OTOH if in the same situation I could learn Astronomy in four turns at 50%, I'd realize I'd been over-building for science, could have been building other things - I'm already nearly able to handle the 120 cost I'll face in 20 turns.

When going for a maximum science rate I use this looking ahead to decide on an onging basis how much effort should go toward increasing research capacity and how much can be used for other things. In the above example if I could get Astronomy in four at 60% or 70% I'd feel that the situation was under control.

There are a lot of things to do to increase your science rate. They vary somewhat depending on the specific situation. The following general guidelines, though not absolute, might be some help. I've tried to put these roughly in order of priority as I see them:
o Get to Republic as soon as practical. (Happiness considerations and army size may sometimes affect this decision but shouldn't often be reasons for delaying.)
o Get a second productive region ASAP (Forbidden Palace or Palace jump.)
o Road all tiles which citizens are assigned to.
o Build libraries.
o Keep all citizens in non-corrupt cities productive, no specialists. This usually means making an effort to gain luxuries and also means building Marketplaces at the size 6 to 9 range.
o Build universities.
o Increase population in all non-corrupt towns.
o Build harbors, and later on commercial docks, in non-corrupt coastal cities.
o Build courthouses and police stations in any productive city with more than a few gold lost to corruption. The higher the percentage it is losing to production, the higher the priority of building these in the city.
o Build science wonders (Copernicus, Newton's) in cities with high science potential. You want cities with lots of gold bonus tiles for this.
o When a core city does not have a priority build pending (i.e. you don't urgently need anything particular to be built there) reassign its citizens from high shield tiles to high gold tiles. Especially do this with cities which have your science wonders.
o If in a panic situation you need to squeeze just a bit more research to get something down to four turns, reassign citizens in corrupt cities to be scientists, and/or reassign citizens near the core to higher gold tiles.

And finally, two of the most important considerations:

1) Try to be rich enough to research at 100% when you need to. Sometimes you can save up gold in advance for a tough stretch and run at a deficit for a while. In this particular game with so many rivals, I found I could get plenty of cash from the Civs I wasn't setting up as research helpers, had no problem running a cash surplus at all times.

2) Consider using your Golden Age to boost through a critical research period. I.e. one where techs take a big jump in cost and you won't be able to do them in four turns. The Golden Age can help you to make the new rate for 20 turns, and to also build up more research infrastructure during that time so that you'll be on top again when the GA ends.
 
Oops, I just edited my previous post to include courthouses and police stations as things to build for research, don't know how I forgot to include them when I wrote it.
 
Civ3 PTW - 1.21f - Class Open (though some may say "none")

Finally finished. Industrial Spoiler

Final Result was the planned on 20 K culture. On the same turn I also hit 100K culture.
I could also have founded 2 cities with existing settlers to cross the domination limit, and could have conquered the last Persian city to get Conquest. I know it's not the most impressive multiwin out there,but I had lots of time to kill while waiting for the 20K.

The Modern Age started in 1475 with me getting Fission for free. I immediately switched to build UN (with some shields from an Army prebuild). I finished the UN in 1495.
jeffelammar_1505AD.jpg

About this time I had built up a force of about 60 Tanks, and began my war on the Celts. I rolled through them and then into the Ottomans. Success, I now owned all of the northern land mass.

Now it was time to take out everyone else to prevent the very remote possibility that someone could build a spaceship before I got my 20K. I used espionage (propoganda) to get get Cities on the Persian Island, and on the ex Atlantean penninsula. I then Airlifted in large numbers of Tanks to Persia and declared war. I took over Persia and about the time I was finishing them, Spain demanded Wines. I told them hell no and Isabella declared war. We had a winner in the Next Victim lottery. While invading Spain, I prepared for a massive ROP rape of everyone else but Babylon and Persia (now reduced to 1 city on an Island). I signed ROP with every nation targetted (Carthage, Hittites, Zulu, Rome) and began moving my Modern Armor into Place.
jeffelammar_1720AD.jpg

1720 AD - I took every Carthaginian City
1730 AD - I took every Hittite city
1735 AD - I took every Roman City
jeffelammar_1745AD.jpg

1758 AD - I took almost every Zulu city
1760 AD - Finish off Zulu.
Meanwhile I was at war with the Babylonians.

After taking out the Babylonians, I gave a northern Tundra city to Persia and declared war. I took their 2 cities and put a military blockade around the tundra city. They would never be able to build anything. I wanted to keep Rome as the last civ, but unfortunately Persia was the easiest to isolate.

I then did a halfway job of milking to 1824 when I finally reached 20K.

In 1824 AD - Athens had a culture rating of 130.
Athens had.
4000BC - Palace
875 BC - Pyramids
550 BC - Colossus
470 BC - Library
390 BC - Temple
90 AD - Sun Tzu
370 AD - Hanging Gardens
600 AD - Sistine Chapel
610 AD - University
640 AD - Cathedral
790 AD - Coperincus
940 AD - Shakespere
1090 AD - Newton
1140 AD - Heroic Epic
1250 AD - Military Academy
1255 AD - Universal Sufferage
1295 AD - Theory of Evolution
1305 AD - Battlefield Medecine
1330 AD - Wall Street
1365 AD - Intellegence Agency
1440 AD - Pentagon
1495 AD - United Nations
1520 AD - SETI
1525 AD - Manhattan
1555 AD - The Internet
1585 AD - Cure for Cancer
1645 AD - Longevity
1700 AD - Apollo

I almost didn't build the Internet for the aforementioned 100K culture issue, but I finally decided to just sell off enough other stuff to offset the huge culture boost on the north island in the interest of shortening the # of turns to 20K.

Here is Athens at the end of the game
jeffelammar_Athens.JPG


Firaxis Score : 9328
Jason Score: 5796

I did not use RCP or try in any way to manipulate the tech race. Due to the relatively low shield output of Athens, I was (until late industrial) always building wonders with Athens, and thus not really worried about advancing tech so I could build another culture imp.
 
*ring*
class on Fast spaceship launch (by sirpleb) in session...
*pop*
rabies brain explodes from all the info distributed by sirpleb..

:)
 
Not sure how this quote deal works, but here goes. This is by Dianthus:

The two I used to always get caught by are making peace while I was in an alliance (an alliance is a 20 turn deal), and starting war while in an enemies territory (counts as breaking a ROP). I managed to avoid these in this game, but did have problems with roads being broken by Barbs early on while I was trying to trade luxuries.

It had to be luxury deals broken by war and roads in areas of the world I couldn't see because I didn't fight a single battle until about 1900.

I got most of my land in the initial grab and by planting FP near the dead german area where the ottoman's and minoans were battling over it. Every city there eventually flipped to me except Berlin, which had a couple of Wonders.

Because of tech deficit and my inability to trade for any due to those unknown earlier busted deals, I spent most of the game catching up. At any time, the Minoans or the Ottomans could have come in and wiped me out. But I paid them off whenever they threatened and managed to stay out of war.

I finally built a massive army of tanks and infantry and then as soon as I was able, upgraded en masse to Modern Armor and Mech Infantry. I had about 80 if the former and 110 of the latter, but the space race was on.

So I went to war with the Minoans and bribed every other nation to ally with me against them. After about 10 turns I owned every city and Wonder they had worth having. I was worried about spain though, since they had the superconductor (the last space ship tech needed other than satellites, which neither of us had)and I didn't.

My research was low due to needing 40% luxury to keep the people happy during war (democracy). I had 9 turns left on the alliance but I was worried that was too long to wait to make peace. So I planted a spy in Spain and discovered if I waited out the war I would lose the space race.

So I made peace with the Minoans, pissing everyone off, turned every city to producing wealth, jacked up research and was able to get Satellites and Superconductor in 4 turns each.

After those 8 turns, I had everything built but the 3 components required by super and sat, and they were due in 2 turns.

Spain promptly demanded Satellites and I refused so we went to war. But I won the game before they could get any troops in my land.

The latter part of the game was great fun, but my bad rep made the beginning and middle very frustrating.

By the way. thanks for those links, Dianthus...I'll check them out.

Ghostwind

P.S. I need to learn how to put in them screen shots eventually.

P.P.S. After reading a few more posts, it just occured to me that I never triggered a Golden Age! Damn!
 
Originally posted by jeffelammar
Civ3 PTW - 1.21f - Class Open (though some may say "none")


370 AD - Hanging Gardens
600 AD - Sistine Chapel
610 AD - University
640 AD - Cathedral
790 AD - Coperincus
940 AD - Shakespere
1090 AD - Newton
1140 AD - Heroic Epic


This is exactly the part of the game that you played so well and I played so poorly. With Hanging gardens and Copernicus both doubling up towards the end of the game and having 3 IA wonders that I missed you well and truly cooked my goose for me.

How did you stop the various cascades? You also played a much more aggressive game than me.

I also wonder why you built the pyramids rather than the Oracle which is cheaper?

Nice job! .... but sickening at the same time :p
 
PTW 1.21f Open class

Well, I just submitted my game, so I can post in this thread.

The end of spoiler 3 in my game was 1200 AD, when I had conquered the starting continent (save 1 Carthaginian city) and I had just invaded Rome and Atlantis, who got help from Isabella in that war.

I made peace with Isabella ASAP and proceeded to eliminate the Romans and Atlantinians and then I moved over to Babylon. Unfortunately for the Zulu, Shaka had just signed an MPP with Babylon 2 turns before my invasion of the Babylonian island. That meant they were next.
Babylon died easily and the Zulu were quickly reduced to 2 cities on the Persian island, where I left them.
During the conquest of the Zulu, mapstat told me I was approaching the domination limit, so i started razing Zulu cities.
After I made peace with the Zulu (I just left them tose 2 cities on the Persian island, I went after Carthage (just GL hunting, really) and eliminated them too. I had to disband a formerly Zulu city to prevent domination (fortunately I checked with mapstat just about every turn).

I had 4-turn research the entire period described here, though I made a side-step to miniturization (to get the Internet).

I also established a new personal best for GL's: I got 24...:D
These were used mostly to rush wonders, but i also used them for 3 armies and a couple of airports.
Swordsmen: 3 leaders
Cavalries: 17 leaders (I did most of my conquests with them)
Tanks: 2 leaders
MA's: 2 leaders

My play-time was 91 hours and 22 minutes, but nearly a third of that time is the result of leaving the game running when I had other things to do.

I launched my spaceship in 1525 AD, pretty late compared to a lot of you guys (I can't even beging to imagine how guys like bremp and Sirpleb get such early launch dates :eek: ).

My scores:
Firaxis: 10186
Jason: 8260

All in all this was a very satisfying game for me....

The Greek republic in 1525 AD:
 

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Dianthus_Polution1.png
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Towards the end of my game I was getting 2-4 tiles pollution per turn. This month I tried to refrain from the usual "lets build every building in every city" thing, so didn't have any of the pollution reducing buildings. I discovered a useful way of identifying how many tiles are polluted. The Demographics screen (F11) screen has a Pollution stat measured in tons, each ton being 1 polluted tile in your territory. This stat actually updates as you clean-up the pollution, not just at the end of turn, so you can keep coming back to it to see how many more tiles need cleaning-up. This doesn't help in finding the pollution, but at least you know when to stop looking :)

Dianthus_Polution3.png
Dianthus_Polution4.png
 
Or, you can put your workers on Pollution control. Press Shift-P and if there is any pollution in your territory, he will go and clean it up. If there isn't any, he will just stand there and you can tell him to something else.
 
Originally posted by mad-bax

How did you stop the various cascades? You also played a much more aggressive game than me.
I actually didn't do much to stop cascades. One thing I really tried hard was to finish wonders before new ones were available. This was part of the reason that I didn't make any effort to accelerate the tech race. By keeping the tech race at my own 6-8 turn rate, the next wonder was often not available to the AI when I finished one. I missed a few wonders because of it, but overall I got most of the ones I really wanted. The only MA wonder I missed that I really wanted was JS Bach (The AI grabbed it while I was building Shakespere.) I did build Adam Smith in Sparta timed to finish at the same time Athens finished Newtons, but I don't think the AI had a build going. I was well ahead of them in tech by then.


I also wonder why you built the pyramids rather than the Oracle which is cheaper.
A couple reasons.
1. I was planning to take lots of territory, so wanted the benefits of Pyramids. They last the whole game where the advantage of the Oracle is so short lived.
2. I didn't want any AI to have it. In my game the AI's were so evenly matched that none got the upper hand. In fact the first AI to bite the dust (other than the Minoans) didn't do so until most of the way through the Middle Ages. If an AI had gotten it I feared they might become bigger and more dangerous.
 
Darkness, you may not have the fastest launch, but it's comfortably in the second tier, and your raw score is huge. It again shows the benefits of aggressive early expansion. All in all, yours is one of the most impressive spaceship games on record so far this month. Congratulations.
 
Well done darkness. We played very similar games. I thought I would have you beat based on what I saw from your earlier spoiler posts...but while I did manage a faster spaceship win, you beat be in points. I am certainly regretting stopping for tanks and capping my army at 40 units now... :(

24 GLs! :wow:
 
Well, I made it.

1762 ad - space ship launch - open PTW 1.21f. Firaxis score 4270 - not sure about Jason - must find the calculator...

Man, what a long game ! Still I am proud of a win on monarchy - I just achieved one recently in my SG. Monarchy wins are no ways a given for me (I think i win about 1/3), altho QSC's, GOTM's and SG's have definitely improved me.

@ChrTh - looks like I beat you by 4 turns *grin*

@Mad-Bax - quite an exciting end that! Sounds similar to a game I lost. 2 armies smashed their way to enemy capital's, razed only the cap's ... but I still lost in the end. Well Done.

CiaO 4 Now
 
Well, I made it too. Looks like I lost the little duel (again.. well done Mad :goodjob: ): it was 1884AD when Athens reached the 20k culture mark. Greece was worth 4808 firaxis points at that point. My finish wasn't half as close as Mad's (you can find his account here ) but close enough.
The Persians managed to complete 7 spaceship parts, but were stupid enough to declare war when they failed to extort Oil from us... :D.
My biggest mistake was to forget the military wonders, I should have focussed more on those elusive GL's. The last part of my game consisted of wars, wars and some more wars. I had all the civs in communism and succeeded in keeping all other civs with me while fighting the one I deemed strongest.

edit: I didn't need nukes, I just used MA's.
 
[ptw] v1.21f, Open

Background:

0 Games played on a level higher then Warlord before this one

0 GOTM's played before this one

0 Great Wonders built by Greece

6 Techs behind at 'Spoiler 3'

10 Civs I had to keep happy in order to prevent war

13 Turns I had to sweat out while I planned an invasion of
Persia in order to take control of the UN before a vote

Results:

sourboy_gotm21_finalminimap.jpg


sourboy_gotm21_victory.jpg


sourboy_gotm21_finalscore.jpg


Lesson:

Never give up. Never, ever, ever give up.

Side Note: ...and I was actually tied for the tech lead when I won the UN vote...
 
There are always many games submitted each month thate deserve special recognition and applause. Every game has the potential to have special events and special memorable moments in it.

Sourboy,

In some ways you will never forget this game for many of the reasons you outlined. I can tell you that sticking to it without just rolling over truly indicates to me that you may have many exciting game moments in front of you.

Great Game!!! :goodjob:
 
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