*Spoiler4* Gotm24-Korea - End Game Submitted

Originally posted by gozpel
Sir Pleb, I once told Qitai how strange rabbits he pulled from his hat. But this rabbit is a new, an alien one.

A gamble worth praise and wonder, and to that the unreal IDEA of holding off the ToE. I bow before you, without bending over :)

This is not a new tactic - it has been used by several players going for a diplomatic win in recent GOTMs. What is impressive about how SirPleb used it is that he was simultaneously gifting the AI with tech, so he could have been beaten out for the ToE. This is why I didn't go for it. (As it turns out, I researched fission in four turns anyway.)

SirPleb also did an excellent job manipulating the AI into researching two relevant industrial techs for him. However, he did not achieve an 830 AD win largely on the strength of his industrial-era tech rate. I think the key period in his game was the late Ancient and Middle Ages. SirPleb reached the industrial era in 210 AD, and by then he was coasting to his amazing finish. From what I can discern, he did it with early, sustained expansion, leaving the faster AI researchers with gpt, and taking gifting up a notch by having a strong sense of what the AI would research next.
 
Txurce said: This is not a new tactic.

Oh well, I read alot and I never saw it before, but I'm only a few months old, so for me it is an amazing idea.

You beat me too, Txurce....without any tricks.

This is probably the best I can do without exploiting the AI to the fullest, and I won't ever walk that way. It's risky.
 
You are right that it is risky. However, as SirPleb has demonstrated in the past, he has a marvelous understanding of the game. Since you are only a few months old I will tell you that earlier this year, in GOTM 18 - Celts, he achieved all possible victory conditions. By that I mean that when he reached the end of the game in 2050 he could have chosen any victory condition (Conquest, Diplomatic, Spaceship, etc.) and won the game. Therfore, risky conditions for us, may not be so risky for such a skilled player.
 
Originally posted by Justus II
I have a couple of questions on another aspect of your game, the "slow warfare". I tend to fight short, quick wars targeted on a specific objective, then take my 20 turns to build up for the next one. From your description, yours was a much more gradual approach, although "slow" in relation to your research timeline might be misleading. My questions are: How do you handle War Weariness, being in Republic the whole time? I can usually count on luxuries and the slider for 10-15 turns, but then it gets too expensive. Second, do you try to go after cities first, or draw his forces out against your defenders and then go on the offensive? I have often thought that would be a better strategy, particularily for MA and IA warfare, but because I am trying to fight quick wars, I go after his cities pretty quickly.
War weariness never became a big problem for me. It helped a lot that there were six luxuries on the home continent. I targeted new luxuries early in my attack on each rival. It also helped that I had Marketplaces in my larger cities. The main thing though was not losing many units, and losing no cities. Those seem to be the biggest contributors to war weariness. Because I didn't lose a lot of units, I don't think I ever passed the first stage of war weariness, and that required just a slight luxury boost to keep it under control. In a few cities I did use specialists after war weariness began. Even in that there's a way to minimize the cost. I find that ofen I'll have a combination like 2 happy citizens and 3 unhappy. In that case I make one citizen a tax collector to get a bit of cash out of it instead of making the citizen an entertainer. It is important when running this close to the line to review all cities every turn to avoid disorder as they grow :)

About drawing the enemy out: I think that strategy depends on how defensible the border is. In this game my border with each of Baekje, Goguryeo, and Han Dynasty was rather long and exposed when I started my war on each. I didn't have a strong and mobile enough defense to wait for them to come at me. So instead I sent small groups of Bushi into their territory. Bushi were ideal for this geography. There's a lot of terrain with defensive bonuses, including many mountains. A Bushi on a mountain is likely to survive an attack by any contemporary unit. So I'd send a group (four or five) of Bushi toward a target city, taking maximum advantage of the terrain. And sometimes taking an extra step so that the attack on the city wouldn't be across a river. The AI, logically enough, prioritizes attacking incoming stacks which threaten its cities. So with this approach the AI tends to send its forces where mine are, vs. sending them into my weakly defended territory elsewhere along the border. (It is nonetheless importatant to keep a minimal defense on the home front to deal with occasional units which sneak past.) My troops get slowed down by enemy attacks - weakened Bushi must fall back to home territory to heal. Eventually, when I have a strong enough group (3 or 4 at least) of unwounded units right beside an enemy town, I attack it. If my group is smaller than that then it just sits, waiting for reinforcements and destroying exposed units in the meantime. My top priority in this kind of slow war is to minimize losses. I don't have a lot of units and I'm not producing new ones rapidly, so I need a very high kill ratio from what units I have, and that contributes to them going slowly. (As well as these being slow units, and my not having enough of them to simultaneously send strong stacks to separate targets.) Another small trick to mention here: If I have a small stack of say 2 or 3 units in enemy territory on hills, and the enemy exposes 2 units by leaving them on grassland beside the hills, I'll kill just one of those two units. That leaves my Bushi group strong on their hills, vs. also killing the second unit which would leave one of my Bushi exposed on the grassland, perhaps in wounded condition. I'll only attack a single exposed unit when I'm fairly sure more enemy units won't reach that location next turn.

In some other games I have used the approach of drawing enemy troops toward my defenders. But even then I rarely use actual "defenders" - I just hold back my offensive units. Fast offensive units can easily dispatch enemy units arriving within your territory and then withdraw to safety on the same turn. It makes for a very nice way to deal with a larger enemy, drawing them onto your home turf and hitting them in the open. I have found (the hard way :) ) with that technique that it is important to have a "killing zone" just inside your borders where you leave no available path to your cities which has a defensive bonus at each step.

Originally posted by cracker
Do you have a reading of your domination percentage?
I was still a long way from domination. I had 1303 tiles at 830AD - 61% of the 2141 domination limit for the map. Going for an early Diplomatic win at all costs slowed me down. If I'd taken all the gpt I could from the leading Japanese clans, and if I'd also built a few less universities and libraries, I probably would have finished 10 to 14 turns later (2 or 3 techs more to learn plus a couple of turns slower to research the most expensive techs) but would have had a lot more land by 830AD - lots more cash, significant additional shields, and weaker rivals would have made for more rapid expansion. I think this victory condition combined with this map is a case where the tradeoff between no-holds-barred speed of Diplomatic victory, vs. more tiles and a higher score, is as big as that trade-off gets :)

Originally posted by Txurce
What is impressive about how SirPleb used it is that he was simultaneously gifting the AI with tech, so he could have been beaten out for the ToE. This is why I didn't go for it.
It caused me a bit of nail-biting, and I didn't even want to spend gold to check how the AIs were making out on their ToE builds. When I first traded away Scientific Method the AIs would have from 18 to 22 turns to beat me to ToE (depending on whether and when I got Combustion from them.) I'd eliminated all possible cascades. From what I could see it was very unlikely that any of them would build it from scratch that quickly. They hadn't had Industrialization long enough to build any factories, and they didn't have Sanitation. Just one exception: if two of them had gone to war and triggered GAs, my odds would go way down. I just now checked my 820AD save to see how they were doing. At that date my three helpers had ToE builds which were 21, 25, and 15 turns from completion. So it seems it was a pretty safe gamble :)
 
PTW 1.27 Open class game

Link to Ancient Age AAR

Link to Middle Ages AAR

Link to Industrial Ages AAR

1485 AD - At this time I perform my first round of bribery, giving each of the surviving seven civs a lump sum of 50g. I'm now two turns from completing Radio and entering the Modern age. All civs are now polite to me except the Shimazu; they're still annoyed with me. They're the last civ I made peace with from the last war. It looks like the Han will be my UN election opponents; they're #1 in population. I've got some good shield producing cities, capable of knocking out a palace in five turns, so it's too soon to start a prebuild.

1495 AD - I'm the first civ to reach modern times. I get Rocketry as a bonus. I start researching Fission at 100%. I'll be done in nine turns this way but it will cost me around 2500g with an income of -250gpt. Which is no matter because I have over 12000g in the treasury. More bribes, 50g all around! Everybody is polite now.

1520 AD - More bribery. RoPs and 50g all around! Everybody is polite. Is it enough? I've gotta try the cheap route. Too many current wars going on right now to start up any mpps.

1560 AD - I complete the UN, triggering my Golden Age. The vote goes 5-3 in my favor! Too close. I should have spread the wealth around more than I did. Still, it's a win!

Firaxis score - 3777
Jason score - 5662 (if I did it right).

~ Fin
 
Conquest PTW 1.21

I guess the headline says it all.

It was a space victory, fueled by the Internet.

Ancient era: decent QSC 8 cities, 2 settlers, a number of Barracks, a quick war with the G-men. Couldn't quite get the 4-turn settler factory set up, got beaten to horses by the (French) Bs.

Killer bad luck/judgment: Was first to monarchy, but drew a 7-turn anarchy!! (Didn't even think of re-revolting). Decided to wait before I sold monarchy to rivals. Then the Han demanded it and I said no--while still in aNARcHY!

To paraphrase Jim Croche,
"You don't pull on Superman's cape;
You don't stir Sir James Bond;
You don't pull the mask off the ol' Lone Ranger
And you never, ever stiff the Han!"

In the end I only lost one peripheral city (my QSC choices paid off), but I lost a chance to make a lot of money and to invade the Bs (The Han got there first).

Medieval times: Small and nervous days. I saw the Han coming for more of your truly. They refused my bribe of 5 gpt. Then I saved my bacon and offered them a ROP where I paid 6gpt. This continued till the end of the game.

Made a quick dash for the Bs horse city--eventually got repulsed but I got a GL out of it (Art of War).

Industrial: The Han had wiped out the Bs, but then the Hs cities began flipping to me, including the Bs old capital which had the Pyramids in it!!

I was trading with everyone I could and getting along with everyone, except the G-folk whose wine I coveted. When the Han finished them off, I left them plenty of room, even losing a 2nd wine in the name of good neighborly relations.

I was behind in tech but kept buying what I could, hoping to slingshot to Fission and pre-building for the UN.

Everyone but me was fighting someone or another, so I had hopes of winning a vote.

Oil came my way thanks to another culture flip from the Hans. I had established enough cities to make a layer separating their northern area, including luxs, from their south. I didn't dare attack, but I figured they would not lose their luxeries lightly (by now I had a reasonable deterrant).

Modern era: I didn't get Fission first and I didn't build the UN but I pushed for Minituratization, built the Internet, triggered my GA, and moved towards a Space Race.

Finsihed in 1774.
 
You all do realize that SirPlebs 830AD means no more than 133 turns since 4000BC, or 33 4-turn periods, don't you?!

I thought my 1395AD victory was a quite respectable performance, although I had the help of Conquest boni as well as the luck of three leaders.

I have to think again, since I needed over 50 percent more turns (200+) than SirPleb as Predator. :cry:
 
Originally posted by King Of America
Was first to monarchy, but drew a 7-turn anarchy!! (Didn't even think of re-revolting).
The re-revolting possibility is a nice discovery because it might alleviate some undeserved bad luck. Some things about it don't seem completely clear to me though.

These things seem clear:
The moment you discover the new form of government, you must select "Yes, let the revolution begin" from the advisor pop-up. Then you will go to anarchy before the end of the turn, i.e. before the computer has run through all your build orders, trade and food production. (At this point I usually say "No, we are happy with xxx," because I'm not prepared for the shift in government in terms of which cities will go into civil disorder or suffer from starvation. This might not be a necessary precaution since civil disorder doesn't make a big difference in anarchy - if you're lucky it can even prevent starvation - but I do it mainly from an aesthetic viewpoint.)

This doesn't seem totally clear:
Secondly, I assume, although I've never done it, you must go to the F1 screen and hit the anarchy button, right? Yet, isn't it pretty difficult to reach the F1 screen on the same turn as you made your first revolt? If I remember correctly, the turn switch occurs when all build orders have been dealt with. So must you not complete some sort of build - while in anarchy mind you - in order to access the F1 screen on the same turn?

If one turn is lost to the first revolt, the re-revolt becomes less attractive. So someone please fill in my blanks!
 
karmina, if it's any consolation I don't think the kind of virtuoso play SirPleb showed would have been any easier to achieve at the conquest level. He helped the AI to research things for him which they would probably not have been able to do if he had played at the conquest level.
 
PTW1.21f

Just a summary:

I decided to get as much land as fast as possible in the beginning. I setup Qitai's idea of 4-turn warrior+settler factory and produced vet warriors in my core towns. I had about 20 upgraded to Bushis when I began to invade Baekje. My first suicide galley found Japan in around 600BC and I became a Republic short after that. Next I attacked Goguryeo, but I had problem finishing them off due to a far away city. I perhaps should have done MA with Han against them. I had about 30 Bushi when I began to invade Han. Fortunately, I got my first leader just as I was finishing off Han. I was scared I would get none. I did a short Palace jump and built forbidden palace with the leader. This was in about 200AD.

I had neglected infrastructure so after having the starting continent, I began hurrying libraries. I even was behind a couple of techs compared to Japanese. They were researching Astronomy and I decided to go for Chemistry (I didn't even have Son Buddhism). With the help of only me having Chemistry I got instantly even in tech with others and I was the tech leader since.

In 800AD I wanted to grab some extra land and invaded Kuroda due to their weakness and two new luxuries. Military advisor said I had an average army, but after a couple of turns when I took the first city with Cavalry and fortified my Riflemen there, Kuroda were throwing almost all their Mounted Samurais to die there, I was again the stronger one.

I was thinking about getting more land, but I finished in 1110AD with a diplomatic victory. Voting was no contest, as I had good relations with others with an exception with Oda who sneak attacked me twice. Over 9,000 Jason points. The finishing date was late, but I still think it was quite ok, as MA went so slowly due to neglected infrastructure.

Oh, and playtime was only 16h. :)
 
Well, I am faced with the naked truth: I suck at this game. I'm now 1 for 4 in GOTM with my third spacerace loss (1882AD Civ2268). Heck, I only won the last one by seizing the UN right before the Carthagians were going to launch (Voted myself onto the ship I guess)

I'm too much of a builder because like the others who lost I let my pennisular neighbors go too long. By the end the Han had half the pennisula. My every effort to get a leader failed and the host of Han armies convinced me to be peaceful.

Of note though is Shingen Takeda's empire. Most of the other posts don't show him so large.Oda was reduced to 4 cities, Chosogabe confined to the north and Shimazu to the western most island. I'd post an image but I always screw that up so just use your imagination.

At emperor level I seem unable to compete in research. I was the last to enter the modern age by far. I ended up never getting out of communism (which I don't naturally choose to enter,prefering monarchy).

Oh well, on to the Mongols.
 
SewerStarFish:

If you want some advice on how you might improve your approach you can start a thread in the Strategy Forum. Post a copy of your game at the end of the Ancient Age and seek suggestions on what you might have done prior to that time and what you can do to improve your position in the future.

I realize you are also having trouble posting images. If you want advice on how to upload a game you are playing so that others can look at it go here:

http://forums.civfanatics.com/showthread.php?postid=957076#post957076

and check the Easy Upload feature in post #12
 
From the point I researched Mass Production everything was straightforward. I researched flight in 1110AD. I had two pre-builds for the UN four turns apart (in case I got fission for free) and a leader in reserve.

At the time I had 7 rivals, but the second placed civ (Tokagawa) had been overtaken by the Takeda, so I would face them in the vote. I was at war with the Tokugawa as were most of the other civs.

Tokugawa were furious, 3 others were gracious and 3 were polite. I signed MPPs and ROPs with everyone and gave everyone a -10pt attitude gift. I didn't declare war on the Takeda as I felt it unnecessary.

I pressed "Next Turn"

On the interturn the Oda declared war on another Civ (can't remember which one). The MPP's I had signed then dragged me into war with 4 civs in total.

I got fission as my free tech and used the "big picture" trick to build the UN on the same turn. The wars I had been dragged into were sufficient for me not to win the vote. It was inconclusive.

Signing the MPP's was a monumental :smoke: and I deserved what I got. With the pre-builds I had going and the leader in reserve there was a fair chance that I could have got a reasonable date for an SS win, but I have run out of time. So yet again I will not be able to submit this month.
 
Civ 1.29 on Mac

Korea is the first to enter the modern age. The TOE slingshot worked bigtime. Rocketry was the free tech so research is set to Fission. Even at 100% its 8 turns – yikes). Luckily I had accounted for that possibility in my UN prebuild and can slow the build down.

Then I start the war of the Han punching bag. The Han are furious with Korea and there is no way they would vote for Korea. I figure that war + ROP +military alliance + bribe + destroying enemy units bonus = vote for Korea. I have avoided MPPs at all costs. Also, a couple of Japanese nations are already at war with the Han. A few bribes later and 5 nations are at war with the Han, allied with Korea, and gracious.

Tanks roll off the assembly lines, bombers and artillery redline Han units. After a few turns of border warfare the Han offensive potential is gone and the Korean forces start taking ground. Furs and oil are the economic targets.

I expect Oda to be the opponent in the vote. I should have enough votes to win.
There are a few last minute twists in that Oda declares war on the Han (the Oda are now gracious to Korea) and the Goguyreo sign a peace treaty with the Han and are now polite. Steam power convinces the Goguyreo’s to rejoin the effort. War weariness causes a slight delay in the completion of the UN.

Fission is learned, the UN completes, Korea finally gets a golden age and the vote is 6 votes for Wang-Kon, 2 votes for Nobunga-san and 1 abstention (Han). Diplomatic victory for Korea is achieved in 1560AD.
 
Tough break, mad-bax. MPPs are such a problem because you lose control on your decisions. I generally will not sign an MPP with any civ unless I plan to go to war right away with a third civ and want the MPP ally to also declare war on that third civ.
 
Originally posted by zagnut
Tough break, mad-bax.

Yeah, life is hard and then you die.
I got every break imaginable in the game. My free techs were Engineering, steam and fission. I got 4 leaders before 10AD. My second suicide galley found the other civs. I couldn't have wished for better luck. The one thing that could sink me did. But it was my own fault for adopting a "belt and braces" approach to the last turn.

I actually wish I hadn't looked at this thread yet as there is a small chance I could play a few hours on Thursday and I might have had time to launch a space ship afterall. :(
 
Originally posted by SirPleb
My Theory of Evolution build was in a city which came before my UN prebuild city in the game's internal sequence so that I could finish both in the same turn.


Brilliant, how do you determine this sequence?
 
When you are looking at the city view you can use the arrows at the top of the screen to progress to the next city. The order this happens is the internal sequence.

I guess when TOE completed SirPleb chose his second free TOE tech as fission. He would then get his free tech for the Modern age. Then he would be prompted for the next research choice and be able to use the big picture option to get to the science advisor. Hit F1 now and you can choose any city you like to change build queues (in this case a pre-build to UN).

Since the TOE came earlier in the city sequence than the prebuild he could then change the pre-build to UN. Had it been the other way round then the pre-build would have already completed the wrong thing.
 
Originally posted by mad-bax
When you are looking at the city view you can use the arrows at the top of the screen to progress to the next city. The order this happens is the internal sequence.
And if you haven't jumped your Palace, your Palace city comes before any others in the sequence (except perhaps captured enemy Palace cities) so it makes a good starting point. Generally the cities are internally ordered in the sequence they were founded, regardless of which Civ originally founded the city. After the first time some cities are razed or abandoned I'm not sure what happens - the next city founded may take up the resulting free slot in the internal list.

Originally posted by mad-bax
Since the TOE came earlier in the city sequence than the prebuild he could then change the pre-build to UN. Had it been the other way round then the pre-build would have already completed the wrong thing.
Cool, I see that you updated your previous question here to the answer :)
 
:o Yes I answered my own question. I should have just waited for you to post the perfect answer.
 
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