Spoonwood's Hall of Fame Attempts

You finished up quite quicky, what was the end-game total time?

MapStat says 208 hours and 31 minutes. I know I left it running during the day when I would make meals, go on walks, and do other things. In my experience, the last turns are just pollution cleaning and resetting citizens to tiles, and maybe a small military cleanup here and there. Since this was a standard map, I suppose, pollution cleaning was much lesser than a huge map. I definitely had turns at the end where no pollution happened.

As some final notes:

The 10 AD save will reveal that we imported horses, iron, and saltpeter. We didn't have our own supply of saltpeter until we had gone deep into German territory. We did pillage that source of saltpeter out fairly regularly to train horseman. I think I mentioned before that Korea had extra iron early, but we couldn't afford it. Then it disappeared to some other AI apparently. Later, we did mange to trade for iron from Persia, probably slightly before 10 AD, as I recall it was mid medieval era.

The 10 AD save also has horseman build. Basically we would pillage the road. Trade for horses or luxuries and technology also when applicable. Then we would change builds to horseman. After that, then we would trade for iron and saltpeter. Pillaging almost every turn thus made sense, as soon as we trained horsemen regularly, even though it probably wasn't economically optional... I've found that occasionally one can sell a technology for iron or saltpeter and then it only makes sense to pillage if there's enough new gpt to cover the cost of paying for iron or saltpeter.

For sure, I think I ordered some cities abandonded at too high of a population to maximize score, as I hastened to get cities to their optimal spot. It also made the cultural expansion phase a bit easier to handle in my mind at least, since it didn't last as many turns. The domination limit of this map was not especially high for a standard map. If I had figured out the final positions of cities also earlier, perhaps on a similar map a higher score could get attained.

In the 10 AD save there exist two cities 013 and 015 which got abandoned, but then some turns later replaced as they both looked like they would work well for score since they were corner cities having 4 and 5 unique sea squares.

Also, though we had a 1 turn worker pump in my original capital, as soon as we relocated the capital to the new spot, it just stayed a big city. I had an MGL. The new Foribben Palace city stayed big. I did purchase some workers and had some 2 turn worker pumps. But, two better ideas than what I did with the palace and forbidden palace city would have been:

1. Use the MGL to rush the new palace without joining in workers. Then transform it into a 1 turn worker pump, which almost was surely possible even without a food bonus, since we had some bonus grassland and rails.

2. Try to setup a 1 turn worker pump in the new Foribben Palace city.

Possibly even getting workers out of the new palace city would have made enough sense for a bit faster growth in other cities and consequently a bit higher score.

And since that's the end for this game, here's where we began:

Beginning.png
 
Note for @rysingsun, @Khan_Asparuh, @zurichuk, @Scratcher, @dwarrior, and anyone else I passed in histographic score with the above game. It won't affect your histographic placement at all, since this recent game does not change my histographic placement. And it won't affect @BlackBetsy 's histographic placement even though it's a standard Sid histographic entry, since BlackBetsy has a higher scoring histographic entry.
 
I've played a Warlord Large map for Histographic. We got an SGL on Code of Laws. After becoming republic, it rushed The Pyrmaids. We also got three more SGLs. For the next one, we took a detour back to research Music Theory, and used it for Bach's. Then the next for Magellan's Voyage. We had decided to research Navigation to trade for AI luxuries, but only Japan got up a harbor so far, and they didn't have any luxuries. We used another for Leonardo's Workshop.

I've learned that at this level, one really needs to push out boats more than coastal infrastructure for the most part (there exist clues about this in some of Eman's saves come to think of it). The AIs might just not build any harbors for a very long time.

Initially, we roaded the tiles around our capital for quicker research. But, once wars came:

Warlord Core.png


we started using trade route pillaging to get war happiness, instead of giving war happiness to AIs. The plan goes to leave 4 AIs around for war happiness. We chose all scientific opponents, Japan, and the Inca (which fills up every slot).

The AIs free techs: Engineering, Monotheism, Nationalism, and Medicine. We had to research Steam Power. I think we traded for Feudalism with 3 or 2 turns left on it. We had eliminated Germany and Babylon before we made the industrial age jump. Greece still has one city, and will need eliminated when the 20 turn peace treaty expires. But, we'll need to declare war on them.

Score of 2007 for the date of the above picture.
 
But, 3 workers on one tile per turn for 3 tiles is 9 clicks on each turn, for a total of 27 finger clicks over three turns for 9 forested tiles. I assume that @Takeo has thought of something similar before.
Haven't been here in a while, just noticed this reference to me. Yeah, when I made the comment about excessive clicking I had done 3 Histrographic games in 2 years. I have now had over a year away from Civ. Maybe I will uninstall C3X and dust off some of my shelved games, of which there is over 20. Take a few of them with the most progress and finally finish them off. Maybe.

Sorry about the off/topic!
 
I kind of wanted some variety, so I've stopped with The Maya Warlord game. Instead, I've tried Spain on the same map size and difficulty. After losing an SGL searching earlier today, I finally remembered just to try Masonry for the SGL:

Masonry SGL.png

I even went so far as picking higher commerce tiles and roading instead of irrigating. Two wheats in the capital also makes for a rather strong position for making settlers.

I'm playing with raging barbarians also.
 
I hadn't realized it was possible to pop a city when having a settler active. This picture comes from a Warlord level start.

City on Warlord.png
 
I hadn't realized it was possible to pop a city when having a settler active. This picture comes from a Warlord level start.

View attachment 713098
This happened to me a couple of times recently! I was surprised by it as well. Since I never had settlers in production, it always happened the same turn I popped a settler and therefore had a live settler.

The rule of no active settlers / in production must not apply to cities, but the rule related to average number of cities does.
 
On Warlord Large, I have a good histographic run going with Spain. We didn't get an SGL on Masonry, but did later get one on Mathematics after researching The Republic, probably Map Making, and Literature also. So, we did SGL The Pyramids.

We have 4 opponents for war happiness. We just reached to about the domination limit. After getting Replacable Parts, we took a break and finished off medieval research. But now, with all middle age technologies learned, we're researching Sanitation. We also recently had a nice capital swap.

Spain Dom Limit.png


We didn't use conquistadores in any wars. We had the AIs declare on us for each war :). Current score is 1918. Previous turn's score was 1878.
 
It was taking a while per turn, and even with revolting to Democracy, I didn't like the growth of cities being non-industrious. I stayed at war with the AIs for a bit, and then made peace and clicked until the end. Final score of 9139.
 
590 AD - Large Warlord histographic attempt has a score of 2408. Previous turn score was 2358. Domination limit reached I think 2 turns ago? 2 AIs left, so they may as well both stay around.

Taking a break from that...

Large Regent Histographic with the Aztecs... lol.. it turns out it's Warlord. Anyways, still may as well submit it.

LRH.png
Final score of 963. Just 30 points ahead of the first AI; China. The Zulu were on our home island, so we archer rushed them.
 
I had a histographic no city attempt a while back where I lost BEFORE 2050 AD to conquest, because the AIs gave me a "leave or declare" order, and the settler had nowhere to go. So, after waiting a while on this Large Regent, 80%, dry, icy, mountainous world and moving north, we finally found a city.

No City.png


And Shaka left us alone. Final score of 15 points. 2421 for the Zulu who controlled 48% of the world area and 49% of the world population at the end of the game.
 
Top Bottom