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The Vox Populi Challenge No. 9 - Sheherazade

Grabbl

Prince
Joined
May 25, 2016
Messages
431
Dear friends of Vox Populi!

This challenge's submission date has passed, scroll down to look at the results, and don't miss the next one!

Today starts the 9th edition of the Vox Populi challenge - and with it, the final third of the first season. Soon, we will know who will appear in the game as a Great Person. But even if this is the first time you see the challenge, read on and participate!

Challenge9-Screenshot.jpg

After the complex score-optimizing you did as Emperor Caesar throughout the last week, I can assure that your goal is much easier this time - but the strategies to achieve that are legion. Not so much as Harun Al-Rashid, but rather as Sheherazade, you will hopefully tell the most beautiful and inspiring story your caliph ever heard (ideally as beautiful as the symphonic poem by Rimsky-Korsakov, pardon the advertisement):


Before you continue reading, make sure that you have Vox Populi version 10-10 with the newest hotfixes (currently 10-10-2) installed (yes, we play another challenge on this version as I have no idea when the next version will be around).

Before we go into details, please make sure you know the rules. Especially, don't share ingame information unspoilered, not even the number of points you achieved (or the turn where you finished the challenge). I don't want anyone to be discouraged by your score, or knowing what numbers he should aim for. In spoilers, you are very welcome to describe your game, of course :)

Spoiler Game Rules :
1) The Golden Rule: Don't replay, don't reload, send in your first try! It is recommended to set your auto-save frequency to 1 turn for this game. If you have a crash that forces you to replay, write it in the mail afterwards and try replaying as closest as possible to what you did before the crash.

2) Don't exploit any bugs you may find. At the moment, I'm not aware of any exploitable bugs, but just in case, don't overuse obviously bugged mechanics (like the infinite tribute-bug a few patches ago).

3) Don't share ingame-information unspoilered! If you want to share strategies or ingame information in this thread, use spoilers and write "Do not open unless you already sent in your game." on top of it. A separate thread for spoilers would be good, but I don't want to spam the main forum for this pilot.

4) Don't look at spoilers if you didn't finish your game!

5) Don't use cheat tools (Ingame Editor, Info Addict...) and don't open the map in some editor or else.

6) Don't use any additional mods besides full Vox Populi (1 to 6, either EUI or non-EUI) as I'm not sure whether I will be able to open your savegame files if you do.


The exact goal for this challenge:

Until turn 250, have the highest bonus from your trait in your capital ("Another night, another tale").

Tie-breaking is empire-wide faith income per turn.

Submission deadline is Sunday, the 18th of November, 6pm Eastern Time (midnight in Central European Time). You can submit by personal message to me, posting your save in this thread, or sending it to vox-populi-challenge@gmx.net. Don't forget to write the name under which you want to appear in the ranking if sending by e-mail!

Spoiler Game Settings :

  • Map: Lakes, Standard
  • 7 players and 14 city states in game
  • Research Agreements, No Tech Trading
  • No Ancient Ruins
  • No Events


If something is not clear, read the following spoiler, then ask a question if still unclear:

Spoiler Challenge Specifications :

  • To reformulate the goal in other words: Get as many historic events as possible until turn 250.
  • To see your current bonus from the trait, hover over the science (or culture) yield in your capital. It should say something like "X from Trait" which is your score for this challenge.
  • How you get your historic events does not matter. All strategies are open to you.
  • The map is Standard size with less players because I feel that Lakes at normal player number is too crowded. However, it's an all-land map which now has quite a lot of space - so don't be surprised by barbarian hordes.


This challenge is the ninth of a season of 12 challenges. After the submission deadline, I will rank all participants (divided by difficulty level) and you will get 15/13/11/10/9/8/7/6/5/4/3/2/1/1/1/... points for the 1st/2nd/3rd... rank. At the end of the season, your best 10 results will count for the final ranking.

The winners of the season (one for Prince, one for Immortal) will be granted the opportunity to become a part of the game as a Great Person of their choice (Prophets excluded). Thanks to Gazebo for this contribution to the challenge!

Now... download the save for your difficulty, make sure you have Vox Populi version 10-10 and you're ready to go!
 

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The results are there:

Challenge9-Results-p1.jpg


Both Prince and Immortal gained a first-time participant - neat :) Also, no less than 3 players managed to generate exactly 270 faith per turn - luckily with different scores. Congratulations to the winners Sruixan and John B. C.! I hope I didn't do any errors this time.

Challenge9-Scoreboard.png


And this is the standing before the last three challenges - I'm afraid to say that unless Dejagore suddenly disappears, it'll be near impossible to take the crown from him on Prince level. Also, Thomas8 profits of the absence of CrabHelmet (or rather, did such a great job) that he's now leading on Immortal.
 
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Raced through this one, very much enjoyed playing Arabia on Prince. Think it might be a different game on Immortal but I'll give it a go...

Spoiler :
Total score: 77

Not played Arabia for a while but wow, those great person bonuses add up. I went the expected Tradition>Artistry route and grabbed as many wonders for GP generation (instant or bonus) as I could along with the Great Wall to try and avoid getting trampled when I realised that literally every other civilisation on the map had taken Authority and that I was camped next to a snowballing Mongolia and Spain. Obviously they spent most of the game invading me, but once I got to Camel Archers I was able to hold them off well enough whilst generating a couple of Generals to add to the list.

Suspect in the near future I'll get flattened by Spain's faith (already happening although I wasn't fighting it much as I didn't think it would be a huge issue by turn 250) and Mongolia's raging military, but half the fun of these challenges is trying hard not think long term.

That said, I'm not very far away from unlocking Ideologies and miles ahead culturally. Might see how it goes... but first, Immortal, which I suspect is going to be a very, very different kettle of fish.
 

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Raced through it too on immortal; pretty much just going through the emotions "clicking" (a bad habit of mine).

Spoiler :
Only 71 score. Since I was just "clicking" a big part of the game. I didn't do much planing which might explain my low score. I had great difficulty with the map settings, since I'm so used to continents. An early barbarian horseman wrecking havoc upon my land, almost had me rage quit; oh he acctually did have me quit in disgust, but I took a break and later decided to finish the game. :)
 

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Finished up Immortal.

Spoiler :
Well, the rules say submit your first attempt, and this was it. It wasn't good: I struggled with Barbs early on, then got steamrolled by Songhai with Mandelaku Cavalry and lost Damascus - no real idea how about how to defend against them and avoiding war against aggressive Askia as a Tradition civ seems tricky. Still, we avoided being totally conquered and picked up a few Great People - not many wonders as they were all being picked up by a snowballing Poland who were four policies into Ideology before I'd even finished Artistry. Nothing like a great Caliphate, but it's a score on the board - 34 specifically.
 

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Finished prince level.

Spoiler :

Final score: 79 points. (270 faith)
Tradition -> Artistry -> Rationalism

I started up with small war with Atilla - but peaced out after pushing him back. Then I have noticied that Spain is in war and has unprotected cities. I sneak attack her and took 4 cities (including Holy City). I went peacefull route in middle game and grabbed as many wonder as possible in Renaissance and Industrial era. I even hit Modern era in Science. But I forgot that Archeological Dig was also Historic Event - I could grab extra 4 or 5 points more if I would remember that. The game started to fail apart a bit in late stage. I pushed Spain back, but America attacked me twice and now Celts are also attacking. It seems that Atilla also prepares to sneak attack - but I hit 249 turn and I dont need to defend in those wars.

 

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Played my first challenge and had a good time!

Spoiler :

Overall score: 85 Historic Events. I wonder if anyone broke 100.

Faith per turn - I forget precisely. 260 or so?

5 eras (got Modern through Biology - would have liked Empire State, but that just took too many techs)

12 World Wonders

  • Pyramids, Hanging Gardens, Oracle, Great Wall, Hagia Sofia, Cathedral of St Basil, Leaning Tower, University of Sankore, Porcelain Tower, Uffizi, Louvre, Slater Mill
  • I was really pushing my production costs on wonders. William took most of the ones I would have liked but didn't go for aggressively: Parthenon, Globe Theatre, Roman Forum
8 or 9 archeaologies

1 from favourable war (with Celts I think).

All the rest - great people.

* * *

Cities: 5. Mainly settled for defensible, solid locations, which meant I left a lot of open space to the east & south - I had a couple in that direction but quite far. Razed a few AI cities in middle, from Celts and Spain, then later Spain settled again.

Early game quite a few barbs but they mostly didn't hurt anything, just stood in the way. Had a few deadlocked wars - predictably Attila x2 (easy to defend cause of mountains), Spain x2, Celts again. America and Netherlands were mostly friendly to me.


Policies: Tradition/Mastery/Rationalism/Order 1 (for free Great Person). I would have wanted Freedom in a real game, but Order was better for the first policy. Only made it to ideologies from excavating Hidden Sites + using Great Writers.


Religion: Goddess of Beauty, Council of Elders, Churches, Mastery, <the enhancer that gives GP in golden ages>, and Knowledge Through Devotion


I would have liked to war a bit more with my non-capital cities, but that was hard on this map. I had quite a lot of fun, including non-intuitive strategies to meet the goal of this mission - like faith buying Musician as soon as I entered Industrial (normally you want to save them for tourism, but that didn't matter here. I knew I wanted to buy one anyway, so doing so ASAP maximized faith & other boosts).


At the same time, I think the only really tough choice was in the reformation belief. I think I did well with Knowedge Through Devotion - lots of science and faith were key, and so were faster archeaologists - but I wonder if I could have done better by picking To the Glory of God. The purchasing cooldown sucks though, and the yields aren’t too big, so I think I made the right choice.


Other than being better at war/more production in my other cities, I think the main thing that could have improved my score is rushing Archaeology more aggressively - it’s such a key part of this challenge.
 

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Hey, it's been a while since I last poked my head in here (all the way back to challenge 2!), but the darker nights and (comparatively) wintry weather have had me in the mood for some Civ action, so I've been pecking away at this challenge for a few days. Though I'm nearly done, I'd just like to seek a little clarification - can I count Historic Events that happen on turn 250? I've been staring at my sitch at turn 244 for too damn long now, and have finally decided that yes, I can pull something off, but only on turn 250 itself. I'm gonna do it anyway now that I've figured out that I can, but the save I (eventually) submit will have to depend on the cut-off point, be it the end of turn 249, the moment you gain control on turn 250 or once you have taken turn 250 in full.

(I've been taking screenshots every now and again with the aim of doing a write-up like the last time I participated, so hopefully I'll have enough time on my hands...)

EDIT: ah, well, nvm, doesn't really matter now...
Spoiler :
I got lucky with my free GP points and so I'll be able to get all bar one extra event by the end of t249...
 
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Hey, it's been a while since I last poked my head in here (all the way back to challenge 2!), but the darker nights and (comparatively) wintry weather have had me in the mood for some Civ action, so I've been pecking away at this challenge for a few days. Though I'm nearly done, I'd just like to seek a little clarification - can I count Historic Events that happen on turn 250? I've been staring at my sitch at turn 244 for too damn long now, and have finally decided that yes, I can pull something off, but only on turn 250 itself. I'm gonna do it anyway now that I've figured out that I can, but the save I (eventually) submit will have to depend on the cut-off point, be it the end of turn 249, the moment you gain control on turn 250 or once you have taken turn 250 in full.

(I've been taking screenshots every now and again with the aim of doing a write-up like the last time I participated, so hopefully I'll have enough time on my hands...)

EDIT: ah, well, nvm, doesn't really matter now...
Spoiler :
I got lucky with my free GP points and so I'll be able to get all bar one extra event by the end of t249...

Great to see you back!

Also if it is no longer important for you, everything that happens on turn 250 before you (would) press "Next Turn" still counts. The important thing is that I open the save and the number on the top right is not larger than 250 :)

Played my first challenge and had a good time!

Welcome to the challenge, and welcome to the forum, it seems :goodjob: You made your first post in the right thread!
 
I downloaded the 10-10-2 version yesterday and it does not appear to be compatible with this savegame. I think the savegame is fine, just the version that currently downloads has issues when loading this save (social policies all cost 0 culture)
 
I downloaded the 10-10-2 version yesterday and it does not appear to be compatible with this savegame. I think the savegame is fine, just the version that currently downloads has issues when loading this save (social policies all cost 0 culture)

I am able to load both initial savegames with my 10-10-2 version, uploaded here to make sure it is the same: https://mega.nz/#!KnxUEACB!L0_2rGO52U3_DgvSOVtTq0mMTEoKrD44B6kYHBGop8s

First few turns (social policies etc.) seem normal, too. I hope the version works for you.

And thank you very much for the notification!
 
Well, as promised, here's a ridiculously lengthy write-up of my submission, featuring way too many words, not enough pictures, and a obscene amount of arithmetic:

EDIT: okay so big surprise this was too long for the forum to handle (probably the attachment count specifically, from what I can deduce) so I've had to split it in two. If that doesn't fill you with dread about this I don't know what will..

Spoiler Turns 0 - 176 :
So, first things first - planning. Having watched Martin Fencka's excellent one-city challenge as Arabia back when it was current, I knew the UA was going to snowball crazy-hard, to the point where there'd be no point concentrating on GP generation anywhere other than the capital. And yeah, GP births were gonna make up the bulk of the score, so anything and everything I could do to maximise them was paramount. That meant Tradition/Artistry/Rationalism, and more importantly a religious rush straight to Iconography; +2 of all GP points in the capital? Yes please! So, a monster cap's a must - what about other cities? The fewer the better really, although more cities means more trade routes boosting the cap...

...except Camel Archers. I play on Marathon almost always, so I love mounted ranged units and the long, drawn-out wars of attrition they enable. And hey, isn't that actually a good thing? More fighting means more GGs, but also winning a war counts as a Historic Event, right? This means I'm gonna need horses - not for the Camel Archers, obviously, but for the skirmishers they'll start as, plus a couple of knights as support. Since the map ain't Strategic Balance, chances are I'll definitely need to settle for strategics... sounds like a nice, turtly four-city defensive setup, albeit one that'll viciously swipe at anyone who fancies declaring on me...

No plan ever survives first contact with the actual scenario. This one nearly did, but boy am I glad it didn't.

Mecca gets settled on the silver (a flatland cap wouldn't cut it with the number of early-game wonders I need), Eagle Eyes the pathfinder heads west-ish, curving north to meet Malacca... and then I discover Uluru. I mainly play Marathon games on Small Continents (low sea level) or Pangea Plus. I have no concept of how large a Standard-size Lakes map is. As far as I'm concerned, Uluru is close. All I have to do is squeeze a settler into the gap between Stonehenge finishing and the Pyramids starting, right?

Within the next few turns, I've met Darius and Attila. Presumably they disagree with the above, but I don't reckon it's close enough for either to rush. Nothing much happens (bar Spain finding me) until I get Stonehenge on t31:

20181108114001_1.jpg


Goddess Of Beauty is a no-brainer for many Tradition games and an absolute must-have for this challenge! The next turn, pantheon four gets picked - Nuada? Okay fine sure the Celts exist. Boudicca and Isabella are gonna make life hard when it comes to spreading/reforming my religion, but ho hum. Speaking of Isabella, I pinch one of her workers on route to what turns out to be America, where I try to snipe a settler but fail miserably. Except hey, Washington's trying for the Pyramids - I'll pretend I declared war just so I could sit on his marble for like six or seven turns. That's definitely the pro-strat I was going for. Definitely.

Meanwhile, with Attila having settled Anjar such that Uluru is on its fourth ring, my settler makes it to my chosen Uluru-centric spot on t48. About fifteen seconds later, I discover that many of the hills I was relying on to form natural defenses against Attila are in fact graphical glitches, the sort Civ likes to scatter around Natural Wonders specifically to scold me for not playing in Strategic View like I used to when I was a poor student with an aged laptop. Now I'm just poor.

This is the point where the plan comes off the rails, because this is the moment I realise Attila has to die. Mind you, this is probably when he decides to destroy me too, so at least the feeling's mutual.

First step: try to kite the barbs from the nearby camp towards Hunnic lands, which is pro-strat for "oh god I am drowning in hand-axes won't please somebody save me". Strictly speaking this is successful, 'cause by the time I complete the Pyramids come t55 (suck it, Washington!), Attila has an escorted settler heading south... directly towards a brute, a hand-axe and my nearly-dead warrior. I abscond, but Attila decides to fight it out; the best possible outcome for me:

20181108155156_1.jpg


The next twenty turns are spent hooking up the perfume around Mecca, trading it off to my bud William, and using the money to purchase the warrior and worker Medina so desperately need. I am not exactly thrilled about having to source my horses from a tile so close to Anjar, but needs must. Oh, and I plop Baghdad south-east of Sydney on t74, delineating the border I want with Spain. Attila knocks out Artemis at t77, making his court an even more enticing (long-term) prospect, and my GL's done t83. It's been a while since I took Sailing as a free tech - even though it felt weird to do so on a Lakes map, it was the most expensive...

Thanks to Goddess Of Beauty I'm the first to a religion on t87; I um-and-ah about beliefs for, uhh, a while. I'm a slow player. Very, very slow. Some of the turns in this game were literally play sessions by themselves. After much deliberation I found with Holy Law and Thrift. Money means units, and I don't want to be defenseless when the inevitable declaration from the Huns arrives - the AI don't prioritise Mandirs, so given that I'm rushing to enhance anyway (Iconography, remember?), I should be safe skipping them initially. And well, it was either Holy Law or Divine Inheritance, and whilst I was was expecting to be in perpetual golden age come the endgame, as a short- to mid-term proposition Holy Law just made more sense.

The Celts found on t91, Spain on t93, and I net the Hanging Gardens t94 (can you tell I'm reading off the log you get after completing/resigning the game yet?) - otherwise, it's fairly quiet. Too quiet. I get a spearman fortified on those vunerable horses as quickly as I can, and then my first skirmisher's sent off to reccy my border with the Huns, seeking advanced warning of the inescapable war.

Obviously that's the turn he decides to declare (t100), a bit earlier than I was hoping for. I've not quite had chance yet to (a) get enough units & (b) get them in position, so I do the sensible thing and call it a night there and then. Fortunately, it transpires that Attila wasn't entirely prepared either; for the first few turns, very little comes over from Anjar to advance on Medina. As the Eagle Eyes complete their circumnavigation of the map, I discover what were presumably the units he was intending to attack me with, fortified in the space between Sydney and Mecca. Just as I'm considering how best to pick them off, Isabella decides it's time to avenge her stolen worker:

20181109115946_1.jpg


Two units does not an invasion make, however, and when her assault force finally shows up in front of Baghdad I-forget-how-many-turns later, the attached catapult immediately throws itself into the lake. The AI's pathfinding is still a bit duff, thank heavens, so that side of the empire's fine for a while (until t126, when we agree to a white peace). The other wing, not so much - it's a case of slow, careful, mostly defensive fighting, buying more skirmishers in Medina as I can afford them. The jungle between Damascus and Anjar provides the cover they need, and the mountains north/hills east of Damascus make it hard for Attila to skewer me from that angle. By the time he's willing to talk, though, they're beginning to get through - especially a pair of irksome horsemen that attempt to threaten my workers. Whilst I have the Great Wall now (oh, and I got the Oracle as shown above, just fyi), I'm stretched so thinly that I don't have anything to protect the incredibly precious land around Mecca. My warscore is in the low teens, so there's no way I can win this war any time (I need 25+ for the Historic Event), but I can at least "win" it and get a little gold. And hey, by going for one more turn, I get my first natural Great General:

20181109141315_1.jpg


Oh, and I must have enhanced by this point: Mandirs and Iconography, as promised. Mecca's churning out Great People at an ever-increasing rate now, but once my land's safe enough to send trade routes through it's really gonna kick off. 'til then, I've got some basic building to catch up on, though I squeeze in the Parthenon (t133) because because. Camel Archers are the next big goal, meshing well with my desire to enter the Renaissance via Chemistry for Leaning Tower, so I save up my gold as well. They help pay for themselves, mind - I get tribute from Antwerp after the first couple, and file away the fact heavy tribute can net me production for later.

t141 is not quite when I was planning to attack Attila, but an opportunity presented itself:

20181109153742_1.jpg


See, he'd declared on Darius several turns prior, so I'd been watching units shuttle back and forth between Anjar and Logrono. I was fairly sure a big chunk of the Hunnic army was between Tarsus and Ecbatana, so I'd popped the citadel you can see my pikeman standing on to stop them retreating any time soon. This had split up their (presumed) reinforcements, making them easy for me to deal with using the handful of Camel Archers I already had whilst giving me time to purchase a few more. Also, that trade route was too tempting to pass up... and hey, Anjar still doesn't have walls!

(note also that Sydney's having horde troubles, which I sort out for them with my reserve camels - a maritime ally is a good ally in this challenge! Also, Boudicca and Isabella have settled some irksome cities in the ice and snow beneath Mecca...)

It's another slow war, one which certainly takes a long time to get rolling; Attila has a lot of Horse Archers that, though inferior to my Camel Archers, still pack a punch. Anjar predictably gets its walls like two turns after the declaration, so I end up having to form a rough arc of camels around the desert to its south, protected with knights (only just the plural) and aforementioned pikeman, slowly whittling down both the city and the waves of troops coming from Attila's Court. Mind you, Camel Archers having the chance to retreat from melee attacks really helped, especially for the two that were nipping away at Logrono...

...you may have noticed that the units described in the last paragraph don't really match the army I'm fielding in the picture above. This is because money. By the time I declare, I'm selling off almost all my perfume, I've had my bazaars up for a good chunk of time, and I've spread my religion and its belief in Thrift to Damascus and Medina. All that gets me to the +88 GPT displayed above, but there's a heck of a lot more money to come from The Golden Eagle, though! (that's my lucky religion name don't question it)

During the war, I build the Hagia Sophia and use the free prophet to spread to Persia, working alongside a missionary that converts Baghdad and Malacca. Obviously I'm aiming to reform, but I bring up my religious spread primarily to discuss a synergy I hadn't really anticipated when I founded. See, Holy Law gives you science, gold and faith every time you unlock a policy, with quantities scaling with your follower count. Thanks to the inexorable stacking of the Arabian UA, I'm breezing through policies - t141 I'm halfway to my first Artistry policy past the opener, and by t175 I've got three overall. Specifically, that's a jump from +23 to +45 culture in the cap from the UA - it's really something else! As the Eagle spreads during the war, I get three increasingly chunky lump sums that are unquestionably helpful, perhaps even decisive! But hey, let's not forget the science benefits of the UA! At t141 I'm five techs ahead of Washington, who's in second place with 20. Come t175, that lead's jumped to seven techs; I was first into the Renaissance via Chemistry, as planned, and by that particular turn (you'll understand why I've picked it out in a minute, if you haven't already guessed) I'm only one turn off notching up every pre-Renaissance tech to boot.

Anyway, back to the war... although there isn't really much to say that hasn't already been said. It's all about attrition; twenty turns of consistent bombardment leave Attila's army in tatters, giving me the window I need to detach my knights from the main front and use 'em to swipe Logrono and Anjar - both on t168, which also happens to be the turn I complete Notre Dame. Logrono's set alight, but Anjar plugs the terrain between Medina and Attila's Court and so is useful enough to puppet. It even has the Great Lighthouse! How useless!

I take a couple of turns out to heal up and reposition before commencing the assault of Attila's Court on t171:

20181109174711_1.jpg


It does not take long:

20181109233040_1.jpg


(actually IRL it gets spread out over like half a day because ~*time*~ but you know what I mean)

(oh and the University of Sankore went up that turn too apparently... and you may have spotted that I outsourced Machu Piccu to Damascus, which I do indeed get)


I peace out right away, 'cause war weariness has started to bite (look at my dwindling unit cap!), getting a decent wad of cash to put towards rushing wonders. No capitulation, partly since I'm eyeing up Kairouan and Saint-Nazaire to help with a planned invasion of Spain, but mostly because I don't believe in vassals. I have had too many nasty experiences with the AI not understanding that declaring war on the (admittedly ripe) target my subject present drags me into the fray too, thank you very much.

I get to reform my religion the very next turn, and it's honestly no contest - To The Glory Of God goes all the way. I'm rushing Archaeology (albeit with a detour to Acoustics) to get bonus Historic Events from the Artistry finisher, so I'll be in the Industrial Era in no time at all. Though I'll be able to buy Engineers, Musicians and eventually Scientists, the increasing costs will scale prohibitively beyond the first couple of each, even with my non-trivial FPT. To The Glory Of God guarantees that I can buy a GP at every opportunity I get to do so, thus maximising my score. Not only that, mind - it'll allow me to get Artists, who are basically two-for-one due to another part of the Artistry finisher handing out Historic Events for golden ages, and Writers, who I can bulb for more and more policies. By this point I'm pretty sure ideology is doable, and a little back-of-the-envelope-style arithmetic seems to imply that tier two is viable...
 
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Spoiler Turns 176 - 250 :
Anyway, my camels are still cruisin' for a bruisin', and Spain is by far and away my first choice. Except, uh, on closer inspection, they reformed with Defender Of The Faith. Oh, and they have a defensive pact with Persia - I'd have to split my camels in two. (just not each camel individually, that would get messy)

Turns out an awful lot of defensive pacts have been signed within the last five turns... gee, I wonder why? Unpicking the web, I spot that Boudicca's only connected to Darius - bingo! Cork and Aberystwyth, the two Celtic cities rubbing up against Mecca, look woefully undefended (Cork doesn't even have walls!), so I shan't have to send too many camels down there to take them. That should be enough to get a >+25 warscore; if not, the camels that'll be poking Tarsus can nip south to Truro and give it some pressure. Oh, yeah, I'm gonna take Tarsus off Darius. That's just a fact. Every victorious conflict's another point of score...

In actuality, the war itself is fairly dull - Cork takes only a turn to fall (I declare after repositioning on t178), and though Aberystwyth holds out 'til t183, by then I've already sent most of the camels back up north to hassle Tarsus. I keep Aberystwyth mainly for its horses, but also because its granary survives capture - that's another trade route to feed Mecca, then. I think by this point I've switched at least Baghdad's caravan to production, and somewhen I flip Medina's too. Regardless, that's all I end up doing against Boudicca, and I peace out as soon as I can quite successfully.

Persia takes a bit longer to acquiesce; Immortals might be a touch out of date now, but Darius had spammed enough to make life difficult for me. Also, he both has and is actually using skirmishers, which is nice to see but nasty to fight against. Other stuff of greater note goes down as the war drags on - I found the World Congress on t180 and start by proposing Treasure Fleet. Yes, I know. I had to think about it for a bit too. But hey, I remembered that the Grand Canal counts as a world wonder for Historic Events purposes, and of course the free Admiral is yet another. That'll do me nicely (and yes, it does get passed and yes, I do win gold). Beyond that, I throw up the Leaning Tower on t188, and start enacting tribute from Prague and Malacca alongside Antwerp. This behaviour annoys a whole lot of people, all of whose opinions I don't care about on account of them not being me. Well, right up until Spain declares on me.

...yeah, that doesn't come as a huge surprise, but it's still dashed inconvenient. Tarsus still has two more turns before it'll fall, so I've not really got enough troops scattered around to repel the units now marching up to Mecca... wait, up? As in, from the sad 'n snowy settlements Isabella plopped at the very bottom of the map for reasons best known to herself? Uh, okay. I was fully anticipating it would be Baghdad in the firing line, so I'd stationed my spare units around there accordingly. Touché? Not really - I've got the Great Wall, remember, and on top of that those Spanish units have to trudge north through snow, tundra and then forest to reach Mecca. Some advance Conquistadors pull off the odd pillage (including an academy, grumble grumble), but in the main I'm able to fend off the first leg of this Spanish incursion almost entirely before Darius offers me the peace I want as t195 ticks into t196:

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(I've just got the Globe Theatre in this pic, and am confident enough in my tech lead that I've started outsourcing other wonders to my secondary cities; Medina gets Chichen Itza and later the Sistene Chapel, while Baghdad builds Uffizi. Basically, anything that doesn't give GPP in any form goes up outside the capital... so Himeji Castle, for example, does indeed get built in Mecca...)

It takes a couple of turns to get my camels down to the bottom of the map; shortly after the bulk of them make it, of course, Attila decides to declare on me. That's okay, he's can't exactly do all that much - I end up holding him at bay with Camel Archers purchased out of Medina and his former court. Meanwhile, the terrain south of Mecca proves a little awkward - this is one of the situations that I feel vindicates my tendency to prioritise +1 movement over Logistics for mounted ranged units. Five movement is enough for a second ring of camels to attack Zaragoza, the first nuisance city, with relative consistency and ease. Through the forest and snow, that third move per turn helps cycle these units effectively and in many cases proved enough to get them back to my lands for healing on the very turn I decided they need it. Zaragoza goes down on t204... and then Murcia proves to be a major headache. It's settled with a one-tile lake to its west, blocking acess on that side, and Valencia being only three tiles to its north-east turns its northen front into a meat grinder. I go aggressive and end up losing two knights in the process (RIP Vermillion and Gamboge), but their sacrifices are not in vain:

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Not for the first time, I'm realising I would have been much, much better off writing this report as I was playing, because now that I need to discuss the nitty-gritty that went into the last fifty turns I'm drawing more blanks than I'd like. One important detail is that I'm bulbing every Scientist and Writer that I get, 'cause with the game ending at t250 their raw yields are more valuable to me than their plops/works. This rushing gets me Scientific Theory on t204, and for my first faith-bought GP I pick another Scientist to get me to Archaeology stat. Note that, by entering the Industrial era on t204, I get to buy ten Great People with faith and have the chance to use all of them (i.e. I can use the last one, purchased t249, on t250). I'd love to say that this was planned. It was not.

The one downside to getting Scientific Theory and Archaeology so close together is that you can't get your archaeologists without the public schools you haven't had time to build yet. Part of the remedy is the Louvre, which I rush with the Engineer I buy on t209 - hence why you can see it's almost complete in the image above. I splash out a decent amount of dosh on speeding up public schools throughout my empire, just to ensure I can crank out as many digs as possible. Archaeology also changes the dynamic of the war with Attila somewhat; turns out Kairouan has two sites within its borders and a third between it and Ur, so to ensure access to these I need to take it before Isabella does (oh yeah, Spain and the Huns keep being at war every so often... that's a thing...)

The next tech decision's a fairly big one; do I stay along the top of the tree to rush Biology for the era advance Historic Event, picking up Neuschwanstein in the process, or do I rattle through the techs on the bottom half with their higher concentration of wonders? I've already got Metallurgy (I wanted the cuirassiers), so I'll get the free Engineer it comes with sometime soon... so Brandenburg Gate with its free GG is awfully enticing...

...so why not both? Both is good. I can do both! The UA stack in Mecca is positively obscene, so I've been ploughing down the left side of Rationalism like crazy - I've left Enlightenment and its free tech on ice! All I need to do is reach Fertiliser, wait for my next policy, and choose Biology for free! That'll give me the time to start heading for... the Empire State Building. Yes, I'm suddenly realising that I can be hella greedy with my plays - if at any point it starts looking like I'm gonna be short on time, I've a comfortably good chance of being able to faith-buy a GP to help! The Scientist born t217 gets me most of the way through Fertiliser, and it is in fact the Holy Law boost from picking Enlightenment that completes the research! Order of operations, folks. That means I enter the Modern Era on t220. Boudicca and Attila are still Medieval. George and William are tied for second most advanced, fourteen techs behind me. This is hilarious.

It gets better! I'm only one policy away from finishing Rationalism now, and am about to get a Writer. So yeah, I pop 'em, then buy another with faith on t224. That's ideology on t226. Isabella's the only other AI to have completed their second policy tree by then. I pick Order, because I can't pass Hero Of The People up; Freedom would probably edge it if this were a game I was planning to take to completion, but that's absolutely not the case. This game ends t250, and the goal is not victory but to get the most ridiculous UA stack possible. Right now, it's up to +105 and counting. What's not to like?

...erm, Darius declaring on t221 isn't exactly likable. Though most of my camels have moved north for the war with Attila now (I should probably stop calling them camels now that they're mostly cuirassiers), it still means I have to pull a fair few off the already tricky siege of Kairouan. Admittedly I've got to hand a small bunch of units that I was using to raze The Hague, Attila's attempt at resettling Logrono, so it's not like Tarsus was entirely undefended. No, the main problem is something almost silly - I'd reached the point where I was timing my wars so as to ensure I could get as many Historic Events via victorious wars as possible. Getting >+25 warscore against Darius and Boudicca now really hinged on being able to focus on them almost one after the other - clearing the way to Truro, sieging it whilst clearing the way to Susa, then sieging Susa whilst waiting for Boudicca to surrender. Or vice versa, clearly, dispatching Darius first. That was still arguably an option, but having to siphon units off of the war with Attila now would delay me being able to pull everything off of him to start sieging Susa. Urgh.

In the end, it takes me 'til t228 to get Kairouan, not t224 like I was hoping for. I've thrown up the Slater Mill in the capital in the meantime, and I manage to build the Summer Palace there in a blisteringly fast four turns. I'm trying in that particular case to get one more Diplomat to spawn naturally before t250, but I can tell you now that I don't quite succeed. Susa's a lost cause, I reckon, so I turn my attention to Truro. Did I mention that Boudicca declared on me first? I don't think I did, and honestly I'm not even sure I know when she did it. Absolutely nothing had come from it up to t228, that's all I can say. The new plan involves forming a curve of cuirassiers around Truro, with fusilier support keeping the north-west end safe from Darius, getting it down around t242 then running back to Harmozeia to wipe Attila off the map in time for t250. Yes, I kept him alive specifically so that I could do that.

Remember what I said a long, long time ago about plans? Yeah.

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I have to admit, Washington declaring totally blindsided me. It was probably the result of a bribe from Darius, 'cause we'd been trading buddies since... well, since we'd made our amends after that early-game war where I did nothing but fail to steal a settler of his and stand on his capital's marble tile for a while. Okay, I can maybe see why he'd hold a grudge, but sheesh. Obviously he was too far away to pose a threat - the issue was that he was allied with so many city states, including Malacca. "Now come on Sruix," you're presumably not asking me, "how come you hadn't got Prague and Malacca on your side so as to keep your backyard on lock-down?" Because I was heavy tributing the hell out of them constantly, that's why. That extra production from Malacca (and Antwerp!) had helped speed up the Empire State and Brandenburg Gate (completed t239) - with so many wonders to build and so little time, I was exploiting every source of hammers I could find. Malacca's allegiance had been fairly flexible over the turns, but when they settled down with America ~t200 I figured I was safe from then on. I was not. I even lose an ex-camel (RIP Coquelicot), because of course to rub salt in the wound the moutains between Malacca and Prague turn out to be graphical glitches caused by the nearby world wonder too; hence the apparently high-altitude tercio in the above pic.

(by the by, I colour-code all my units, the scout line excepted, with hues dependent on unit type - as a result, I am intimately familiar with all the pages of Wikipedia titled "Shades of X" and that's why I'm mourning a camel named Coquelicot of all things)

(oh, and there was one silver lining to Washington's declaration: I'd sent an ex-camel up along the top of the map in a bid to discover Mogadishu, since another city state was offering me ~450 hammers as a reward for doing so. As it happened, there was no way to get to them without having open borders with civs which hated me, but good old Georgy solved the problem by having them declare on me!)

(Alizarin never did make it back to Arabia, spending the rest of their days taking potshots at Wittenberg's units)

All that aside, the Malacca fiasco costs me dearly in two of the most valuable currencies - time and concentration. I have to put the siege of Truro on hold while I rejig the line, and in doing so I completely lose track of the turn number, putting my plan of eliminating Attila in serious jeopardy. It's only once I've made peace with Darius that I finally realise I have a capital-C Challenge on my hands. It is t244. Can I conquer Harmozeia in six turns? Nope! Not even with the units I've kept down on the Spanish border just in case, a move that I fundamentally regret in hindsight? Nope, probably not! Not even with an upgrade to poor HSS Heliotrope, the free frigate I got from Treasure Fleet that constitutes the entirety of my navy? Pffthahahahahaha, hell no! I decide I'll try anyway, but that I should maybe take a breather to see if any actually workable strategies come to me...

...

Right, I'm gonna struggle to explain this, so please bear with. One thing I have not dropped the ball on so far is my tech path - having picked up Dynamite and thus the Eiffel Tower, I'm aiming for my last tech to be Replaceable Parts. The Motherland Calls is absolutely a stretch, of that I was aware, but Plastics was way too far out for Cristo Redentor to be feasible, and it hadn't occurred to me that a corporation would be cheaper hammer-wise. I had a Scientist due any turn now and could buy another Engineer with faith for a rush; I hadn't actually put any serious thought into whether or not that would be enough, and my gut was telling me it wouldn't be, but I didn't really think it would matter. I had 138 points, projected to be 144 - I didn't exactly need to get it, it would just be a pleasant surprise.

Except now I was casting around for an extra point to make up the one I'd miss from not defeating the Huns, so suddenly figuring out if it was feasible became something I was prepared to do. Actually looking at my Great People generation made it clear it wasn't; the Scientist wasn't going show up 'til t248, so even with a cash injection there was no chance of me getting 4640*0.75 - 1480 = 2000 hammers in two turns. Bleck.

*Travis McElroy voice* ...unless...

Reassigning tiles gets me to 440 HPT in Mecca, junking Diplomat and Merchant specialists, with the potential to go a little further if I start sacrificing cultural ones too. But hang on - what if I don't do that? If I get a free social policy from The Motherland Calls, I can use it on a second tier two Order tenet, and then I'm only one policy off of Spaceflight Pioneers! That's monstrous - two more free Great People!

I have Communism, so I could be churning out 489.94 HPT whilst building the wonder - that 20% modifier goes on before trade routes, note. This suggests to me that, if I can shave two turns off the Scientist somehow, I can actually pull this off. And hey, I don't have an Observatory in Mecca yet! I've never had the time! With the hammers I have leftover from whatever the heck the last thing I built was, I can get it in a turn. That's sufficient to get the Scientist on t247... so hey, what about rushing a Coal Refinery in those other two turns? Would that help? I'd be up to 533.4 HPT, with 268.84 hammers left over. That's ~1869 hammers by t250! How ridiculously close!

And I can in fact manage it! Once the Scientist's born, I don't need to work science specialists any more! Unlocking them and borrowing the town on the road to Damascus nets me 33.3 more HPT... then, if I annex Anjar immediately, rush its forge and workshop and buy it a caravan, I can start sending another 14 HPT on t247 as well. That gets me to 2010.94 hammers over three turns!

(yes this took me way too long to come up with I already alluded to that but trust me it gets worse)

What actually happens? Well, note that, because of the way the UA is implemented, all Historic Events that occur on the same turn give the same GPP - I've been using this to advantageously pop my Artists for their golden age events, for instance. t247 starts with the natural births of a Scientist and a Musician, both of which fortuitously give me Engineer points! That's 40% progress! And, 'cause I did indeed declare on Attila, however uselessly, I end up getting my final General earlier than anticipated - about two-thirds of the way through this turn. Then, icing on the cake time, I finish a dig. That's an entirely unexpected Engineer which hands me The Motherland Calls on t248 instead!

(my maths was right, by the way, and I would have got it t250 if the above hadn't occurred)

Also on t248, Truro finally gives up, so I peace out straight away for another point. Now to focus on making it to Spaceflight Pioneers, right? Yeah, sure, buuuuuut hold up - the overspill from the bulbed Scientist plus the science from Holy Law acting on the free policy has got me most of the way through Plastics. Spaceflight Pioneers gives me another Scientist. Can I make it to the Atomic Era?

I need 5110 culture and 22127 science in two turns (for the record I am just straight up reproducing the numbers from the text document in which I worked this out in the first place, in case that is not already painfully obvious) . I'm telling you, the Notification Log is a godsend - Last turn's science bulb was 5478, Holy Law gave me 745, and I get 271 beakers for every GP I expend. Oh, but Spaceflight Pioneers will up that last one by 500 per. That's gonna be crucial. Reassigning citizens and switching seconday cities to Research upped my science past 1100 per turn (I'd done this over the last two turns, 'cause the order I'm explaining this is not exactly the order in which I dreamt it all up), but to do the same for Mecca will start eating into my culture output, not to mention the fact I'm still working guilds outside the capital. And without culture I won't get to Spaceflight Pioneers in the first place! Not to worry - I have a cunning plan:

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Annoyingly, this isn't quite enough to net me heavy tribute: apparently, "someone demanded tribute recently", grumble grumble. Curse whoever that was, foiling my plans like that (hint: it was past me). But next turn it is, so now I'm just 1340 culture away. Knowing this would happened, I'd pulled off culture specialists empire-wide last turn, so I'm also just 824 science away from Plastics. I plop three citadels in completely useless places, despair at the fact that leaves me 11 beakers short, and then send the Admiral I got for free from Treasure Fleet off on a voyage. That's Plastics! And another 375 culture for researching a tech, which, along with 4 x 271 = 1084 from my GP usage, gets me Spaceflight Pioneers. Two GP born at the same time gives me 40% Merchant progress, which is enough to birth them, so now I have three folks to expend for 2313 beakers, plus Gregor Mendel's 6236 (having been Research-focused these past few turns has done wonders for that yield) for 8459 beakers total. With the science from their births and the overspill from Plastics, the game tells me I'm 2334 science away from Penicillin and thus the Atomic Era, not the 2351 my calculator told me, but I'll take it.

Remember how I identified that entering the Industrial Era on t204 gave me a brilliantly timed final faith-bought GP? No? Fair enough, it was a loooooong time ago, but now it's finally relevant! Sadly I've already purchased two Scientists, so another just costs too much; even more irksomely, I'm actually only short 312 faith. With my 287 per turn and the Order that survived in Truro giving me 10 for each Hunnic unit I kill, I am actually only a turn shy of nailing it there and then! Except in reality if I had that extra faith I'd have plumped for an Artist, getting the extra Golden Age for yet another point, because it turns out I don't even need an additional Scientist! It doesn't matter which GP I buy this turn; if I use them on t250, so long as I can get my empire's science output to 2334 - 771 = 1563, I'm set. With oodles of min-maxing I make it to ~1550 before realising, hang on, there's one other way to get flat science that I could totally exploit here. I used the Spaceflight Pioneers Engineer on Cristo Redentor, so it's still in the queue - investing gold into it nets me 241 beakers via Mecca's bank. That'll do me lovely.

I faith-buy a Writer, pretty much at random, and advance to t250. Popping them gets me my final point, bringing my total to 155:

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And heck, I'm even disgustingly close to both Cristo Redentor and wiping Attila off the map! The poor chap's only just over half as many techs as I! Seriously, stacking the Arabian UA like this is awful powerful - dunno how well it would work on higher difficulties, where getting all the early-game wonders that started the snowball rolling would be much less likely. Again, I'm usually a Marathon player, so Prince is honestly the highest difficulty I've ever played at standard speed with Vox Populi, and it also explains why I'm patient enough to (a) spend fourteen hours on this, according to the game's log, a source which thankfully understand that some of that was idle time (b) take the best part of an evening to sort out t244 & (c) write up all of this. I think next time I'll go back to the rather shorter-style recap like I did for challenge two, 'cause sheesh.

Nevertheless, thank you for reading, if indeed you still are. I gave up proof-reading this halfway through, so I hope that, if any mistakes got through, they haven't impacted the admittedly already questionable clarity of this report. Now, if you'll excuse me, I need to go and rest my poor fingers...

tl;dr (perfectly understandable, tbh):
Spoiler Final Score :
155, consisting of 91 great people, 29 wonders, 15 archaeological digs, 8 golden ages, 6 era advances and 5 victories in war... I think. A couple of those wonder points might be GP points 'cause I was not the best at keeping count, but that's the gist of it. Probably.
 

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Thanks for great scenario. Probably won't even start Immortal due to little free time :(

Spoiler Details :

I guess I've waged to little offensive wars instead trying to focus purely on wonders and GPs. Settling 5 cities in addition to Capital was also not optimal in here. But still - was fun :)
Points: 122
Faith: 256
 

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Finished Immortal:
Spoiler :

Trait: 67 (128 Faith)

Tradition/Aristry/Science

Beggining was good - I had plenty of room to growth + copper monopoly. But barbarians were annoying and stole my workers 2 or 3 times. Then Askia declared war on me - still it was kinda late and I already had walls ready. My city near chockolate/among lake + 2 meele units + catapult could hold off 6 or 7 enemy units forever. Rest of them tried to go through desert - but that was no problem to kill them with camel archers. But AI bonus was to tough for me and even if I killed 3 enemy units per turn - he quickly rebuild himself - I peaced out. Then I had war against both Russia in the east and Askia again. War with Askia went again the same way, and with Russia there was no action at all - I holded two small valleys in the east and didnt try to storm through them. Peace on both of them. Still Renaissance was problematic - I bought 3 or 4 wonders with great engineer (2 turns to finish) and they were quickly finished in other lands. I could easily have +5 or +6 points there.


Did anyone had problem with city damage calculation - right now they only count 'half' strength in calculation (did I miss this information from Patch Notes - or was it always like that ?) + sometimes I only had 2.5 strength value (city had 25 defense) against emarked units/barbarian horse archers. Or is it only my version bugged ?
 

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Results are there! (second post as usual)

Thanks to all the participants and congratulations to the winners Sruixan the Returned and John B. C.!

The new version is perfectly timed - the next challenge will come this weekend. As the season is nearing its final, I'll also think about what to change for the next one (unless everyone screams no, I'd like to do a next one as I think it's fun...) and perhaps asking for your feedback on some specific points while I'm at it. Also, I'll probably shift the submission deadline to mid-week as it has shown that I've got no time to spare for doing the results during the first half of the week anyways. So, until sunday, have fun and happy Thanksgiving to our Northern American friends and everyone else who is appreciating it :xmas:
 
I'll also think about what to change for the next one and perhaps asking for your feedback on some specific points while I'm at it.

Maybe you should change the point system. Currently, it rewards finishing but not that much the best play.
Maybe something like +5 point for the first, +4 for the 2nd, 3rd, +3 for the 4,5,6,7; +2 for the others ?
 
Yes, the point system will certainly be changed in some way, reducing overall points for the reason you mentioned.
 
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