TSG54 After Action Report

I think it all depends, I tend to settle only first one, unless as Babylon then 3 coz they come so fast. But here I think 3 would be ok too as cap had both 50% modifiers, or at least that's my gut feeling. How many did you settle glory?
 
I tend to settle 4-5. I want to have 5-6 to bulb, 8 turns after Research Labs are in place; so counting the extra faith, and what's scheduled to come, I start saving 1 or 2 at some point. I think the 1st one I start keeping is maybe the one from Pisa or from Porcelain Tower.

With the Mayans it was a bit more difficult than with other civs, as their calendar makes it a bit more difficult. You can get one extra Scientist, if you really beeline Theology, but otherwise, I really found them difficult for generating GPs. I didn't really care about the General (I don't do wars), the Admiral (oh... there's the pirate boat... there's... oh, no more Admiral), the Merchant (although it's nice to have extra cash in the pocket) or the Artist, although I do find it great to get a quick Engineer for some wonder I usually skip due to AIs.
 
I tend to settle 4-5. I want to have 5-6 to bulb, 8 turns after Research Labs are in place; so counting the extra faith, and what's scheduled to come, I start saving 1 or 2 at some point. I think the 1st one I start keeping is maybe the one from Pisa or from Porcelain Tower.

With the Mayans it was a bit more difficult than with other civs, as their calendar makes it a bit more difficult. You can get one extra Scientist, if you really beeline Theology, but otherwise, I really found them difficult for generating GPs. I didn't really care about the General (I don't do wars), the Admiral (oh... there's the pirate boat... there's... oh, no more Admiral), the Merchant (although it's nice to have extra cash in the pocket) or the Artist, although I do find it great to get a quick Engineer for some wonder I usually skip due to AIs.

If you can get to Theology on turn 61 or earlier (I'm finding on replays that turn 58 is pretty doable for this map) you will get about 3 GS from the UA. Unless you are finishing around turn 210 or so, in which case you really didn't need them. :D
 
While also reading the HoF Section, there's an idea over there of only planting 1, maybe 2 Great Scientists, and using all the others, the Rationalism finisher and Oxford only after Research Labs (with the finishers for Globalization and other quite expensive techs, unless needed to open Rationalism faster) for very fast finishes.

Will have to try this out at some point.

These forums are great for improvement. I started out 2 months ago, getting wins in the late 300s, now I'm heading in the late 200s. Really great place to learn.
 
I think it also depends on how many Research Agreements you are able to sign. If you have lots of DoF's early on and can sign lots of RA's, then planting a GS will lead to magnified returns.
 
Date submitted: 2013-02-20
Reference number: 28375
Your name: stickyfingers
Game status: Science Victory
Game date: 1910AD
Turns played: 330
Base score: 1421
Final score: 2153
Time played: 8:01:00
Submitted save: Pacal_0330 AD-1910.Civ5Save
Renamed file: stickyfingers_C505401.Civ5Save


Well I won so that's good enough for me, considering my skill level. I definitely made a lot of mistakes around not knowing the best way to do things or all of the game mechanics. One issue is I didn't settle a desert city. Apparently everyone with good scores did that and rushed petra. I actually didn't explore that desert area to the SW of the cap until late though, so I don't know if I would have been able to get Petra there anyway. My capital and one city I put in the jungle were powerhouses, with lots of science and production by the end but the rest we're not great. Built 5 real cities, 1 tiny one at the end to get oil/coal, and captured a handful of others near the end of the game. The jungle city became a production powerhouse after a nuke plant, hydro plant, railroad, factory. Before that, it wasn't great. I had a big tech lead basically the whole game, but my score was neck and neck with the next best civ (usually russia). only 1 other civ finished the apollo program, and it was right as i finished my spaceship.

As for diplomancy, Dido was a pain in the ass as always. She DOWed me early but I just played defense and it was no problem. Later Spain and England teamed up to kill her. The celts made two unprovoked attacks on my western city, which was east of old faithful, near that coastal pass in the mountains. The first time I played defense until they gave up. The second time I went on the offensive and took one nearby city and burned another small one. Then I founded a city by the coal & oil up in that desert. Meanwhile, England was plotting against me but eventually they asked me to go to war with spain. I had much more advanced units so I said yes and used rocket artillery and infantry to puppet or burn (when happiness became a problem) all their cities, save one tiny one to avoid a diplo penalty. Lastly, as I was about to win the space race, I attacked england for the hell of it. I took one city and resurrected Dido. I was on the verge of taking another but didnt have any non-ranged units that could reach it when my spaceship finished. And on my last turn, I used my two hidden nuclear submarines to destroy beijing and moscow, because F them. actually, i built them in case one of those civs got close to winning. They were not, but smoke em if you got em, as the feller says.

In retrospect, I probably should have done some more strategic warring early. I could have easily killed everyone. But I guess thats what I like about the GOTM and setting a victory condition. In a regular game, a civ or two will always end up attacking me for no reason, so i build up an army to defend. Eventually i realize its a good enough army to go on offense and i start killing my attackers. And it goes on from there. I've got a good army with no one to fight, so it's a waste not to use them, and I end up just trying to kill everyone.
 
Game: Civ5 GOTM 54
Date submitted: 2013-02-21
Reference number: 28381
Your name: marekb
Game status: Science Victory
Game date: 1846AD
Turns played: 293
Base score: 1257
Final score: 2167
Time played: 5:03:00
Submitted save: TSG54_End.Civ5Save
Renamed file: marekb_C505401.Civ5Save

I sent scouts in completely wrong direction visiting two peninsulas with city states and I was wondering if I am alone on the continent till turn 35-40. Then I missed northern peninsula with desert - an excellent place for city with Petra. If I had made normal 4 city opening I would probably finished much earlier. Also, my capital should grow faster at the beginning. I didn't fight any single war - probably I could take some Spanish or Carthaginian cities but I was too lazy and too cautious because of difficulty level. I settled 6 cities, the last one in the industrial era to grab aluminium. Dido founded religion first but I was faster in enchaining it. Tithe was a very good source of gold (I was sending missionaries mainly to CS till industrial era) - I got 100+ at the end of the game. Should use GE on Hubble instead of saving it for CN and finish some turns earlier.
 
Date Submitted: 2-22-13
Your Name: Masadon
Victory Type: Science Win
Game Date:1956
Turns Played:377 :eek:
Total Hours:40 :eek: :eek:

- How many cities did you build and how many did you decide to acquire?
12

- How did you use religion or spying to your advantage?

I was the 2nd Civ. to found a religion (Judaism).

My Beliefs: Messenger of the Gods, Ceremonial Burial, Pagodas and Religious Community.

Finished making 47 fpt. Had a slow start with religion, didnt really get going to the Medieval Era. Spread it to all my cities and also Carthage's cities. Built Pagodas in all my cities and inquisitors as Theodora was very aggresive in trying to flip my cities. Actually she was a nightmare, but i fended her off for the most part lost a couple late cities in the northern peninsula to her religion. They where late cities to capture the oil reserves.

Spying: Never got a chance to steal a tech as i was in the lead after the first two eras for the rest of the game. I mainly used my spies to rig elections and coups. Also liked to use them for the plus one city radius view that they give. China and I got into some late wars, so was nice to be able to see what she was throwing at me and when. Also of course one was used for counter-espionage as everyone was taking a crack at me being tech leader.

- How did diplomacy go with your neighbors? Did you enjoy visiting with them?

Thought i played my cards well with the other civs. Izzy and England started early wars with me around turn 110 and 120 respectfully. I held the wolves at bay and took the English city of Nottingham.

Fought a couple more border skimishes with both of them. Had a defensive pact with Dido almost for the entire game. She turned out to be a great ally. She looks like a actress, but i cant remember the name. Was allied with China and Theodora from the Renaissance on to the modern era. Then China backstabbed me and attacked. Took Florence from her and she had enough. Im pleased with my backroom dealings this game.

- How did the difficulty level affect your game decisions?

As this was only my 2nd game playing Gods&Kings I thought i did well. Going to play one more at this level then bump up to Immortal (which is what i usually play on Civ 5 vanilla). Was a chanllenging game. I thought the map was awesome, props to whoever
designed it.

I was really only challenged at the end by Catherine who was going for a science victory also. She made her first part one turn before my WIN! China was huge and had the lead in population,crops,manufactoring and GNP. But she never had a solid plan for victory and was all over the place confused i would like to say on which path she should should follow.

The Celts never even made it past the middle ages, gobbled up by China. The English werent to far behind them in taking a nose dive compliments of Dido and I. Theodora was the last of the powers to get taken out. She made it too the Modern Age before China swooped in and in Blitzkreg fashion took her out.

Post Script: This was my first GOTM and only 2nd game with the Expansion Pack. I enjoyed it immensely. Looking forward to another one on at least King or above. Don't think im going to play the next one that is at warlord, as it wont be a challenge (but might change my mind).

I wanted to thank everyone who helped me get started and showed me the ropes for this Gotm. Great community here and look forward to being part of it.

P.S.S: Missed Petra by one turn, broke my heart :(
 
I lost...

A cultural loss...

Everyone and their cousin was at war with me at one point and when I finally managed peace I started building towards that science thing that I was supposed to be doing all along. I was happily building spaceship parts (as were other people unfortunately but I had a slight advantage).

And then it turned out that Byzantium had built the Utopia Project.

In the end I guess it wasn't a huge surprise that I lost and reading other people's after action reports it's clear that I'm way behind in how to play this game. But the important thing is that the game was a lot of fun even if I will end up last on the list of players.

As a newcomer to Civ5 I'm really liking the warring. In all previous civs I've played I've always hated going to war but in this game it's actually fun (even if I do go a bit heavy on artillery. I was bombing a city from the other side of impassable mountains!)


I don't really know what I did gameplaywise but from a storytelling perspective one of my more memorable mistakes was after making peace with Byzantium I assumed that bygones were bygones and we were the tightest of friends (declarations of friendships and science agreements and whatnot!). My spies told me otherwise. They said that I was about to be attacked by these people but I just happily gave them open borders...

And that's how the biggest war I was involved in happened. I was in war with all the remaining civs except the Russians (who I never fought). Of course not immediately. I believe it started with a Byzantium-England alliance against me. And then Spain and China joined in (or it might have been Byzantium+Spain and England+China).

So most of my game was spent fighting this massive war (fighting hard to keep Cardiff but losing it once the enemy discovered Flight and Mass-bombed me to shreds) where I was defending on all fronts. And it was difficult but it was not frustratingly so. And the fact is I would probably never have discovered the fun that this was on my own. But the other fact is also that I probably don't really want to improve much either. I'll probably play exactly the same next time :D
 
Game: Civ5 GOTM 54
Date submitted: 2013-02-23
Reference number: 28388
Your name: dashwinner
Game status: Diplomacy Wrong VC
Game date: 1882AD
Turns played: 311
Base score: 1870
Final score: 3016
Time played: 5:16:00
Submitted save: TSG54_End_turn 311_diplomatic.Civ5Save
Renamed file: dashwinner_C505401.Civ5Save

Well i'm a silly goose. Guess I didn't pay close enough attention to the prefered victory condition. Found myself going up the top part of the tech tree and continually increasing my CS alliance due to necessity and quests, as well as commiting two policies waiting for the renaissance... By the time I got to the modern age I decided to just beeline the UN....

I know I could have done better and probably saved 40 or so turns by not neglecting science as much, and having a more focused plan in terms of techs, but it baffles me as to the speed of some of the posters on here... oh well, there's always room for improvement... I got to say though, taking the GOTM consideration aside, this was a really fun game...

- How many cities did you build and how many did you decide to acquire?

I settled 9 cities by the end of the game. Two of them came quite late, and I could ahve probably done without... I took over Dido's empire, and pushed west against theodora (who had taken out the celts)

- How did you use religion or spying to your advantage?

Religion was, as usual in my games, one of my priorities. The combination of the UB and stonehenge, as well as the UA allowed me to both found and improve my religion on the same turn. I then proceeded to flood the map with missionaries while they were still cheap, and my tithe-backed religion dominated the whole map (besides NW Russian teritorries). Spying was less useful, as I had such a tech-lead that most of my spies were sent to uphold relationships with city states

- How did diplomacy go with your neighbors? Did you enjoy visiting with them?

Generally speaking, I had great relationships with the entire map - it made me wish this was a sweden game. Dido was acting tough in the beginning, but after I repelled the combined carthage-spanish assault, i took her out (i let england take her final city for the diplo hit).
Later on, I wanted to expand west to have closer access towards the two leading (after me) powers, russia and china, with whom I had built a threesome of love and friendship, so I quickly jumped on the opportunity to denounce byzantium when they did, and eventually pushed west.

The celts had been taken out quite early, and HK had manage to grab hold of the celt capital, giving the city state a huge territory in the middle of the western continent. I made sure they remained my ally all game.

- How did the difficulty level affect your game decisions?

As many people stated earlier, this was quite an easy emperor game. I had anticipated a harder challenge, and planned accordingly. I had such a tech lead that I should have changed my tactics to aim for a much quicker finish. As usual in most of my game, the strategy went out the window by mid-game, and I was just having fun for the remainder. Great intro to GOTM, but next time I really should approach it more seriously.

Now, i'm going to go watch some youtube videos to figure out how the hell some of you guys beat me by over a 100 points...
 
Hi!

This was my first GOTM, and it was sure a fun one! :)

Game: Civ5 GOTM 54
Date submitted: 2013-02-18
Reference number: 28352
Your name: TimeWeaver
Game status: Science Loss
Game date: 1984AD
Turns played: 405
Base score: 1064
Final score: 1064
Time played: 10:23:00
Submitted save: Pacal_0405 AD-1985.Civ5Save
Renamed file: TimeWeaver_C505401.Civ5Save

I had played CiV Vanilla a great deal, but this was my second G&K-game.
Building just four cities proved too few for me, science-output-wise. Also, the difficulty level is a bit high for me, I normally play prince or king. In vanilla CiV I usually played cultural games and OCC, that's how my rare wins on diety and immortal have come about. This was a wonderful map and a neat learning process all rolled into one. China and Russia got big and it became a true science race. I lost it with 5 turns, it could have been any of us three. The weird thing is I could have won a diplomatic victory earlier, since I had gone for the city-state policy tree and had lots of money and a good rapport with most CS. But I decided to stick with the task and try to get a science victory. Alas, no!

Thanks for the game!
 
Hi!

This was my first GOTM, and it was sure a fun one! :)

Thanks for the game!
Welcome to GOTM. :wavey:

You are welcome. We are glad you enjoyed the experience. Best of luck with future games. :thumbsup:
 
Your name: fromar
Game status: Science Victory
Game date: 1898AD
Turns played: 319
Base score: 1297
Final score: 2058
Time played: 9:22:00

I played a pretty peaceful game - was attacked a couple of times by Spain. Dido attacked me the turn after I met her. I think Isabella paid her. The second time Spain attacked, I took Barcelona in between our civs. I stayed way ahead in science. By 900AD, I was sure I was going to win in the 1700s. Ended up finishing 1898AD. Still earlier than I usually do, so I'll take it.
 
So I tried the game again, won it this time, but took until turn 324 with a final score of about 1900.

I couldn't get as many RAs going this time, and I tried opening Tradition which probably wasted some policies.

Really don't understand how people get to Plastics around turn 170 though, it was turn 220 before I was able to get it. Much better on the happiness this time but cash flow was terrible. I only had 5 cities, should I be building more?

---- more ----

I followed Glory7's strategy completely, it is the first time I've been so aggressive with the other civs, and I couldn't believe how they kept giving me money for peace deals when we hadn't even fought a battle. I was a little slower than he was, probably about 5 turns behind where he was on turn 110. But while I was able to get to plastics around turn 170, I was not getting anywhere near the science per turn he was getting. At the peak with research labs I was peaked at 1300 empire wide. I had wiped out Dido, Liz and Isabella, but kept only their capitals and Seville as puppets. I also noted that two of my cities weren't very big. While two were close to 20, the other two were at 8. I grew them late in the game.

Very interesting to find out that if you go through all of the GP selections, then every long count after you get to select anything you want. I took an extra GE, and two GS.

So if I was going to finish all the techs before turn 200, do I need all four cities really big?
Or did I need more puppets?

Managed to launch on turn 274, and the cash and culture was just rolling in in giant chunks. I could have easily won using any victory condition I wanted, my tech lead was easily 25 techs.

For aggressive playstyle, I think you meant tommynt style (Credit to his youtube videos). I could not believe that such playstyle actually works (I mean, why #1 army guy would pay me cash and gpt for peace deal when I DoW him?) before I watch his video and follow his actions by myself to confirm the similar results. Sure, with that you suffer all diplo penalty and no RA, low price for lux, etc, but you suck up all their gold anyway so price for each lux won't matter.

If you could reach plastics at t170, you should be able to finish the game by t230, and t220 or earlier if you are used to the late game stuff. I suspect that you did not have cash to rush buy labs. The actual plastic timing is when you get labs up in main cities, not the turn you get the tech.

if you take a look at my t160-166 screenshot I uploaded earlier, you can see that my 11 and 10 pop cities can produce 150 spt with all sci buildings and observatory. You need higher pop for better science but the most important thing is get all sci buildings asap and put all sci specialist spots. after plastics, just fill all specialist spots and burn GS. additional growth seldom helps and if it is needed you will learn it from experience.
 
I think it all depends, I tend to settle only first one, unless as Babylon then 3 coz they come so fast. But here I think 3 would be ok too as cap had both 50% modifiers, or at least that's my gut feeling. How many did you settle glory?

I settled only one I think. t62 GS must be settled, but after that one it depends I think. With Maya UA, I felt that I could not get many GS (as I get other GPs) so I worried about not having enough GS for bulbing. In the end, I had like 2 GS more than I needed so planting one more could helped, but I think I got my 2nd GS pretty late (with pisa maybe) so it would have better spent bulbing plastics or rockery.
 
Keep in mind that with the Mayan UA, taking the Prophet, General and Admiral only effect the rate you earn those normally and does not effect the rate of earning the other great people. So I usually take one of those 3 first. I choose which one depending if I really need the prophet to found/enhance my religion or if CSs are requesting one of those three for quests. If I don't need the prophet for my religion, then I take which ever of these three completes the most CS quests.

Other things to keep in mind are:
  1. The sooner you research Theology the more times this UA will give the pop-up to choose a great person.
  2. The faster you progress through the tech tree the fewer great people you'll have to choose with the UA. This is because the late game turns don't account for as many years as the early game turns and the UA is based on number of years not number of turns.

Thus for cultural and science victories it is a good idea to not beeline to Theology. Delaying Theology as long as possible means the UA doesn't have as much of an effect on the generation of artists for cultural victory or scientists for a science victory.
 
That's one view. On the other hand, if you get Theology by turn 60 (so you can take your first Long-Count GP on turn 62), you will complete the full cycle on turn 152, which means that your next two Long-Count GPs (on turns 183 and 234, if still relevant) can be Great Scientists (or Great Artists -- whatever your desire is). The restriction that no GP can be taken twice does not apply once the cycle re-starts.

So, yes, if, for example, you are trying to maximize your number of naturally generated GSs, you will have to take 3 "unwanted" GPs (a GA, GM and GE) during the initial Long-Count cycle, chewing up Great person point capacity and increasing the cost of, and potential displacing, one or more naturally spawning GSs.

Of course, the Long-Count will have given you two (or three) GSs you wouldn't have otherwise naturally spawned, so I think it is a push. And those other three GPs may not be entirely unwanted. The GE will allow you to bulb LToP or PT for another GS (and hard-build the other for a second GS), and the GA may allow you to create a landmark to help plow through Rationalism and your favorite Industrial Era policy tree that much more quickly. The GM is arguably the least useful, but even there it can be used to ally a key cultural CS to help you plow through your policies and generate some cash to rush-buy another university or public school.

When I do Mayan games, my only "absolute" is that I take a GS first (turn 62 or 72; always plant academy). That only "costs" 100 Great Person points, which has a negligible impact on my ability to generate subsequent "natural" Great Persons.

Second GP (turn 72 or 86) is more situational. Most often a GE (only 200 Great Person points; sometimes planted for manufactory, sometimes bulbing a wonder, such as CI, or maybe HS for a GP, followed quickly by a Long-Count GP (turn 86 or 101) to enhance). Alternatively, if I have REALLY strong faith production, I'll save the GP for last, when "natural" GPs would otherwise cost 1,200, 1,700 or 2,300 faith and I want to save accumulated faith to buy Industrial era GPs with faith.

Unless I'm on a Pangea map, my second/third/fourth GP (in any event, no later than turn 117, and usually much earlier) is a Great Admiral, which I will send across the ocean to find missing civs and CSs (even better if I can satisfy a CS quest with the spawn). That leaves Great General, Great Artist and Great Merchant. Order taken will depend on what I need at the time, and how well I've set up my GS (or GA) cascade in my cities.

The other benefit of the Mayan UA is that there is no reason to avoid the Educated Elite social policy, and no reason to avoid the Louvre. The more random GPs the better.
 
the only math to do is see where you are on the next GS as compared to the difference in turn between baktuns. if you are, say, 20 turns away from the first natural GS and taking it with the baktun would push it back many turns compare that to the amount of turns til the next baktun by delaying the choice with an admiral/prophet/general. at what turn would you have 2 GSs in either circumstance and what is the net bpt would be the answer to what to do, i think.

it sometimes makes my brain hurt since Maya is the only one with this dilemma regularly. Liberty finisher can be similar but you have more control over when you finish Liberty.
 
Of course, the Long-Count will have given you two (or three) GSs you wouldn't have otherwise naturally spawned, so I think it is a push.

You wouldn't ever get 3 GS's from the long count, because that would require completing the cycle twice and starting a 3rd cycle. You'll hit the turn limit, you'll win or an AI will win before that happens.
 
Nope.

After you run through the Long Count one time, you can pick the same GP each time the Long-Count comes up. Since turn 234 is the last Long-Count turn that is relevant to any game (the next is turn 433 (2013 AD) -- blah), this tactic is extremely sensitive to when you get your first Long-Count GP.

If you unlock Theology on turn 60, your first GS would be on turn 62 and you would finish the first cycle on turn 153, so your second and third GSs would be on turns 183 and 234. If you don't get your first Long-Count GP until turn 72, you will only get 2 GSs (turns 72 and 234). If you wait until turn 86, only one GS.
 
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