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Topic:   Earliest landing with basic settings. Format for Better Printing
arii


b.02-15-99
posted September 22, 1999 13:23   Click Here to See the Profile for ariiClick Here to Email arii Visit arii's Homepage!
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The strategy for the earliest landing with 1 city is now well established.
What kind of landing dates have you guys achieved using standard settings (medium map, deity, 7 civ, raging hordes)and what strategy did you use?
Militaristic? conquer early and then crank out the beackers
Expantionist? keep on building small cities
pacifist? stay at peace with the AI while expanding and setting up trade routes.
A big difference compared to OCC is it looks like if you expand too quickly the AI hates you and you don't get tribute and can't exchange knowledge.
I think the super science city is a must.
What do you guys think. What landing have you achieve?

Adam Smith


b.02-15-99
posted September 22, 1999 23:33   Click Here to See the Profile for Adam SmithClick Here to Email Adam Smith Visit Adam Smith's Homepage!
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My fastest finish so far is 1780, but I am almost embarassed to post it given Paul's OCC landing dates.
Map settings: Large map, Deity, seven civs, raging hordes.
Cities: One super science city (size 30), seven smaller (size eight) supporting cities.
Strategy: peace treaties with all civs that will accept, repeated trade routes with high income AI cities, freely trade technologies (within reason). Building a railroad into a size 20 Babylonian city really helped in this game.
NO TRIBUTE, NO ALLIANCES.
I suspect that tribute, alliances, and a medium map (easier trade) could push the landing date down into the 1730's.
Paul


b.02-15-99
posted September 23, 1999 07:07   Click Here to See the Profile for PaulClick Here to Email Paul Visit Paul's Homepage!
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I never really payed much ateention to landing dates before I started playing OCC, so I don't really know my best landing so far. You should consider the fact that science goes slower on larger maps.
Matthew


b.02-15-99
posted September 23, 1999 18:58   Click Here to See the Profile for MatthewClick Here to Email Matthew Visit Matthew's Homepage!
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Also consider the fact that with multiple cities in democracy it might be more difficult to keep them out of disorder with luxuries at zero, which is about where you usually want them in an OCC game, with science nearly maxed out a lot of the time. It would take a lot of additional cities to make up for the science loss from the Super Science City from lowering science rates.
I'm sure one could get an earlier launch date with more cities, especially due to the ability to build more than one ss part a turn, but I don't know that one could make all the necessary discoveries that much earlier.
arii


b.02-15-99
posted September 24, 1999 12:54   Click Here to See the Profile for ariiClick Here to Email arii Visit arii's Homepage!
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It's not easy!!!
I gave it a try. My strategy was to build 1 major science city, 3-4 smaller science cities (with library, univ, trade routes) and a host of smaller cities to support the science cities. It's not producing enough science!
I could only get 1 tech every 2 turns only after 1700. My mystake was probably to go with too many cities and not focussing enough on the science ones.
Adam Smith


b.02-15-99
posted September 24, 1999 13:28   Click Here to See the Profile for Adam SmithClick Here to Email Adam Smith Visit Adam Smith's Homepage!
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Arii:
Use caravans/freights to make up the difference between what your science city produces each turn and what you need for a given discovery. Once you get freight units (move twice as far + increase trade bonus) and a decent road/rail system you should be able to run off one discovery per turn until you are ready to launch. The key to doing this is not the PROFITABILITY of each caravan/freight, since some of the science bonus from a high-profit freight unit will be wasted. The most important thing is that you can CONSISTENTLY land one unit per turn for the rest of the game, otherwise the turn is wasted. Sometimes you will need to stack a few freight units near destination cities until the turn you need them.
Matthew


b.02-15-99
posted September 24, 1999 22:05   Click Here to See the Profile for MatthewClick Here to Email Matthew Visit Matthew's Homepage!
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I think that a severe danger is becoming too powerful. If you do, I understood from another thread that you take a severe hit in science, not to mention having a smaller choice in research on some turns. The research selection variety seems to be determined by the power graph more than by how much of a tech lead you have.
Matthew


b.02-15-99
posted September 24, 1999 22:06   Click Here to See the Profile for MatthewClick Here to Email Matthew Visit Matthew's Homepage!
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oops
[This message has been edited by Matthew (edited September 24, 1999).]
Mark_Everson


b.02-15-99
posted September 27, 1999 21:56   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson Visit Mark_Everson's Homepage!
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The idea about having a group of big cities in addition to the SSC may be a way to do better... There's just not that much time till 1750 in a deity game (200 turns I think).

I got there in the 1770s, but on a small map. It was a Lot harder than I thought it'd be. I used an SSC which got to about 35 pop, and about 30 size-8s. I think you could maybe get back to around 1750 if you were willing to be Really careful about it. A fair amount of luck is needed too IMO, especially in getting good land with rivers etc. The two most important things I found were to have all the smaller cities have caravans to the SSC (which more than doubles their trade with all 3 caravans) and to establish good defensible boundaries with the other civs early. If someone can do it before 1700, I want to a) shake their hand; and b) hear how!

------------------
Mark Everson
Project lead for The Clash of Civilizations
(That means I do the things nobody else wants to do ;-) )
This Radically different civ game needs your suggestions and/or criticism of our design.
Check our our Forum right here at Apolyton...

arii


b.02-15-99
posted October 07, 1999 13:09   Click Here to See the Profile for ariiClick Here to Email arii Visit arii's Homepage!
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I landed yesterday in 1809 using a small map and basic settings. I still have a long way to go.
I agree that the game goes very fast and there is not much time develop much.
I had a SSC of size 21 and 2 other SC. I did not want to spend the trade ressorces to expend the cities more.
My biggest problem was to get enough science going. Building the space ship is not a problem, getting to fusion power as quickly as possible is very hard. I could only get it in 1794 even though I was getting 1 tech every 2 turns for most of the game. You don't have a big advantage vs OCC by being able to build the space ship in less turns because it takes at least 10-20 turns to go from space flight to fusion power.
I've got to try harder, I know I can do much better than that.
DaveV


b.02-15-99
posted October 13, 1999 07:40   Click Here to See the Profile for DaveVClick Here to Email DaveV Visit DaveV's Homepage!
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Here's how not to do it:

I've just abandoned a game I've been playing for a month, after discovering Automobile in 1600 and realizing I still had a long way to go.

I built MPE early and monitored the AIs closely. If they were researching a tech I already had, I gave them the tech. Otherwise, I asked for tribute or traded maps with them. I stayed in Communism, with WLTCD for extra trade, for most of the game so I could demand tribute. I collected thousands in tribute and picked up lots of techs from the AI. I think I lost out by not maxing out my population with WLTPD under Rep/Dem.

arii


b.02-15-99
posted October 13, 1999 22:21   Click Here to See the Profile for ariiClick Here to Email arii Visit arii's Homepage!
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Good to see different strategies daveV. I go for rep as some as practical and demo as soon as pos.
I landed in 1789 in my last attempt on a small map.
1770 is a very good score. There is so few turns. So far I haven't been able to produce enough trade for a new tech less than every 2 turns. I can get to 1 every too turns eraly but then I can't get to 1 every turn.
Good luck to anybody that is tryimg that.
Ariitea
Mark_Everson


b.02-15-99
posted October 14, 1999 22:18   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson Visit Mark_Everson's Homepage!
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arii:

It took me Lots of tries. Maybe 30 games I just pitched because the terrain was lousy. Then I played at least 4 or so to the point where it was clear I wouldn't do it by 1800.
And to be perfectly honest, I Actually landed in 1783 because I Forgot Fusion was neccessary for a Fast ship until after Launch . (In my defence I don't generally have the patience for a spaceship win, so this was like the 2nd ship I ever built.) So I said late 1770s, 'cause that's what I think I could've gotten if I hadn't choked at the end. IIRC I lost about 6 years of transit time due to no Fusion. So if I had caught it earlier it would've been 1777 or so. I can't remember if I overshot the absolutely required techs or not. So it could've been as late as 1779. I was so sick of the concept that I didn't want to redo it to see what the real date was...

So don't feel too bad

BTW I think I may have figured out a trick that might enable launching somewhat earlier, say around 1750. It has to do with the variable tech rate that exists on deity. If you are a bit ahead in tech you get socked with a +1 to the 'tech paradigm' if the book can be trusted. That's something like a 7-10% hit on your research effectiveness. So after the AIs quit trading, which is very early for my style of play, give all your tech away to everyone asap. Obviously if you're gonna build a wonder you need to keep That tech secret until you're done.

The thought is that this will take that looong stretch when you're getting a tech every 5-10 turns or so and juice it up a bit. If anyone tries this, let me know if it works.

Mark

[This message has been edited by Mark_Everson (edited October 14, 1999).]

arii


b.02-15-99
posted October 16, 1999 00:31   Click Here to See the Profile for ariiClick Here to Email arii Visit arii's Homepage!
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You are probably right. I have also notice that in games where I was giving techs to the AI in OCC I was actually doing better.
DaveV


b.02-15-99
posted October 16, 1999 07:37   Click Here to See the Profile for DaveVClick Here to Email DaveV Visit DaveV's Homepage!
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Mark E,

Giving away techs not only has the benefit of preventing a penalty on your research efforts, but you can pick up techs from the AIs when they discover them. This lets you take advantage of the AIs' research bonus.
[This message has been edited by DaveV (edited October 16, 1999).]

Mark_Everson


b.02-15-99
posted October 16, 1999 09:22   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson Visit Mark_Everson's Homepage!
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DaveV:

I generally can't pick up techs from the AIs. They usually won't trade with me because my civ is too big. And because I'm always in a representative government if I steal tech there's a good chance my government will collapse. Only if I have just given them about 3 techs will they like me enough to trade.

arii


b.02-15-99
posted October 21, 1999 22:34   Click Here to See the Profile for ariiClick Here to Email arii Visit arii's Homepage!
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I just finished a new game. Landing=1783.
I only did 3 turns better than before.
I used 1 big science city + 4 sub science cities (size11-12 with lib ma.pl. bank univ. fact. and highw.)
The other 8 cities were just support cities with no improvements and cranking out caravans.
With the caravan science bonus + beaker generated I was able to get 1 tech a turn for the last ~10 turns.
No matter how many techs I was giving the AI it would still not trade techs with me.
Good luck to anybody who try this. It goes very fast. Watch out!
arii


b.02-15-99
posted October 30, 1999 23:06   Click Here to See the Profile for ariiClick Here to Email arii Visit arii's Homepage!
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I yet finished another game with the basic settings deity small map 7 civ rag hordes.
This time I landed on AC in 1771 using a slightly different strategy.
During the first part of the game I focussed very hard on the main science city. I developped the secondary science cities later in the game(4 cities). I also skiped wonders that I use to build : pyramids, JSB cath. This allowed me to save ressources and build the other wonders faster.
The location of the science city was excellent : 2 gems 1 fruit and 1 iron on a river. There is still a lot of improvement : There was only 4 other civ, one being destroyed very early by barbs. So I could not get as much tribute. Also no civ was on a separate continent which I consider as a desadvantage. Caravan travelling through land is hasardous (sneak attack, barbs), takes longer and rewards less compared to routes with other continents.
Mark_Everson


b.02-15-99
posted October 31, 1999 12:47   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson Visit Mark_Everson's Homepage!
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arii:

Congratulations!

How many cities total did you have?

arii


b.02-15-99
posted October 31, 1999 16:53   Click Here to See the Profile for ariiClick Here to Email arii Visit arii's Homepage!
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14 cities:
1 main science city (size 26 at the end)
4 secondary science cities (size 11 12 10 11)
9 support cities (size 3-7)
Aaron Burr


b.02-15-99
posted November 02, 1999 12:21   Click Here to See the Profile for Aaron BurrClick Here to Email Aaron Burr Visit Aaron Burr's Homepage!
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I find it very thought-provoking that the earliest AC landing year for OCC and multi-city is about the same (currently 1771 for both, apparently).

Anyone care to speculate on why this is so? My guess is:

1. Harder to get gifts from AI when you have more cities. (AI more likely to give/trade tech when it thinks you are weak).

2. Harder to stay at peace when AI sees you as strong.

3. As Paul has shown, you can take a more streamlined approach with only 1 city - no need for happiness wonders/improvements with ST in your 1 city; no need for Hoover, etc.

As a challenge, can anyone land on AC substantially faster with multiple cities than with OCC?
[This message has been edited by Aaron Burr (edited November 02, 1999).]

jpk


b.02-15-99
posted November 02, 1999 13:10   Click Here to See the Profile for jpkClick Here to Email jpk Visit jpk's Homepage!
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The race to space is mainly determined by the rate at which someone can pick up science advances. If you build a super science city, most of your non-trade related beakers will come from that one city. Once you have 20 or so advances the science you get from a newly founded city is likely to remain negligible for the much of the remainder of the game. I've played with 30 cities and half of my science came from my science city.

One issue is mainly is whether the greater opportunity for trade caravans is outweighed by the need for happiness items. Another issue is the size of the map and the geography. Early landing dates are easier with a small map but the drawback is that there is usually only one continent. That means the payback from caravans is much less. If someone had a small map with multiple continents it might be ideal for an extremely early landing.

Perhaps someday Paul will decide to play a game with three cities and land in, oh, say 1500.

Matthew


b.02-15-99
posted November 03, 1999 01:08   Click Here to See the Profile for MatthewClick Here to Email Matthew Visit Matthew's Homepage!
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with one city and shakespears one can put science up to 100% , taking ultimate advantage of the super science city. Gold from gifts, the occasional barb leader, trade routes, and when you drop science a bit to avoid beaker waste should be enough to pay city maintenance. With 5 or 6 cities in democracy you will need to increase taxes to maintain city improvements you might build, and luxuries for happiness.

Perhaps the ideal isn't to have just a few cities along with your super science cities, but rather a super science city + ICS approach, where all of your other cities are small enough to be kept happy with Mike's and JSB, and therefore need neither luxuries nor city improvements. But the higher you are on the power graph the more you will be penalized in beaker costs for advances, and it would likely take a lot of size 4 or 5 cities with no improvements to make up for the difference.

Also, I imagine that OCC playere tend to be more particular with their starting location, and have a lot more resaves.

Sten Sture


b.02-15-99
posted November 03, 1999 11:30   Click Here to See the Profile for Sten StureClick Here to Email Sten Sture Visit Sten Sture's Homepage!
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I would think it would be great to have 25 cities to build your spaceship in one turn. That would take a ton of cash or a lot of caravans. Perhaps 3 major cities for Modules, 6 minor cities for components and then late in the game found 16 small towns whose only purpose is to build a structural?

Of course the logistics are daunting, any way you try it...

arii


b.02-15-99
posted November 04, 1999 10:19   Click Here to See the Profile for ariiClick Here to Email arii Visit arii's Homepage!
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I don't think it's a good idea to have more than 15 cities. You run into happinness problem and can't grow your cities using WLTPD. Also spending you ressources building more settlers will delay you in you wonder and science pathway since you are not building as many caravans.
The difference with OCC is that you have to spend some of your ressource on the other city. The other city don't contribute much to the science you produce until they are at least size 8 with lib. univ. and trade routes. i.e not until 1000-1300 AC. The scores between the 2 are very close because before 1750 1 turn = 10 years. 1 tech = 20 years.
DaveV


b.02-15-99
posted November 13, 1999 02:29   Click Here to See the Profile for DaveVClick Here to Email DaveV Visit DaveV's Homepage!
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I *finally* finished my ICS+OCC attempt at the early landing. After three weeks real time, I finally landed in (trumpet fanfare) AD 1595. I grew my capital to size 36 with food caravans, and stayed in Communism the whole game. I'll mail the log file and save games to anyone who's interested. Right now, I need to go to bed!
Paul


b.02-15-99
posted November 13, 1999 11:16   Click Here to See the Profile for PaulClick Here to Email Paul Visit Paul's Homepage!
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Ok, please mail to the adress in my profile.
Carolus Rex


b.02-15-99
posted November 13, 1999 11:27   Click Here to See the Profile for Carolus RexClick Here to Email Carolus Rex Visit Carolus Rex's Homepage!
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Congrats, that's a great score!

So you're not just a conquest guru now, eh?

Communism the whole game? Incredible.

Could you please send me the log (no saves)? My email address is in my profile.

Carolus

Mark_Everson


b.02-15-99
posted November 13, 1999 13:34   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson Visit Mark_Everson's Homepage!
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Congratulations!

Communism! That Blows my mind ;-) Please include me in the mass-mailing...

Steve Clark


b.02-15-99
posted November 13, 1999 14:25   Click Here to See the Profile for Steve ClarkClick Here to Email Steve Clark Visit Steve Clark's Homepage!
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I'm curious too and want to learn some things. Please email me just the log. Thanks.
DaveV


b.02-15-99
posted November 15, 1999 09:30   Click Here to See the Profile for DaveVClick Here to Email DaveV Visit DaveV's Homepage!
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Full disclosure on the 1595 landing mentioned above: I followed Paul's OCC rules, but there were a few areas he didn't cover where I took advantages of quirks in the game.

1) Repeating trade commodities. Trade was seriously messed up in this game - Berlin kept demanding Beads for most of the game, although I sent them several Beads caravans. I rush-built one caravan per year for a span of about 200 years, for bonuses of 200-600 (mostly on the low end of that range). Roughly a break-even proposition in gold, but certainly a boost to my science.

2) Late-game warriors. I had several cities building warriors right up to the point when I traded for Feudalism. All of these were upgraded to musketeers or riflemen, at a low, low original price.

I'm sure I could have done better if I were a better OCC player - for example, I completely forgot to build a research lab, and didn't sell off my redundant improvements until late in the game.

valmont


b.02-15-99
posted November 15, 1999 11:51   Click Here to See the Profile for valmontClick Here to Email valmont Visit valmont's Homepage!
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Please send me a copy of the log: valmont7@yahoo.com

How many cities did you build in addition to the science city?

arii


b.02-15-99
posted November 15, 1999 13:29   Click Here to See the Profile for ariiClick Here to Email arii Visit arii's Homepage!
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Congratulation. That's impressive!
It's good to see different and innovative approaches. Please include me in the mailing list: wvernier@sprintmail.com or icq me the file.
I assume you got most of your science through caravans. Dis you use ICS to build tons of caravans, homing them to your big city and sending them all over the world?
How was your science rate? Were you able to reach 1 tech a turn?
DaveV


b.02-15-99
posted November 15, 1999 15:20   Click Here to See the Profile for DaveVClick Here to Email DaveV Visit DaveV's Homepage!
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arii,

No, I didn't use caravan rehoming - I'm sure I could have trimmed a bunch of years off the final result that way. Most of my science really came from arrows - once I had my science city at size 36, it was generating 800 beakers/turn, even under communism (Einstein doesn't care what type of government he's working for). I never reached one turn/advance, but stayed at two turns/advance until I discovered flight. I gave away lots of techs to the AIs and traded with them for some key techs.

Caravans from my border cities were used to build wonders and send food to my hungry scientists. I was able to generate WLY-style growth by sending a food caravan every turn.

arii


b.02-15-99
posted November 15, 1999 21:37   Click Here to See the Profile for ariiClick Here to Email arii Visit arii's Homepage!
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If you didn't use caravans then that's truly impressive. I don't understand how you did it.
In my games my science city was generating up to 1100 beakers and I was getting 2 techs a turn and sometimes 1 tech a turn with caravan help most of the game.
Were the game options the same?
How many cities did you have?
DaveV


b.02-15-99
posted November 16, 1999 07:47   Click Here to See the Profile for DaveVClick Here to Email DaveV Visit DaveV's Homepage!
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arii,

Sorry for not making myself clear. I *did* use caravans for trade, but only ones I built in my capital. And I built lots more than I was entitled to, because of repeating commodities. There were several times where a caravan made the difference between an advance coming in two turns or three turns, and a few times where I picked up an advance in one turn with caravan help.

Game options were small map, Deity, raging, 7 civs.

I've posted the log file as a new topic, ../../Forum3/HTML/000748.html?date=07:40

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