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Topic: Fortnight OCC - First Edition! - Results & Logs |  |
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gambler Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 20, 2000 07:08
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Well, I landed in 1895, but I didn't keep a log (it's too boring). I'm not going to try again to win a challenge, I'm jut trying to have fun.
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Scouse Gits Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 21, 2000 05:49
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Sten, ?mojo? .. couldn't have happened to a nicer guy! Seriously, that was severe bad luck - almost as bad as ours was good (only a small gloat)  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor [This message has been edited by Scouse Gits (edited January 21, 2000).] |
Sten Sture Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 25, 2000 18:58
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Well, on my second attempt I landed in 1902. True to form I got a double peasant revolt with 40+ cannons and muskets around 1800 which delayed me a bit. I kept bribing cannons to attack the stacked entry point only to lose both cannon in the attack and dip on the counter. But it was fun, even knowing a little about the map.So what did you think about the little scenario? I was intending to leave you somewhat isolated at the start, forcing the decision to go for maps early and make contact. The polar land bridges were a last minute addition to the map, initially the connection to the Americans wasn't there. Did anyone have the AI colonize your island? I wanted to make it small enough to patrol, but large enough to make it difficult to control. It seems as though most of you were left alone. I liked starting with some sub-optimal specials. The wheat was better than I thought since you can irrigate it and get 3 food during despotism, and then turned to silk; and the pheasant gets turned into buffalo quickly. I also wanted the AIs to expand enough to seriously challenge for AC, so I went with just 3 AI civs, but it seems as though only the American civ got there. Perhaps a more expansionist group of AIs would have done better. Anyway, it was fun to "design" (tweak) and I am open to ideas for a new map! |
Smash Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 25, 2000 19:03
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It was good.You can see this by the variety of results.In my attempts I found the isolated site beneficial as the ais couldn't get to me in any numbers at all.Course my first attempt had the Americans destroyed pretty early or they may have been on my doorstep |
don Don Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 25, 2000 23:40
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I had Explosives earlyish and no pollution, so I actually took the trouble to build a road along the arctic connecting to the Americans. That bumped two of my trade routes up to an astonishing +24 (eventually +28), which I'd only seen in situations where both cities had airports. I just plopped a couple of NONE Rifles on the conveniently placed mountain to block the hordes of dips the Americans sent my way… |
Scouse Gits Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 26, 2000 05:17
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yes, we too had a vet NONE Archer holding that mountainSten - I replayed the MAP - not the scenario as I had neglected to take it home - and was greeted by the Mongols, Vikings and Zulus what a different game! I did not get a single gold coin or a single tech from them during the whole game - researched Pottery in 1800!!! and launched in 195x - Sorry folks did not keep a detailed log - I was trying a new start strategy - will post the details once I am convinced it can work Aren't we about due for #2???  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
Aurelius Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 26, 2000 13:41
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Maybe the trick is to ignore the artic pass...though I didn't either! I used a caravan to patrol and found time to build a railroad to the strategic mountain fortress. Was pretty quiet up there. I'm curious what Paul did up there? don Don! You actually built one of those AI railroad throught the Tundra? That would take some doin'  Was I the only one to get an alliance with the Americans? It wasn't for much money but the science exchanges were wondrous. Sten, a viking settler tried to encroach into the territories through the pass, but barbarians killed it! As for the Americans, they never landed on Greece, but they did send a trireme early on to take a cheap shot. Where's this second map, I've been practicing! AU  Forgot to say I appreciated Scouse Gits' and Grigor's analysis corelation outlines! [This message has been edited by Aurelius (edited January 26, 2000).] |
Sten Sture Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 26, 2000 13:58
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I'll have a new map for the weekend. I thinking up devious things!  |
Aurelius Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 26, 2000 14:59
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Scouse Gits,Just got done looking at your log! Did the message say Major Barbarian landing..." or Major barbarian uprising...." I've gotten the later before. Shocking how many rifleman and artillery (or horse and Chariots) can start tromping through the swamps to get ya. That's what I call diplomat time. Also noticed that you got an early alliance with the Americans. My alliance didn't occur until after 1600--most inhospitable world. You were questioning going into a hut early on when you got pottery. I think it is just bad luck to get science before Monarchy unless it is leading to Trade or Monarchy. But in a recent game I played, I was just about to develope Monarchy and I held off on the hut two turns...and it was a science! Paul built Darwin's! This little detail escaped me. And he got an 600BC alliance with the Americans. Red Baron Got an Early Monarchy! And an American alliance too. I'm still wading through these logs.... And looking forward to the machinations of the mapmaker. AU |
Paul Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 26, 2000 16:39
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Aurelius, that was 600 AD, not BC.(Edited because I accidentally posted the reply to an other thread here) [This message has been edited by Paul (edited January 26, 2000).] |
don Don Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 26, 2000 17:11
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No, it was not a RR, just a road. Don't forget, as long as a land mass is touching the Arctic/Antarctic circle it is considered part of continent #1. So on that map everyone is on the same continent. That leads to relatively low trade route icons. quote:
 Trade icons=(source trade+destination trade+4)/8. (half of the trade goes to each city)Modifiers: - Both cities are yours: -50%.
- Freight unit: +50%.
- Cities are connected by a road: +50%.
- Cities are connected by a railroad: +50%.
- Both cities have airports: +50%.
- Cities are on different continents: +100%.
- [Source] city has superhighways: +50%. [affects each city individually, though trade increase from having will increase route trade slightly]
The bonus is explained earlier. These modifiers therefore apply only to the trade icons generated, not to the bonus. And fulfilling demand doesn't increase the trade icons, only the bonus. Distance doesn't affect trade icons, only the bonus.
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So far nearly every OCC game I've played has been on one large land mass. Typically the only bonus you get is if you establish the route with a Freight, Superhighways (your city always, AI sometimes), and (rarely built) Airport. Unless you go to the trouble to build a road and then a RR. [This message has been edited by don Don (edited January 26, 2000).] |
Aurelius Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 26, 2000 17:45
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Paul, sorry about that, just associated SG's early alliance with yours as I just did a cursory scan of various logs in search of Alliance dates. Hey, I had a question about your Tech advancement preferences. In this Fortnight One Competition, I seemed to be able to get to Fusion fast (Flight to Fusion without dead end sciences.) But in other OCC games, I've had a struggle getting From Flight to Fusion with so much irrelevant sciences. Is there any rhyme or reason to Tech progression? (besides the requirement outline!) I do appreciate the idea of NF and NP after Space, but sometimes the situation doesn't allow for this. I saw you and Smash both did NF and NP after Space (and others no doubt.) Thanks, Aurelius (BTW--Did you find Darwin's helpful? I'm usually too busy trying to make caravans these days but this scenario may have given you too much time for production and not enough time for advances--really surprised me!) |
Aurelius Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 26, 2000 18:06
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don Don,I've seen that quote before, but I had forgotten the significance of connecting roads as it relates to trade. So that quote relates to the trade routes in the city box and not the one time trade bonus'. I wasn't a big time trader before finding Apolyton, but there is no turning back! In a recent OCC game, I was trying to figure out why my trade sciences were moving along faster than I expected. I actually did build a road that connected up with my trade partner. (Purely coincidental for me ) I was wondering if there were any good threads on the effects of AI science advancements on our civ's Time of science development.... AU |
Paul Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 27, 2000 00:54
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I don't know what determines what your next research options are, but I just research my tech path and hope that I will get to Space Flight without too much deviation.And yes, I find Darwin helpful. If you micromanage your science you should have enough money to buy it almost from scratch. And with 10 caravans for Apollo and the components/modules you wouldn't really need more caravans. Darwin will of course not make a great improvement to your landing date but it will take a few turns less to get to Space Flight. |
Tom DeMille Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 27, 2000 08:18
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I'd say Darwin knocks 4 turns off your landing date (science tends to be coming in every 2 turns at that point in the game), so it would save you 8 years in an early 1800s landing. If you haven't been successful in extracting money from allies, you won't be flowing in cash at this point. Probably better to save up for more important things, and make sure you don't run out of money/caravans halfway through building your spaceship.don Don, thanks for your listing of caravan trade modifiers. Armed with this information I'll be able to squeeze another 3 or 4 trade arrows per turn out of my routes. The %50 freight modifier indicates indicates a need to quickly send off 3 freight not just for the 1 time bonus (I usually hold off a bit and hope for another city to demand my new commodities). I notice that distance to the other city doesn't matter. A question - are the %50 road and %50 railroad bonuses cumulative. If they are, then a railroad to a city is just as good as sending a caravan to another continent. |
Paul Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 30, 2000 15:20
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I have made a table comparing some important dates of the various players. It took some time going through all the logs and I may have missed some things so if I got anything wrong please let me know. The url is http://members.home.nl/paulvdb/occfort1.htm
[This message has been edited by Paul (edited May 06, 2000).] |
Smash Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 30, 2000 16:07
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interesting stats.I definetly got work on the time between Construction and Sanitation.Get those trade routes much earlier.MUCH EARLIER. |
Scouse Gits Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 31, 2000 05:12
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Thanks, Paul a very useful summary ...------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
don Don Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 31, 2000 15:29
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Paul - I did build Darwin, described as: "1792 Go broke beating Spanish to Darwin -> Tac, Ref" |
Paul Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 31, 2000 16:28
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I have added to my tables the pop 12 and 18 dates (yesterday) and the interval from Space Flight to Alpha Centauri (today). I also added turns from start in brackets with the intervals.And I added don don's Darwin |
SCG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted August 25, 2000 09:58
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Since I had at least scanned the logs for 4, 5, and 6 (even if has been a while, and don't remember a thing) and I was inspired by Aurelius' thread, Fortnight OCC Competition Proposition for initially starting the fortnight competition, I decided to go ahead and try OCC fortnight #1. And guess what? on my first time playing it, and without seeing the logs or the map, I beat Paul!!! Ok, now that I have that out of my system, I beat him by just 1 turn, and he had played it over 7 months ago. I also had the advantage of knowing some of the stratagies he and others had later perfected. And to make a civ comparison, Paul was a vet with Leadership in OCC at the time, and i am just a green OCCer, abeit upgrated with new Tactics, so on a fair playing field, you'd expect a green cavalry to just edge out a vet dragoon against a common foe I'm sure Paul or any number of other OCCers who regularly land before me could do a lot better than 1857 AD, but at least I have me a brief moment of glory, even if Paul decides not to include this late entry in his comparison table  I continue to make my usual mistakes - forgetting to go for mystism before switching to republic, failing to find all the AI in a timely manner, and then not asking for gifts often enough. In this game i made a doosy of an error as well, although in conjuction with not contacting the AI as often, those 2 kind of canceled each other out. I was very fortunate during space ship building. When I launched, I only had 1 unit total - my NON settlers, no gold in my treasury, and enough pollution to produce threats of global warming. I was late getting my production up to speed - partly because I built Darwin's so late, so I took an extra round to build Apollo after space flight and even then, with science turned completely off and every last freight (all 3 of them)put towards it, I had to beg my 1 ally for 48 gold (good ole Abe gave me 50) so that I could rushbuy that wonder. In this case, Darwin's might have cost me in the long run. I got to space flight 4 turns earlier, but took 6 turns extra to build everything. Those 7 extra freight and 200 extra gold for darwin would have cut at least 3 turns off building, if not 6, not to mention I could have had 4 more turns pre-space flight to prepare. I might have even kept my engineers alive much longer so that rushbuilding modules would have been cheaper (had 77 production instead of 80 due to out of control pollution - meant 1 more turn in 1 case just there) In any case, I proved to myself that starting with 2 gold, 0 freights and your engineers all dying of famine but with 80 production, a complete 15/3/3/1/1/1 space ship can be built from scratch in just 5 turns over max, and still can discover plastics and atomic theory through fusion power in time to launch. There were lots of other little blunders such as forgetting to trade for chivalry, building Ike's before a university (more expensive, same net effect), and never making contact with the Spanish (no, I didn't have the Spanish listed on F3 after building Apollo) My 1 exploring warrior never did find any units and while he was out in the field i had a couple turns of 0 production until i grew to 3. I also needlessly delayed my 3rd caravan trade route thinking i needed it to beat the AI to Copes. Also forgot to trade maps with the Americans when I first met, and that cost me a more profitable cloth caravan. Not sure how much of a risk it was, but I disbanded my only military unit (warrior - never had anything but warriors) to rush build my 2nd structural - next round the engineers got me to 80. As a safety precaution, when my settlers were the only unit left, I would have them prework the city square for 3 turns and then decide which polluted tile to clean up on the 4th. besides providing city defence, it also allowed them to reach any 1 tile in the city radius on the 4th turn (very limited railroad) and still have movement left to finish the job that turn. Not having defence was never was a factor - the only AI unit ever to appear on my shores was an early American explorer and he left after i finally got an Alliance. I didn't even have a barb uprising or landing (now i remember why i never had a diplomat built). Came awfully close several times with them popping up on the straits between my continent and the others, but always landed by the developed AI cities instead of the undeveloped land on my side for whatever reason. Hadlir and Seville (both barb cities) seemed to get the most barb landing anyway. Anyway, diety, 2.42 AC: 1857 AD Monarchy: -2450 Republic: -925 Democracy: 700 Colossus: -1300 Cope's: 400 Skake's: 880 Ike's: 1260 Darwin's: 1720 Apollo: 1784 trade: 280, 320 500 size 12: -50 size 18: 800 size 21: 920 Trade: -300 Cons: -425 San: 560 Refr: 1160 Auto: 1630 Comp: 1752 SF: 1780 -4000 settlers sitting on gems, and too many mountains => lets explore northerly away from mountains -3950 found wheat, 2 potential sites (1 is a forest) include gems and wheat -3900 found pheasant in alignment with grassland river, forest site would include tundra and a lot of sea -3850 found wine, grassland river it is  -3750 Home founded -3500 warrior -3400 alphabet -3350 size 2 -3300 warrior -3150 Code of Laws -3100 hut, 50 gp -3000 warrior -2900 Ceremonial Burial -2500 monarchy, revolt (# turns/techs went down...), hut, 50 gp -2450 monarchy founded -2350 size 3 -2150 writing -2050 hut, mapmaking... -1850 hut, horseback riding... -1800 size 4 -1300 Colossus -1250 Literacy, WL -925 Library, Republic, revolt, Republic founded, disband warrior, disband warrior -900 temple, WL canceled (doh, no mystism again!!) -800 Masonry -700 size 6 -675 WL, Mystism -650 size 7, cancel WL -600 american trireme shows its face -575 man, the things you have to do sometimes when the tech rate changes for the worse mid discovery... Had city walls due to come in 1 round after philosopy (construction) and now i need a food deficit, nil production and high tax rate this turn  -550 Philosophy, (Currency) doh, still needed currency -525 Marketplace -425 Construction -350 peace, no alliance (americans) -300 Aquaduct, Trade -275 size 8, WL -250 size 9, cancel WL -125 colosseum, WL -75 Mathematics -50 size 12, cancel WL -25 caravan 40 trireme, Astronomy 120 caravan 140 Banking 180 peace, share maps (viking) man, both AIs are quite condesencing... 220 Americans start on copes, have to wait on last trade route it seems 280 gems, (demanded, 206) to Lindholm 300 caravan 320 coal (undemanded, 182) to Trondheim 340 caravan 400 Copernicus' Observatory 420 Medicine 500 Wheel, dye (demanded, 308) to Viborg 520 bank, Engineering, WL, cloth (undemanded, 180) to Viborg (amazing what a bank can do - if i had lowered lux 10% i would have been in disorder last turn ) 560 Sanitation 580 Sewer System, size 13, cancel WL 600 share maps, alliance, navigation (americans) war on vikings 620 caravan 640 Invention 660 caravan 700 caravan, Democracy, revolt, Democracy Founded, disband trireme(too far away and holding back WL), gems (demanded, 159) to San Fransico 720 WL 740 caravan 760 Theory of Gravity, Americans => pottery, iron working, warrior code, seafaring, 50 gp 780 caravan 820 caravan, size 19 (cancel WL) 840 Physics 860 caravan, sell colosseum 880 Shakespeare's Theatre WL, bridge building, 50 gp (Americans) 920 caravel, size 21 940 size 22, cancel WL 960 caravan 1000 caravan, Gunpowder, sell temple (doh) 1040 100 gp (Americans) 1060 Metalurgy, spice (demanded, 285) to Atlanta 1080 caravan 1100 Electricity 1120 caravan 1160 caravan, Refrigeration, cloth (undemanded, 96 {ick}- size 12 too) to Atlanta 1200 caravan 1220 Chemistry 1240 caravan (doh, had 6 already...), economics 1260 Isaac Newton's College 1280 supermarket, Explosives, WL 1320 harbor, disband caravel 1340 Engineers 1360 Steam Engine, cancel WL (24) 1380 Engineers (23) 1400 feudalism, 100 gp (Americans) 1420 Railroad 1460 University, WL 1480 Industrialization 1500 100 gp (Americans) 1510 disband warrior 1520 Corporation (almost disbanded my 1 warrior...) 1530 stock exchange, cancel WL (28) 1550 freight, Electronics 1570 freight, Steel 1590 freight, Refining 1610 freight, Combustion 1620 100 gp (Americans) 1630 Automobile 1660 Superhighways 1670 WL, Conscription 1680 Engineers 1690 Chivalry, size 29 (oops, cancel WL) 1700 freight (heh, no too often you see 4 units working the same square doing 3 different things ) 1710 Leadership (next round should yield 3 techs ) 1720 Darwin's Voyage (Tactics, Machine Tools), darn, turns/techs doubled 1740 Miniaturization 1750 freight 1752 Computers, 50 gp (Americans) 1754 research lab 1756 Mobile Warfare 1758 Factory, sell sewer system 1760 Hydro plant, Robotics 1764 Offshore Platform, Flight (should have gone for explosives before refrigeration i think) - going to be real tight getting everything done before space flight - may have to buy a few structurals 1766 freight (oops, nearly transformed a plains instead of a grassland...) (bringing in exactly 50 shields atm, nil treasury) 1768 freight, radio 1772 Advanced Flight 1774 manufacturing plant - tighter on food than the plans for shields... although gold is on the low side as well - starting wonder - will only get 3 rounds at 76 shields it looks like) 1776 Rocketry 1780 Space Flight (grumble, no gold or freights left) ok, maxing taxes means I'll be exactly 48 gold short to buy next round. *looks around* Hey Abe, ole buddy, ole pal got 50 gp from the americans 1784 Apollo Program, disband engineers (i think I'm still going to get a famine before launch - really should have paid attention and stopped WL at 28) 1786 struct #1, disband warrior (in real trouble now... never built a dip) 1788 #2, Plastics 1790 #3 1792 #4, Atomic theory 1794 #5 1796 #6, Nuclear Fission 1798 #7 1800 #8 1802 #9 - famine next round - prolly should have built a mass transit - simply got pollution every round and couldn't finish teraforming, with luck, pollution won't be on production squares and will be able to finish structurals - hope i get laser in before the famine 1804 #10 - famine, engineers lost, other engineers finish farmland, polution not on multiple production squares - as good as can be expected, although with only 500 tons of pollution i would have thought i'd get at least 1round pollution free... I'd have had my engineers another 10 rounds if I had - could have gotten the forest to a farmland plain in no time instead of waiting for the settler to to all of it...) 1806 #11 famine - no engineers left - pollution but again on a not affecting production, at least one more round of famine and i'll be able to build engineers again if pollution would just let up 1808 #12, gems affected this time - a mini reprieve 1810 #13 NOW I get a pollution free round, after my engineers have all starved to death  1812 #14 pollution finally on a mine, fortunately, settlers are on 4th turn and clean it up - got another 4 rounds to go again now... 1814 #15, famine strikes again next round... 1816 comp #1, famine again pollution avoids production square, I'm in real trouble now (settler is my only unit), but soon I may not get to fusion power in time for launch even if i do get all the comps and mods built) 1818 comp #2 no pollution again, i have 1 bushel in storage! settlers can selectively clean again next round 1820 comp #3 pollution hits mined hills and settlers can deal. I'm not going to be able to build modules in 1 turn each, but should be able to finish most of the components. 1822 comp #4, no pollution, losing another round on - not enough gold to rush-buy, 50 gp (Americans) for superconductor - no one can do anything with that yet. 1826 comp #5 1828 comp #6, settlers clean grassland pollution 1832 mod #1, pollution hits production square... 1836 7 polluted tiles, scientists fear global warming..., settlers get one mine cleared, another hits... 1838 mod #2 1840 9 polluted tiles..., _might_ be able to launch next round if fusion power comes in (its gonna be tight) 1842 mod #3, FUSION POWER, lauch! (16 gp, 9 polluted tiles, production still at 77, have a small backlog of food, but in a 1 bushel deficit atm) 1843 engineers 1844 engineers 1845 armor, down to 5 tiles polluted - i might just yet avoid global warming  1846 armor 1847 howitzer 1848 fighter 1849 battleship, down to 4 polluted tiles - still no global warming 1851 bomber (never built one before, so why not ) 1853 bomber 1854 destroyer 1855 alpine troops 1856 city walls 1857 Alpha Centari! President Paul Wannabe the Mad of the Greeks (31%)
Edit: fixed bold hopefully ------------------ April Cantor: Sire, in order to expand further we must first gain favor of the King SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince *goes off and starts gifting gold and techs* [This message has been edited by SCG (edited August 25, 2000).] |
Sten Sture Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted August 25, 2000 16:28
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Thanks for the reminder that I got wiped out the first time I tried my own damn map!   |
Scouse Gits Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted August 25, 2000 16:42
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Very well done  It might be amusing if we were all to revisit some of these older games and see if we have actually improved...  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
Caesar Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted August 25, 2000 16:59
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Nope, I'm only worse  |
Smash Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted August 26, 2000 19:26
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I,for one, have improved.I've learned ALOT over 16 of these now.I am absolutely confident that I would destroy my landing date in #1 now. If you're not playing fortnights recently I recommend you have a new look.The lads are getting pretty clever with scenarios now.Each one seems to present NEW problems to deal with as of late. |
Ribannah Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted August 27, 2000 00:44
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OCC #01 Deity MGEDespite a slow start (our Chariot was killed by Barbarians just before it would find the Americans!), we had few problems in this game. No competitors invaded our little territory, and we had decent trade as far as to the south pole. Towards the end, the new tech came so fast that we couldn't keep up with our production and had to lose a few turns after building Apollo! The poor Vikings lost contact with the Spanish somehow, and never met the Americans. AC: 1809 Monarchy: -2250 Republic: -200 Democracy: 620 Colossus: -1300 Copernicus: 640 Shakespeare: 160 Newton: 1040 Darwin: 1540 Apollo: 1680 Trade routes: -325, -325, -200 Size 12: 220 Size 19: 500 Size 32: 1640 Trade: -950 Construction: -475 Sanitation: 300 Refrigeration: 1040 Automobile: 1400 Computers: 1540 Space Flight: 1670 ============================================ -4000 * Hmmm, not the right starting point, let's follow the stream * * Hey! we know Bronze Working * -3950 * Looks like ocean access, good enough for me * ATHENS -3750 * Wheat! Ocean! * -3700 Warriors, Alphabet * Pheasant! * -3650 * Wine! * -3450 Warriors, 25(h) -3400 S2 -3250 Ceremonial Burial, 50(h) -3200 Temple -3050 Archers(h) * switched from Phalanx to Colossus * -3000 50(h) -2950 * Barbarian Archers appear * -2900 S3 -2850 Pheasant into Buffalo -2800 B Archers -2750 * Entered North Pole, going west * -2700 Code of Laws -2500 * Buffalo ready * -2250 Monarchy, MONARCHY, Chariot(h), di Warriors -2100 S4 -2000 Map Making(h), Barbarians kill Chariot  -1850 Mysticism -1750 * "Greeks most advanced" * -1600 S5 -1550 * Wine mined * -1400 Writing -1300 COLOSSUS -1200 Library -1150 Currency -1100 Phalanx -975 Diplomat -950 Trade -850 Hides, Literacy * Diplomat on pole, going east * -750 * "Greeks 4th largest" * -725 Gems, Philosophy, -> The Republic, di Phalanx+Warriors -700 WLtCD -675 S7 -650 Trireme, WLtCD cancelled, 25(h), di Archers -600 Marketplace, Masonry -575 Americans, Literacy->A, Peace, The Republic+Trade->A, Maps(A) -550 (PYRAMIDS-A) -500 S8 -475 Construction, N-Chariot(h)  -450 Wool -425 Vikings, Construction->V, Peace(V), The Republic->V -400 Horseback Riding(h) -375 50(h) -350 (HANGING GARDENS-A) -325 Hides, Medicine, Hides to Washington (118), Gems to Washington (118) -300 Mathematics, N-Legion(h) -275 Coal -225 Food -200 Spanish, Construction<->The Wheel(S), Mysticism<->Warrrior Code(S), The Republic<->Pottery(S), Peace(S), Philosophy->S, Maps(S) Wool to Washington (140) -175 Food * Americans demand 300 -< * War(A) * Spanish from Worshipful to Hostile * -150 Astronomy, 50(h) -100 Aquaduct, (LIGHTHOUSE-V) -75 S9 -50 Food -25 Banking(h) 1 Food 20 University, (MARCO POLO'S EMBASSY-A) 40 Food, Construction->A, Peace(A) 100 Bank, N-Horsemen(h) 140 Food 160 SHAKESPEARE'S THEATRE, WLtCD 180 S10 200 University, S11, Hides to Seville (d,352), Legion(h) 220 S12 240 Gold, WLtCD cancelled, Coal to Seville (298) 280 Food 300 Sanitation 320 Granary 340 * V demand 150 -> * War(V) 360 Sewer System 380 S13, WLtCD 400 Food, S14 420 S15, V Chariot, (GREAT WALL-S) 440 Food, S16, St Iron Working(V) 460 S17 480 S18, V Catapult 500 S19, Food, Theory of Gravity 520 WLtCD cancelled 540 COPERNICUS' OBSERVATORY, Philosophy->V, Peace(V) 560 Invention, Sanitation->A 580 Coal 620 Cloth, Democracy, DEMOCRACY, Gold to Philadelphia (d,288) 640 Chemistry 660 Stock Exchange 680 Gunpowder 700 (SUN TZU'S WAR ACADEMY-S) 720 Food, Explosives, di Legion 740 Engineers, S18 780 Bridge Building 800 Food 820 Seafaring, (KING RICHARD'S CRUSADE-A) 840 WLtPD 860 Food, S19 880 Navigation, S20 900 S21, Cloth to Seville (199) 920 Food, Metallurgy, S22 940 WLtPD cancelled, Democracy->A, Gunpower->A, Explosives->A, Invention<->Physics(A), Bridge Building<->Chivalry(A), Economics<->Feudalism(A), Gunpower->V, Navigation->V, Sanitation->V, War(S)->Ally(V) 960 Gunpowder->S, Cease Fire(S), Physics->S 980 Magnetism, Coal to Madrid (507) 1000 Electricity 1040 ISAAC NEWTON'S COLLEGE, Refrigeration 1080 Engineers, S21, Steam Engine, (MAGELLAN'S EXPEDITION-S) 1120 Supermarket, Railroad 1160 Food, Industrialization 1180 (ORACLE-V) 1200 The Corporation, (LEONARDO'S WORKSHOP-A) 1220 Gold, di Trireme 1240 Factory, Electronics 1280 Hydroplant, Refining 1320 Spice, Steel 1360 Transport, Combustion 1380 S22 1400 Harbor, Automobile 1440 Superhighways, Conscription 1480 Leadership 1510 Tactics, Gold to Madrid (d,896) 1520 Machine Tools, Spice to Seville (433), (ADAM SMITH'S TRADING CO.-A) 1530 Miniaturization 1540 DARWIN'S VOYAGE -> Mass Production, Comoputers, S23 1550 Research Lab, WLtPD 1560 Mobile Warfare, S24 1570 Mass Transit, S25 1580 Offshore Platform, Robotics, S26 1590 Manufacturing Plant, S27 1600 Coal, Flight, S28 1610 Gold, S29 1620 Food, S30 1630 Armor, S31, (WOMEN'S SUFFRAGE-A) 1640 Food, S32 1650 Food, WLtPD cancelled, Grass/r into Hills/r * Americans demand 900 -> * War(A) 1660 Food, Rocketry, Coal to Philadelphia (d,302), Gold to Philadelphia (121), sold Sewer System 1670 Space Flight 1680 APOLLO PROGRAM, Sold Aquaduct * We only have 55 shields!! * 1690 Food, Plastics 1700 Food 1710 Spice 1720 Food 1730 Food, Nuclear Fission, Sold Granary, (MICHELANGELO'S CHAPEL-V) * We now have 60+ shields, so we can build components with an extra cost of 160 Gold * 1740 SSC 1750 SSC, Nuclear Power, B Leader (150), Spice to New York (d,468) 1752 SSS, The Laser 1754 SSS 1756 SSS, Superconductor 1758 SSS 1760 SSS, (HOOVER DAM-A) 1762 SSS 1764 SSM 1766 SSS 1768 SSS 1770 SSS 1772 SSS 1774 SSM 1776 SSS 1778 SSS 1780 SSC 1782 SSM 1784 SSS, di Transport 1786 SSC 1788 SSS, di N-Legion 1790 SSC 1792 SSS, Plains into Grassland(s) 1794 SSC, LAUNCH of the XENA 1795 Communism 1796 Airport 1797 Stealth 1798 Computers->Americans, Peace(A), (EIFFEL TOWER-S) 1799 Recycling 1801 Environmentalism 1802 UNITED NATIONS, Peace(S), (STATUE OF LIBERTY-A) 1803 Espionage * Americans discover Space Flight * 1804 Plains into Grassland * Americans build 8 structurals * 1805 Genetic Engineering, * Americans build 3 structurals * * Americans discover Plastics * 1807 Guerilla Warfare * Americans build 1 component * * Americans discover The Laser * 1808 WLtPD, Railroad<->Polytheism(V), Industrialization<->Monotheism(V) 1809 ALPHA CENTAURI
------------------ If you have no feet, don't walk on fire |
tonic Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 17, 2000 17:42
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My results are mediocre considering the current state of OCC technique. The Americans were destroyed early in the game. I manage only peace with the Spanish and was at war with the Vikings and the Chinese from the time of contact. Not one gold from any of the three AI civs! Less than optimal micromanaging and tech gifting to the Spanish probably contributed to the result. 2.42 Deity AC: 1875 Monarchy: -1850 Republic: -25 Democracy: 1260 Colossus: -1700 Copernicus: 580 Shakespeare: 900 Newton: 1480 Darwin: 1750 Apollo: 1710 Trade routes: 120, 180, 280 Size 12: 620 Size 21: 1220 Trade: -1000 Construction: -700 Sanitation: 780 Refrigeration: 1580 Automobile: 1750 Computers: 1788 Space Flight: 1820 3950 BC Athens founded 3700 BC Alphabet 3650 BC hut=50 3600 BC Hut=Horseman 3400 BC 2nd Warrior built 3250 BC Code of Laws 3150 BC Hut=50 2950 BC Hut=50 2550 BC Ceremonial Burial 1850 BC Monarchy, revolution Govt. Monarchy 1700 BC Colossus 1550 BC Writing 1300 BC Currency 1000 BC Trade 875 BC Library 850 BC Masonry 700 BC Construction 650 BC Marketplace 550 BC Mapmaking 500 BC Hides Caravan built 400 BC Trireme built 375 BC Literacy 325 BC Hut=Republic 300 BC Americans destroyed by Spanish 250 BC Hut=Banking 225 BC Gems caravan built 200 BC Hut=50 150 BC Mysticism 125 BC Spanish: Construction for peace 50 BC revolution 25 BC Govt Republic
1 AD Colosseum 40 Disband Warrior 60 Vikings develop Philosophy 80 Mathematics, Hut=100 100 Aqueduct 120 Hides to Philadelphia (not demanded)=96 160 Astronomy 180 Gems to Philadelphia (demanded)=206 200 Diplo built 220 Philosophy 280 Dye to Philadelphia (not demanded)=114 320 Medicine 360 Hut=Chariot 380 Vikings: Astronomy for peace 420 BarbLeader=150 Barb Archers pillage irrigation 440 Horseback Riding 540 Hut=50 Supported Horseman returns Start WLTCD 580 Copernicus 600 Wheel 620 Pop=12 Stop WLTCD, Hut=Barb 640 Hut=Legion 680 Engineering 700 Disband Warrior 780 Sanitation 800 Hut=50 880 University 900 Shakespeare's Theatre 920 Sell Colosseum 940 Sell Temple 980 Theory of Gravity 1000 Start WLTCD Chinese: refused their demand for 50g: War 1020 Sewer System 1040 Vikings: war 1100 Invention 1200 Democracy 1220 Built University Pop=21 Stop WLTCD, Hut=200 ! 1240 revolution 1260 Govt. Democracy 1280 Economics 1320 Spanish: exchange Theory of Gravity for Iron Working 1340 Chemistry 1380 Hut=100 1420 Gunpowder 1460 Spanish: exchange Physics 1480 Isaac Newton's College, Explosives 1500 Spanish: exchange Navigation 1520 Magnetism 1560 Metallurgy Coal to Madrid (not demanded)=200 1520 Electricity 1580 Refrigeration Cloth to Madrid (not demanded)=200 1620 Railroad 1650 Industrialization disband Trireme 1680 Corporation Spice to Barcelona (demanded)=272 1700 Refining 1730 Steel, Disband Galleon 1750 Darwin's Voyage Combustion Automobile 1756 Electronics Spanish: exchange Automobile for Seafaring Start WLTPD 1760 Mass Production Spice freight built 1762 Spice freight built Spanish exchange Chivalry 1764 Gold freight built 1766 Leadership 1768 Transport built 1772 Conscription, Factory 1774 Pop=28 End WLTPD 1776 Power Plant 1778 Tactics 1780 Disband Chariot 1782 Engineer built 1784 Machine Tools Gold to Seville (demanded)=1194 1786 Miniaturization Spice to Seville (demanded)=1216 1788 Computers 1792 Mobile Warfare 1794 Research Lab 1796 Robotics 1800 Flight 1804 Radio 1808 Advanced Flight 1814 Rocketry Dye to Salamanca (demanded)=374 1820 Space Flight 1822 Apollo 1826 Plastics 1832 Nuclear Fission 1840 Nuclear Power 1848 Laser 1854 Superconductor 1856 Disband Transport 1857 Disband Settler 1858 Disband Engineer 1859 Fusion Power 1860 Launch 15-3-3-1-1-1 SS 1861 Barracks 1862 Armor built 1862 Stealth 1863 Stealth Fighter built 1866 Recycling Nuclear Plant built - Sell Power Plant 1870 Communism 1874 Espionage 1875 Landed AC | |