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Topic:   OCC fortnight 11 - Discussion and logs Format for Better Printing
Paul


b.02-15-99
posted June 12, 2000 01:51   Click Here to See the Profile for PaulClick Here to Email Paul Visit Paul's Homepage!
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It has been more than a week since the last log was posted for fortnight 10, so I'll assume that you are all ready to play #11. So you can now download it here.

Vik has sent me this scenario where you are on a one-square island surrounded by a ring of ocean, then a ring of land, another ring of ocean and another ring of land.

This means that you won't be able to contact the other civs and with Marco Polo's being lost you'll have to play this on your own without help from the AI. So maybe the MGE players can also have a go at this, because they won't be bothered by the agressive AI.

No contact and no possibilty to explore and send out caravans may be a bit boring, but it may also be fun for a change. Just let me know what you think.

Without help from the AI a record will certainly not be possible; Vik had already sent this to me two weeks ago and I already played it and landed in 1931. I'll post my log later when some other people have also finished it.

Oldman


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posted June 12, 2000 04:04   Click Here to See the Profile for OldmanClick Here to Email Oldman Visit Oldman's Homepage!
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Ha ha!! Vik, you won't believe this, but i very nearly made a scenario myself with rings of ocean and land!!!!!!! i've got the map somewhere on my HD, weird hey!!?!??!
Steve Clark


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posted June 12, 2000 13:30   Click Here to See the Profile for Steve ClarkClick Here to Email Steve Clark Visit Steve Clark's Homepage!
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But what would prevent the AI from contacting you?
Paul


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posted June 12, 2000 14:12   Click Here to See the Profile for PaulClick Here to Email Paul Visit Paul's Homepage!
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The fact that the AI can't reach you prevents them from contacting you.
Xin Yu


b.02-15-99
posted June 12, 2000 14:48   Click Here to See the Profile for Xin YuClick Here to Email Xin Yu Visit Xin Yu's Homepage!
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Perfect for my granary-HG strategy!
Paul


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posted June 12, 2000 15:13   Click Here to See the Profile for PaulClick Here to Email Paul Visit Paul's Homepage!
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Well, without getting technology from the AI you will certainly have more time to build them, but without tribute and gifts you may also need that time to build things that you would normally have bought with all that extra gold.
Steve Clark


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posted June 12, 2000 16:32   Click Here to See the Profile for Steve ClarkClick Here to Email Steve Clark Visit Steve Clark's Homepage!
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Forgive me, gentlemen, I'm still not understanding something. In theory at least, the AI can reach you. Since they can build more than one city, what would prevent them from putting a settler on a trireme and settle the inner ring? Then they could build another trireme and explore the water around your city? I'm not sure what would precipitate a contact, but in theory they could do this?
Tom DeMille


b.02-15-99
posted June 12, 2000 16:49   Click Here to See the Profile for Tom DeMilleClick Here to Email Tom DeMille Visit Tom DeMille's Homepage!
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The outer ring is mountain. I think the AI would follow AH's philosophy, and not build a city on a mountain.

I'm not saying it is impossible for them to contact you, I'm just saying... Yeah, it's impossible.

edit: Looks like you beat me on this one Paul. I finished my session today with the building of Appollo. It's 1891, and I have dozens of freight ready for rushbuilding components, but in retrospect I don't think I have enough. (I skipped Robotics, so have only 62 production).

There were interesting choices to be made early on. I'll be interested in seeing everybody's strategy.
[This message has been edited by Tom DeMille (edited June 12, 2000).]

vik


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posted June 12, 2000 17:02   Click Here to See the Profile for vikClick Here to Email vik Visit vik's Homepage!
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Great, Tom!

That's what I was going for on this. I really wanted to scrutinize city-management style on this.

In addition, no matter what your level of OCC-experience is, I think everyone can find success on this.

But I hope I did not bore too much

granite00


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posted June 12, 2000 18:21   Click Here to See the Profile for granite00Click Here to Email granite00 Visit granite00's Homepage!
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How do you guys design the OCC scenarios?
tonic


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posted June 12, 2000 20:17   Click Here to See the Profile for tonicClick Here to Email tonic Visit tonic's Homepage!
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Vik

Boring to some but a great scenario for beginners as it eliminates 2 aspects from the early exploration: hut searching strategy and AI diplomacy tactics. Perhaps the newbies have a chance to catch up with the veterans on this one?

Just got going but who'd have thought that the main inhabitants of the fabled Atlantis would be somnolent camels laden with hides, dye and gold with nowhere to drop their load - poor sacrificial citizens at the alter of Wonders.

tonic


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posted June 12, 2000 20:21   Click Here to See the Profile for tonicClick Here to Email tonic Visit tonic's Homepage!
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Sorry for the typo: "alter" <= "altar"
Tom DeMille


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posted June 12, 2000 20:33   Click Here to See the Profile for Tom DeMilleClick Here to Email Tom DeMille Visit Tom DeMille's Homepage!
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Tonic, you can edit your posts (one of the icons along the top of each post), so no to be embarassed about typos.

One neat thing about this scenario is that there is little to no chance involved - replay won't be tainted by knowledge of other civ locations. I definitely plan to have another go at this. I was not happy with my final city population, and want to see what would happen if I tried growing more.

Smash


b.02-15-99
posted June 13, 2000 23:43   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
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This one went pretty fast as there was not nearly as much you could do early.I saw 2 ways to go early.Build a settler and improve the land delaying Collosus.Or go for a harbor and possibly delay Construction and Republic.hehe or try Xin's plan.I lost several turns due to plain old laziness or could have landed a little earlier.Maybe 10 years earlier...oh well.Every turn counts in OCC.Gold was always short.

log follows
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3900-settler joins city
3850-govt.-Monarchy-warrior
3650-warrior
3300-Map Making
3250-trireme
3200-size 3
2900-settler-start wonder
2750-Bronze Working
1850-Writing
1350-settler rejoins city
1250-Currency
1050-Collosus
1000-”we love the king”
925-Masonary
800-library
750-Construction
650-temple
500-Literacy
400-market
300-The Republic-revolt
225-govt.-Republic-can’t “we love” no Mysticism or trade routes-disband warriors-can’t quite finish colliseum
150-colliseum-”we love” size 5
50-Mysticism
-----------------------------
AD1-aquaduct
40-end “we love” 11(no harbor)-sell temple
100-Philosophy>Math
220-Astronomy
380-Cope’s-University
460-Trade
520-build university
560-Pottery
580-caravan
620-Seafaring
660-harbor
700-Medicine
740-caravan
800-Horseback Riding-caravan
880-caravan
900-The Wheel
940-caravan
980-sell colliseum
1000-Shake’s-Engineering
1100-”we love” 11
1120-Sanitation
1140-sewer
1200-caravan
1220-Gravity
1240-caravan-end “we love” 19(no food)
1320-Banking-caravan
1360-caravan
1400-Invention
1440-caravan
1480-Democracy-revolt-caravan
1500-govt-Democracy
1520-Sir Ike’s
1530-Warrior Code
1550-Iron Working
1570-Gunpowder
1590-Chemistry
1600-bank
1620-Explosives
1630-Engineer
1650-Bridge Building-caravan
1670-caravan
1680-Metallurgy
1690-caravan
1720-Physics-caravan-plains>grassland
1750-caravan
1752-Physics
1756-caravan
1758-Steam Engine
1760-caravan-start wonder
1764-Railroad
1768-Darwin’s>Magnetism>Electricity
1772-Refrigeration
1778-Industrialization
1780-supermarket
1784-”we love” 18
1786-Steel-engineer-end “we love” 18
1794-Economics-”we love” 18
1800-end “we love” 21-sell sewer
1802-The Corporation-sell aquaduct
1804-stock exchange
1808-freight
1810-Refining
1812-freight
1816-Combustion-freight
1822-Automobile
1828-Electronics-superhighway
1834-Mass Production
1840-Feudalism
1846-Conscription
1850-factory
1851-Chivalry
1854-Leadership-power plant
1856-mass transit-disband trirme
1857-Tactics-freight
1858-freight
1859-freight
1860-Machine Tools-freight
1862-freight
1863-Miniaturization
1864-offshore platform
1865-freight
1866-Computers-freight
1869-Mobile Warfare-research lab
1871-Robotics
1874-Flight-manufacturing plant
1875-freight
1876-freight
1877-Radio-freight
1878-freight
1879-freight
1880-Advanced Flight-freight
1881-freight
1882-freight
1883-freight
1884-Rocketry-transport
1887-Space Flight
1888-Apollo
1891-Plastics
1895-Atomic Theory
1899-Nuclear Fission
1903-Nuclear Power
1907-The Laser
1911-Superconductor
1917-Fusion Power-sell research lab
1919-15-3-3-1-1-1-launch

the usual
1934-ARRIVAL AC

Collosus-1050BC
Cope’s-380AD
Shake’s-1000AD
Sir Isaac-1520AD
Darwin’s-1768
Apollo-1888

Monarchy-3850BC
Republic-225BC
Democracy-1500AD

Trade-460AD
Construction-750BC
Sanitation-1120AD
Refrigeration-1772AD
Automobile-1822AD
Computers-1866AD
Space Flight-1887AD



[This message has been edited by Smash (edited June 13, 2000).]

butch


b.02-15-99
posted June 14, 2000 00:48   Click Here to See the Profile for butchClick Here to Email butch Visit butch's Homepage!
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An interesting scenario. I took a slightly different initial approach than Smash and used the settler to improve the land before adding him to the city. Narrowly missed being wiped out by the Egyptians at end-game. My late-game research slowed me down (5 turns/discovery -- compare with Smash. . .) It's my first log -- sorry it's so wordy.


The results:


AC landing 1935

Governments:

3850 BC Monarchy
525 BC Republic
1260 AD Democracy

Wonders:

1050 BC Colossus
340 AD Copernicus'
720 AD Shake's
1520 AD Sir Isaac Newton'
1776 AD Darwin's
1883 AD Apollo Program

City size:

1 AD Size 12
1080 AD Size 21

Advances:

250 BC Construction
50 BC Trade
780 AD Sanitation
1720 AD Refrigeration
1792 AD Automobile
1851 AD Computers
1880 AD Space Flight
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.
.
.

so here it is:

3900 BC Revolution
3850 BC Monarchy
3800 BC Warrior
3550 BC Warrior
3150 BC Map Making
3100 BC Temple
2650 BC Trireme. Building Lighthouse.
2550 BC Bronze Working. Switched to building Colossus.
1950 BC Writing
1350 BC Mysticism
1050 BC Colossus. City size 5.
925 BC Literacy. Built Library. Building Barracks.
825 BC Built Barracks. Sold Barracks. Building Barracks.
800 BC Philosophy. Currency. Switched to building Marketplace.
625 BC The Republic, revolution. Marketplace. Building Barracks.
525 BC Republic. Disband Warrior.
500 BC Built Barracks. Sold Barracks. Building Barracks.
400 BC Masonry. Switched to City Walls.
350 BC Ottomans destroyed by Greeks – as if I care.
250 BC Construction. Switched to Colosseum.
175 BC Colosseum
150 BC Begin WLTCD (size 5). Add Settler to Atlantis (size 6).
75 BC Aqueduct. Building Trireme.
50 BC Trade. Switched to Caravan.
1 AD End WLTCD (size 12).
20 AD Built Caravan. Disband Warrior.
40 AD Mathematics. Built Caravan.
140 AD Astronomy
160 AD Built Caravan
220 AD Built Caravan
240 AD Medicine
280 AD Built Caravan (my 5th). Begin Copernicus’ Observatory.
340 AD Copernicus’ Observatory.
360 AD Pottery
400 AD Built Caravan.
420 AD Horseback Riding
460 AD Built Caravan.
520 AD Built Caravan.
540 AD The Wheel.
580 AD Built Caravan.
640 AD Built Caravan (my 5th). Begin Shakespeare’s Theatre.
660 AD Engineering
720 AD Shakespeare’s Theatre. Building City Walls. Disband Trireme. Sold Colosseum.
740 AD Sold Temple.
780 AD Sanitation. Switched to Sewer System.
840 AD Sewer System. Building City Walls.
880 AD Seafaring. Switched to Harbor.
900 AD Begin WLTCD (size 12).
920 AD Harbor. Building Colosseum.
1000 AD University. Switched to University
1020 AD University. Building Colosseum.
1080 AD Banking. Switched to Bank.
End WLTCD (size 21).
1100 AD Bank. Building Caravan.
1140 AD Invention
1160 AD Built Caravan.
1200 AD Democracy, revolution. Built Caravan.
1260 AD Democracy. Built Caravan.
1300 AD Theory of Gravity.
1320 AD Built Caravan.
1360 AD Warrior Code. Built Caravan.
1400 AD Built Caravan.
1420 AD Iron Working.
1460 AD Built Caravan (my 7th). Building Trireme.
1480 AD Navigation. Switched to Caravel (not Caravan).
1500 AD Built Caravel. Begin Sir Isaac Newton’s College.
1520 AD Sir Isaac Newton’s College. Physics.
1540 AD Chemistry.
1550 AD Built Caravan.
1560 AD Bridge Building.
1580 AD Gunpowder. Built Caravan. Building Settler.
1600 AD Explosives. Switched to Engineer.
1610 AD Engineer #1. Building Engineer.
1630 AD Magnetism. Built Engineer #2. Building Caravan.
1650 AD Built Caravan.
1660 AD Metallurgy
1670 AD Built Caravan.
1690 AD Electricity. Built Caravan. Building Colosseum.
1720 AD Refrigeration. Switched to Supermarket.
1730 AD Supermarket.
1750 AD Steam Engine.
1752 AD Built Caravan
1756 AD Railroad. Built Caravan.
1762 AD Industrialization
1764 AD Built Caravan. Begin Darwin’s Voyage.
1768 AD Steel.
1774 AD Economics.
1776 AD Darwin’s Voyage. The Corporation, Refining. Building Factory.
1778 AD Begin WLTPD (size 19).
1786 AD Combustion.
1788 AD End WLTPD (size 24).
1792 AD Automobile. Switched to Superhighways.
1794 AD Superhighways.
1798 AD Electronics
1802 AD Stock Exchange.
1804 AD Feudalism.
1806 AD Built Freight. Disband Caravel.
1810 AD Chivalry.
1812 AD Built Freight.
1816 AD Conscription
1818 AD Built Freight.
1822 AD Leadership
1824 AD Built Freight.
1828 AD Tactics
1830 AD Built Freight.
1834 AD Machine Tools
1836 AD Built Freight.
1840 AD Miniaturization
1842 AD Built Freight. Persians build United Nations.
1844 AD Allied with Babylonians; everybody else asks for money and declares war. Babylonians gift 50 gold.
1846 AD Mass Production. Peace and Alliance with Indians.
1848 AD Begin WLTPD (size 24). Start changing silk squares to wheat.
1851 AD Computers
1852 AD Research Lab. End WLTPD (size 27).
1854 AD Mobile Warfare
1855 AD Factory.
1856 AD Robotics
1857 AD Power Plant.
1859 AD Flight. Begin WLTPD (size 27).
1861 AD Offshore Platform. Alliance with Egyptians, peace with Persians and Greeks.
1862 AD End WLTPD (size 28). Could be bigger but anticipating starvation.
1863 AD Indians ask me to declare war on Persians, and I do it.
1864 AD Radio
1869 AD Advanced Flight
1870 AD Manufacturing Plant.
1871 AD Built Freight (50 shields/turn)
1872 AD Built Transport.
1873 AD Built Engineer #3.
1874 AD Rocketry. Begin SETI Program. Built Engineer #4.
1880 AD Space Flight. Switch to Apollo Program.
1883 AD Apollo Program. Build SS Structurals over next 15 turns, disbanding 2 Engineers and Transport. Had to buy temple and switch to Structural because production only about 65 shields.
1889 AD Alliance with Greeks, gift 250 gold.
1890 AD Plastics (date is approximate).
1891 AD End WLTPD (size 29). Begin WLTPD (size 29).
1894 AD End WLTPD (size 31).
1897 AD Greeks gift 125 gold.
1898 AD Nuclear Fission. All 15 SS Structurals done.
1900 AD 1st SS Component.
1901 AD Nuclear Power
1903 AD 2nd SS Component.
1904 AD Laser
1905 AD 3rd SS Component.
1907 AD Superconductor. 4th SS Component.
1911 AD 1st SS Module.
1912 AD Sold Manufacturing Plant.
1913 AD Fusion Power. 2nd SS Module. Done with research, all taxmen now, tax 100%. Sold Power Plant. Disband both Engineers remaining, since they’re about to starve. Make peace with everyone when I have no money after rush-buying the. . .
1914 AD 3rd SS Module. Spaceship Launch. (15-2-2-1-1-1, flight time 21 years). Building Mass Transit.
1915 AD Sold Factory.
1916 AD Mass Transit
1917 AD City Walls
1918 AD SAM Missile Battery
1919 AD Engineer. Sold Research Lab.
1920 AD Barracks. Bought Alpine Troops. Sold University. Egyptian Bomber right next to city: fearing sneak attack, I give them all my money (only 150 gold).
1921 AD Alpine Troops. Disband Engineer. Build Transport.
1922 AD Oops. Buy Engineer.
1923 AD Engineer (city size is 28). Start cleaning 3 polluted squares.
1925 AD Tank. Egyptians sneak attack, killing Alpine Troops with Bomber. Rush-buy another Alpine Troop, selling Library.
1926 AD Alpine Troops. Rush-buy Fighter, in case Egyptians try again.
1927 AD Kill Egyptian Bomber with Fighter.
1928 AD Egyptian Bomber kills Tank. Fighter kills Egyptian Bomber. Rush-buy another Tank, since they at least put up a fight against the Bomber.
1929 AD Egypt sends 2 bombers, troops hold. Begin building Cruise Missile to send those bastards a message.
1930 AD Rush-buy Cruise Missile.
1931 AD Launch Cruise Missile into “the river district” of downtown Thebes, slaughtering thousands of innocents. Doesn’t work. Decide to build SDI in case they get the same idea.
1933 AD SDI Defense.
1934 AD Colosseum. Blitzkrieg of Egyptian Bombers barely thwarted. Good thing, too, since they have Combined Arms (i.e. Paratroopers).
1935 AD AC Landing.


[This message has been edited by butch (edited June 14, 2000).]

Tom DeMille


b.02-15-99
posted June 14, 2000 08:16   Click Here to See the Profile for Tom DeMilleClick Here to Email Tom DeMille Visit Tom DeMille's Homepage!
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I could see two ways to proceed: 1) Add my settler to the city and worry about improving the land later. 2) Start researching Map Making, and build a trireme before building the Collosus.

I tried method 2, but then ended up going for a Library before Collosus. I also added the Settler to the city to grow it to size 5 (allowing me to work all 4 specials).

I noticed that Smash, with the same size city as me (size 21), was able to get later research every 3 to 4 turns. Even at 100% science, I was getting them every 5 turns after space flight. Maybe my AIs were further behind in science.

I'm going to test something this morning. I've got a 1740 saved game. I'm going to relaod it, and go straight for Communism after Refrigeration. I'll build United Nations and try to gift all my science to the AIs. We'll see how that will affect the science rate for the end game...

3900BC - switched to Monarchy
3800BC - built warrior
3600BC - built warrior
3250BC - Map Making
3200BC - built trireme
3050BC - built warrior
2600BC - Writing, disband warrior
2450BC - built Library
2250BC - add settler to city (now size 5)
2200BC - Bronze Working
1900BC - Currency
1600BC - Masonry
1300BC - built Colossus
1250BC - Construction
1100BC - built Temple
950BC - Mysticism
900BC - built Marketplace
875BC - begin WLTKD
800BC - Literacy
650BC - built Colosseum, end WLTKD
625BC - Philosophy, The Republic, revolution, switched to The Republic
600BC - begin WLTCD (pop is 5), disband both warriors
500BC - end WLTCD (pop is 8)
475BC - built Aqueduct
450BC - Trade
400BC - built settler
275BC - Pottery, built caravan (now, if I only had an airplane...)
75BC - Seafaring, begin WLTCD (pop is 7)
50BC - built Harbour, disband settler
60AD - end WLTCD (pop is 12)
100AD - Mathematics
220AD - Astronomy
260AD - built Copernicus' Observatory
300AD - University
400AD - Medicine
460AD - built University
500BC - Horseback Riding
600BC - The Wheel
720AD - Engineering
820AD - Sanitation, built Shakeaspeare's Theatre, sell colosseum
840AD - sell temple
860AD - built sewer system, begin WLTCD (pop is 12)
940AD - Banking
1000AD - end WLTCD (pop is 19)
1020AD - built Bank, disband trireme (production is now 20, making rushbuilding caravans easier)
1040AD - Theory of Gravity
1120AD - Economics
1200AD - Invention
1280AD - Democracy, revolution
1320AD - built trireme (remembered that I need a boat to deliver caravans back to city)
1340AD - switched to Democracy
1380AD - built Isaac Newton's College
1400AD - Warrior Code
1420AD - built Stock Exchange
1460AD - Iron Working
1510AD - Gunpowder
1540AD - Chemistry
1570AD - Explosives
1580AD - built Engineer
1600AD - Bridge Building
1610AD - built Engineer, disband (was running out of food)
1630AD - Navigation
1660AD - Physics
1690AD - Magnetism
1720AD - Metallurgy
1750AD - Electricity
1758AD - Refrigeration
1760AD - built Supermarket
1764AD - built Engineer
1766AD - begin WLTPD (pop is 16)
1768AD - Steam Engine
1770AD - end WLTPD (pop is 18)
1776AD - Railroad
1780AD - begin WLTPD (pop is 18)
1782AD - built Darwin's Voyage, Industrialization, The Corporation
1788AD - end WLTPD (pop is 21), sell sewer system
1792AD - Refining, sell aqueduct
1800AD - Steel
1808AD - Combustion
1816AD - Automobile
1818AD - built Superhighways
1822AD - Conscription
1830AD - Feudalism
1836AD - Chivalry
1842AD - Leadership, built factory
1850AD - Tactics
1854AD - Machine Tools, built power plant
1858AD - Electronics
1862AD - Miniturization
1864AD - built offshore platform
1866AD - Mass Production
1870AD - Computers (I'm going to skip robotics because I have production of over 60 and a load of caravans)
1871AD - built Research Lab
1873AD - Flight
1877AD - Radio
1881AD - Advanced Flight
1885AD - Rocketry
1890AD - Space Flight
1891AD - Appollo Program
1895AD - Plastics
1900AD - Atomic Theory
1905AD - Nuclear Fission
1910AD - Nuclear Power
1915AD - The Laser
1923AD - Superconductor
1929AD - Fusion Power, Launch 15-3-3-1-1-1
1944AD - Landing on AC

Xin Yu


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posted June 14, 2000 11:19   Click Here to See the Profile for Xin YuClick Here to Email Xin Yu Visit Xin Yu's Homepage!
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Nobody built GL and UN?
Smash


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posted June 14, 2000 12:00   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
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UN?GL? What for?Actually,I thought about The Library,but figured if I got any techs they would come at the most inopportune time.Without tribute or gifts of gold it was tough enough to get things built.

My research went 5 once then dropped.I had several unexplained changes.Most were good.4>3.
I had at least 3 civs killed off,but your theory would still be right if the game uses some sort of technology TOTAL before deciding if you need an "adjustment" in your rate.

Paul


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posted June 14, 2000 12:37   Click Here to See the Profile for PaulClick Here to Email Paul Visit Paul's Homepage!
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I did build the GL, but I thought of it a bit too late, so I only got three advances from it. Anyway, here's my log:

3850 BC Gov: Monarchy
3800 BC Warrior
3600 BC Warrior
3450 BC Warrior
3250 BC Mapmaking
3050 BC Trireme
2750 BC Bronze Working
2100 BC Mysticism
1500 BC Writing
925 BC Colossus
900 BC Currency
875 BC Library
700 BC Literacy
675 BC Marketplace
525 BC Temple
475 BC Republic, revolution
425 BC Gov: Republic
Start WLTCD, size 4
325 BC End WLTCD, size 7
275 BC Masonry
100 BC Construction
25 BC Colosseum
Start WLTCD, size 7
1 AD Aqueduct
40 AD Mathematics
100 AD End WLTCD, size 12
160 AD Astronomy
280 AD Philosophy, Pottery
300 AD Copernicus' Observatory
360 AD Seafaring
380 AD Harbor
440 AD Horseback Riding
520 AD Warrior Code
640 AD Iron Working
700 AD Great Library
Sold Temple
760 AD Bridge Building
880 AD Wheel
1000 AD Engineering
1140 AD Trade
1280 AD Medicine
1320 AD Sold Colosseum
1340 AD Shakespeare's Theatre
1400 AD Sanitation
1420 AD Start WLTCD, size 12
1440 AD Sewer System
1530 AD Banking
1540 AD Bank
End WLTCD, size 20
1570 AD Invention (GL)
1580 AD University
1590 AD University
1620 AD Theory of Gravity
1660 AD Democracy, revolution
Gov: Democracy
1680 AD Gunpowder (GL)
Isaac Newton's College
1690 AD Economics
1710 AD Metallurgy
1730 AD Chemistry
1750 AD Navigation
1752 AD Stock Exchange
1756 AD Physics
1762 AD Feudalism (GL)
Magnetism
1768 AD Electricity
1774 AD Explosives
1776 AD Engineer
1780 AD Refrigeration
1782 AD Engineer
1786 AD Steam Engine
Start WLTPD, size 18
1788 AD Supermarket
1794 AD Railroad
End WLTPD, size 21
1800 AD Industrialization
1806 AD Corporation
1812 AD Steel
1814 AD Darwin's Voyage: Refining, Combustion
1820 AD Automobile
1822 AD Superhighways
1826 AD Electronics
1828 AD Factory
1830 AD Sold Sewer System
1832 AD Mass Production
Sold Aqueduct
1834 AD Power Plant
1838 AD Conscription
1844 AD Chivalry
1850 AD Leadership
1853 AD Tactics
1856 AD Machine Tools
1859 AD Miniaturization
1861 AD Offshore Platform
1862 AD Computers
1863 AD Research Lab
1866 AD Mobile Warfare
1869 AD Robotics
1870 AD Manufacturing Plant
1872 AD Flight
1876 AD Radio
1879 AD Advanced Flight
1883 AD Rocketry
1887 AD Space Flight
1888 AD Apollo Program
1891 AD Plastics
1895 AD Atomic Theory
1899 AD Nuclear Fission
1903 AD Nuclear Power
1907 AD Laser
1911 AD Superconductor
1913 AD Sold Harbor
1914 AD Sold Manufacturing Plant
1915 AD Fusion Power
1916 AD Launch
1931 AD Arrival

Xin Yu


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posted June 14, 2000 13:42   Click Here to See the Profile for Xin YuClick Here to Email Xin Yu Visit Xin Yu's Homepage!
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Here comes the guy who never played but always have something to say .

I think you guys built Manufacturing Plant too early. Since you had 50+ net shields you didn't need it until the turn before building Apollo. This saves maintainance cost. Furthermore, if you had enough money or caravans on reserve, then you could simply skip mobile warfare and robotics, allowing earlier launching.

For same reason, if you happened to have several plains on river you could also transform them to hills (or if no time for that, mine them to forests). With RR they could provide more shields, thus allowing you to postpone building offshore platform until the turn before building Apollo.

Tom DeMille


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posted June 14, 2000 13:52   Click Here to See the Profile for Tom DeMilleClick Here to Email Tom DeMille Visit Tom DeMille's Homepage!
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Well, I replayed this from 1740 and built United Nations. As my new thread ( ../../Forum3/HTML/001230.html ) says, I was horrified when I gifted all my tech to the AIs and my science rate didn't change.

With my help, the AI did research Feudalism, Flight, Atomic Theory and Nuclear Fission before me, so they were a small help.

Then Persia started spliting up in civil war, and 2 new civs were formed (bringing the number back up to the original 7). I was researching Superconductor at the time, and suddenly discovered it 2 turns early. Checking my advance rate it had changed from 6 turns to 3. This continued for Fusion Power.

Going back and checking the beaker requirements directly, I found that it was taking 3504 beakers to research Superconductor before the creation of the 7th civ, and 1752 beakers after. Big difference!
[This message has been edited by Tom DeMille (edited June 14, 2000).]

Tom DeMille


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posted June 14, 2000 14:03   Click Here to See the Profile for Tom DeMilleClick Here to Email Tom DeMille Visit Tom DeMille's Homepage!
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Xin Yu, the manufacturing plant should be built at least 7 turns before space flight, so that construction of Appollo can be completed the turn after space flight (building at 80 production per turn for 8 turns is more efficient than redeeming 11 caravans).

You would then have 6 to 12 turns to play with about when to buy the manufacturing plant. The 50-100 gold saved in delaying construction is pretty insignificant at this stage of the game.

Xin Yu


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posted June 14, 2000 17:30   Click Here to See the Profile for Xin YuClick Here to Email Xin Yu Visit Xin Yu's Homepage!
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In this game, since you can't rely on AI civs to get cash and tech, I think maybe KRC is useful. Anyone tried it?
Aurelius


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posted June 14, 2000 17:51   Click Here to See the Profile for AureliusClick Here to Email Aurelius Visit Aurelius's Homepage!
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Tom, I thought about building UN but I realized at space flight, I'd have contact with Apollo. But then I tried to give away science and the AI scoffed at me. Thought maybe Vik made the AI very hostile, but maybe it was my position in the space race or an advantage of UN.
vik


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posted June 15, 2000 09:06   Click Here to See the Profile for vikClick Here to Email vik Visit vik's Homepage!
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quote:

Originally posted by Aurelius on 06-14-2000 05:51 PM
...maybe Vik made the AI very hostile...

On a scale from 1 - 100, with 1 being the most friendly and 100 being the most hateful, I set all the AI attitudes towards the human player at "99" for this scenario.

In OCC#6 (The 'Star Wars' Theme scenario), I set all of the AI attitudes at "1" towards you.

Xin Yu


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posted June 15, 2000 12:15   Click Here to See the Profile for Xin YuClick Here to Email Xin Yu Visit Xin Yu's Homepage!
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I tried this game last night till 1800AD. I did not keep a log.

Early game, I recommend building a trieme (after your first warrior) and a settler, then add the settler back at size 7 (Get mysticism and Republic early so with a temple you can celebrate to 7).

If not enough money, skip colloseum since at size 8 you can celebrate to 9, then let the city grow naturally to 10, and celebrate again to 11.

Build colossus, GL, Copernius, Shakspear, KRC, approximately in that order. Copernius needs to be in a higher priority since the AI will compete with you.

GL will give you a lot of free techs. With KRC (and at size 20) you chunk out caravans every two turns without spending any extra money. Do it all the way till industrilization. Your settler will be busy cleaning pollution.

I propose a new chllange in this game: no incremental buying. I think KRC is a must.

Paul


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posted June 17, 2000 13:09   Click Here to See the Profile for PaulClick Here to Email Paul Visit Paul's Homepage!
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Comparison table for Fortnight 11 is now available.
Huey


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posted June 18, 2000 05:19   Click Here to See the Profile for HueyClick Here to Email Huey Visit Huey's Homepage!
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Pfew... This one was really hard. Always short of cash. While building the Space Ship I needed 2 turns for every component because of it. I decided to use my 9 caravans to build each module in 1 turn. Just missed a 1800's landing because of it

Collosus-1500BC
Cope’s-260AD
Shake’s-620AD
Sir Isaac-1510AD
Darwin’s-1766
Apollo-1856

Monarchy-3850BC
Republic-225BC
Democracy-1420AD

Trade-75BC
Construction-600BC
Sanitation-900AD
Refrigeration-1730AD
Automobile-1782AD
Computers-1824AD
Space Flight-1855AD

1 AD Size 12
1120 AD Size 21

3850 Monarchy
3800 Warrior
3600 Warrior
3150 Map Making
3100 Trireme
2600 Bronze
1950 Writing
1500 Colossus
1350 Currency
1100 Library
1000 Mysticism
850 Marketplace
825 Masonry
700 Temple
600 Construction
425 Literacy
400 Colosseum
225 Republic, Revolution, Republic
200 WLTCD, size 5
175 Aquaduct
75 Philosophy, Trade, disband Warrior
50 Disband warrior
------
1 End WLTCD, size 12
40 Mathematics
140 Astronomy
240 Medicine
260 Cop's Obs
300 Pottery
360 Seafaring
420 Banking
560 University
600 Sell Colosseum
620 Shakes', sell Temple
660 Horseback Riding
700 Build University
740 Wheel
780 Harbor
820 Engineering
900 Sanitation
920 WLTCD, size 12
940 Sewer System
1000 Warrior Code
1100 Iron Working, build Bank
1120 End WLTCD, size 21
1160 Bridge Building
1220 Theory of Gravity
1300 Invention
1380 Democracy, Revolution
1420 Democracy
1480 Astronomy
1510 Newton's
1520 Gunpowder
1540 Chemistry
1560 Metallurgy
1580 Navigation
1610 Physics
1640 Magnetism
1670 Electricity
1700 Explosives
1710 Engineer
1730 Refrigeration, Engineer
1750 Supermarket
1752 Steam Engine
1756 Railroad
1760 Disband Trireme
1762 WLTPD, size 19
1764 Industrialization
1766 Darwin, Corporation, Refining
1768 End WLTPD, size 21, sold Sewer System
1770 Steel, sold Aquaduct
1776 Combustion
1782 Automobile
1784 Superhighway
1786 Feudalism
1790 Chivalry
1794 Leadership
1798 Conscription
1802 Tactics
1806 Machine Tools
1810 Electronics
1814 Miniaturization
1816 Offshore Platform
1818 Mass Production
1824 Computers
1826 Research Lab
1828 Bobile Warfare
1830 Factory
1832 Robotics
1834 Power Plant
1836 Flight
1842 Radio, Manifacturing Plant
1844 Transport
1848 Advanced Flight
1852 Rocketry
1855 Space Flight
1856 Apollo
1859 Plastics
1863 Athomic Theory
1867 Nuclear Fission
1870 Nuclear Power, 15 structures
1873 Laser
1876 Superconductor
1883 Fusion Power, 6 components, sold Manifacturing Plant
1884 sold Power Plant
1855 sold Factory, disband Transport and Settler
1886 3 Modules---->Launch Space Ship
1887-1900 The usual stuff
1901 Landing on AC

East Street Trader


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posted June 18, 2000 11:04   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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"Atlas the Titan the Small."

Says it all.

Didn't get spaceship finished, let alone land before this kindly owl thing came along and told me the scenario was all played out. Hard to know whether misconceived basic strategy, duff micromanagement or failures of concentration more to blame. (No, I do know really - this one tested my micromanagement skills to the point of destruction. Having hardly any gold and with precious few spare wheatsheaves in the foodbox most mistakes were costly - some ludicrously so).

Won't add to my blushes by posting a log. Can't conceive that it would aid anyone else to do so.

Some "never seen/heard that before" events along the way. If I'm ever on a one square island again I'll know not casually to put my ship to sleep if it's promptly going to hide itself behind the zillion caravans and freight I've built while waiting for my slooow research to let me built anything else. I could find no way to cycle through the units to get to the ship. Had to disband at half value until it appeared in the screen.

Never had sage advice from Elvis before (he agreed that I ought to get out a bit more - didn't tell me where the front door was tho'). Never seen a tetchy rep from the Foreign and Commonwealth Office (bland buggers usually).

Strangely enough came by a trading hint too (if I can bear to go back and examine what might have trigered one or two peripheral events).

One big downside. Once you KNOW you're in such deep shit that the challenge is lost it is really quite depressing to have to play out the long losing game.

Once my bruised ego has recovered I'll give some anxious study to the logs above. Hope my lamebrain benefits - altho', am I right, you have to guess at some of the micromanagement behind the recorded events?

I shall also play the next one a lot slower.
[This message has been edited by East Street Trader (edited June 18, 2000).]

tonic


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posted June 18, 2000 22:57   Click Here to See the Profile for tonicClick Here to Email tonic Visit tonic's Homepage!
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quote:

Originally posted by East Street Trader on 06-18-2000 11:04 AM
Won't add to my blushes by posting a log. Can't conceive that it would aid anyone else to do so.
....
One big downside. Once you KNOW you're in such deep shit that the challenge is lost it is really quite depressing to have to play out the long losing game.
.....
I shall also play the next one a lot slower.

If it's any consolation that's also my predicament and sentiments.

For me it's been one step forward and two steps back .

And vik, I'm going to play this through again for learnin'. BTW what do you say to a newbie's FAQ as feedback for a primer? I've got some questions in hand for starters.

As my alma mater's motto says: Ancora Imparo - I'm still learning.

Scouse Gits


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posted June 23, 2000 04:22   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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Hey - its good to be back - mucho catching up to be done - anyway I just about made it...

Atlantean OCC - v2.42, Deity

Monarchy -3950
Republic -725
Democracy 1660

Colossus -975
Copernicus 220
Shakespeare 580
Newton 1280
Darwin 1720
Apollo 1895

No trade routes

size 12 -25
size 21 1630
_____________________

3900 Revolution;
3950 MONARCHY established
3250 Map Making
3150 Barracks - Sell
2950 Trireme (rushed)
2750 Writing
2700 Silk -> Wheat; rush complete Barracks convert to Library
2450 Size 3, Wheat Irrigated, currently unused
2300 Library, move worker from Silk to Irrigated Wheat
2200 Bronze Working
1750 Currency
1600 Size 4
1350 Literacy
0975 COLOSSUS
0950 Mysticism
0850 Temple
0750 Philosophy -> The Republic; Revolution
0725 REPUBLIC
0700 WLCD starts @ 4
0625 WLCD stops @ 7

Note - the Barbarian city of Ankara is 5th in the Top Five Cities List!

0550 Masonry
0400 CONSTRUCTION
0350 Aqueduct size 8 (naturally)
0250 Mathematics
0150 Colosseum; WLCD starts @ 8
0025 TRADE; WLCD stops @ 12
AD
0100 Astronomy
0220 COPERNICUS' OBSERVATORY
0240 Warrior Code
0360 Iron Working
0440 Bridge Building
0560 Medicine
0580 SHAKESPEARE'S THEATRE
0740 Seafaring
0840 Horseback Riding
0980 The Wheel
1140 The University
1220 University built
1260 Theory of Gravity
1280 ISAAC NEWTON'S COLLEGE
1380 Banking
1400 Engineering
1440 Bank
1480 SANITATION
1520 Sewer System
1540 Invention; Harbour; WLCD starts @ 12
1580 Democracy
1610 Navigation
1620 Ring road completed
1630 WLCD stops @ 21 (one food deficit); Revolution
1660 DEMOCRACY
1670 Physics
1690 Steam Engine
1710 Railroad
1720 DARWIN'S VOYAGE -> Magnetism, Gunpowder; disband Trireme into Galleon
1740 Chemistry
1754 Explosives
1760 Metallurgy; Engineer#1
1764 Engineer#2
1766 Electricity
1772 REFRIGERATION
1778 Economics
1784 WLPD starts @ 19
1786 Industrialisation
1790 WLPD stops @ 22 (food balance)
1794 Steel; Stock Exchange
1800 The Corporation
1806 Refining
1812 Combustion
1814 Ring rail completed (for pollution control)
1818 AUTOMOBILE
1820 Superhighways
1824 Electronics; Factory
1830 Conscription; Power Plant - available production = 50 shields
1836 Feudalism
1842 Chivalry
1848 Leadership
1852 Tactics
1855 Machine Tools
1858 Miniaturisation
1859 Offshore Platform
1861 Mass Production
1864 COMPUTERS
1865 Research Lab - still 3 turns/advance
1867 Atomic Theory
1870 Mobile Warfare
1873 Robotics

Note: whatever I do I can't get research faster than 3 turns - it may have something to do with the fact that I have been notified of three other civilisations having been destroyed.
Estimating from the powergraph: Turks c2000BC, Babylonians c1500AD and Persians c1790AD.
Counting caravans (I currently have 35) I think I could afford an extra Wonder, but all the useful ones seem to have gone - I guess Adam, Hoover or Seti would save me some upkeep, but so what? I guess I resign myself to a mid 20th century launch and curse not having built Marco's or SoL when they were available.

1876 Nuclear Fission
1879 Flight - can just maintain 3 turns/advance (100% + 2 Eins)
1882 Radio - drat now down to 4 turns/advance
1886 Advanced Flight
1887 Manufacturing Plant
1889 Airport for eventual Stealth Fighter defence
1890 Rocketry
1894 SPACE FLIGHT
1895 APOLLO PROGRAMME - only the Egyptians (11 cities), Greeks (24 cities) & Indians (15 cities) left in play
1898 Plastics
1902 Nuclear Power
1906 The Laser
1910 Superconductor
1914 Fusion Power
1918 Stealth
1919 LAUNCH for estimated 1934 landing
1922 Amphibious Warfare; Stealth Fighter#3
1923 Port Facility
1924 Battleship
1926 Combined Arms; SAM Battery
1927 Aegis Cruiser#2
1930 Communism; Marine#3 - I declare myself formally invulnerable
1931 Egyptians invite me to "Gape in Wonder" at Theology!
1934 Paratrooper#4; Landing on AC

I thought that an alternative strategy might lead to faster early growth - so I quickly tried this - result earlier to Colossus & Republic, but strangled by food shortage so behind by AD ... such is life.

3900 Revolution; Settler joins city
3850 MONARCHY established
3650 Warrior #3
3450 Writing
3000 Library; Bronze Working
2500 Literacy
1950 Mysticism
1400 Philosophy -> The Republic; Revolution
1300 COLOSSUS
1250 REPUBLIC established; disband 2 Warriors into Temple
1150 Temple
1100 Start WLCD @ 3
0950 Stop WLCD @ 6 (food deficit)
AD 100 size 8

Edit: Added Civ version, level and corrected typo - just noticed (doh!) if I had delayed Nuclear Fission and gone for Flight that little bit earlier I would have beaten Paul!
____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
[This message has been edited by Scouse Gits (edited June 23, 2000).]

East Street Trader


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posted June 23, 2000 07:30   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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SG(1)

Well done. (That's written in green ink by the way.)

Noted that silk to wheat. My agricultural management sucked. Did give a minute or two's thought to planning some such move, but to be done late. In the event had so many problems after a while could never give agriculture and growth proper attention. Didn't give an EARLY silk to wheat even a passing thought. (Termly report "could do better").

Civs fell to the barbs (two barb cities in the top five for quite a little while) and to each other in my game too. I had read the early part of Tom's thread and thought "Oh oh! Not good news!". But then my research didn't fall back. However Tom's subsequent posts seem conclusive. What they suggest (I think?)is that the effect is felt over time, especially if the civs die young.

In ordinary play I allow regeneration. No particular reason - just never cared enough to change the default probably. Anyway now realise I may have been helping my game.

geofelt


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posted June 23, 2000 19:37   Click Here to See the Profile for geofeltClick Here to Email geofelt Visit geofelt's Homepage!
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I thought this was an interesting exercise. I landed in 1943 and made some mistakes, but I think I made some good moves. I kept an incomplete log, but it is a pain to post it, but here are some interesting points.
I put the settler to sleep, worked the specials, and went writing,literacy,republic. In -2300 went republic and celebrated to size 5. So far, I think this was a good strategy. Map making got me a trireme to get the settler to irrigate and grow to 7. I left the settler there and disbanded the trireme.
I built GL which was a mistake(I got 5 techs, but I think they slowed me down on what I really needed.) With no supported units, the existing terrain produced 25 shields, so I built caravans at 2 turns each for a long time; I had no problem building the SS at one turn per part. It just took too many turns to get the techs.
East Street Trader


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posted June 24, 2000 06:36   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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I made the same decision - to utilise the trade specials to the full early and delay going over to the ring of land. But, like others, I had the non settlers join the city. Thinking about it your decision to put them to sleep seems better. It was always going to be a long game not a short one.
SCG


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posted August 16, 2000 23:26   Click Here to See the Profile for SCGClick Here to Email SCG Visit SCG's Homepage!
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Again overcompensated for slow tech research and cost me 8 turns end game. Combine that with failing to disband my supported settler after irrigating (I never did use him again and was constantly fighting off famine) and going the economic tech route before i could take advantage of it, and I think I could have gotten an early 20th century landing, if not late 19th century... I might just try it again sometime and try and fix my mistakes. Just read through this thread and maybe I had an advantage playing OCC 12 just a day ago, but I built the UN and, while I only got an alliance with 1 of the 3 living AI, I did get several key techs (feudalism, chivalry) in the dawn of flight, and quite a bit of gold (was able to get 100 every 3 turns for a while out of the Indians), allowing me to get 3 turns/tech instead of 4, and later 4 turns instead of 5, not to mention the ability to dump older techs and get my advances down, especially late in the game. My early showing at republic was wasted by keeping my settlers, and changing my tech focus midstream... Classes are starting up soon, doubt I'll be doing 1 OCC a day much longer

diety, 2.42
AC 1961

monarchy: -3850
republic: -1550
democracy: 1620

colossus: -2000
copes: 780
shakes: 1520
newton: 1770
darwin: 1862
apollo: 1922

size 12: 420
size 19: 1840
size 20: 1855
size 21: 1898


-3900 hmm, have monarchy, in anarchy... nothing for settlers to do... start mining home square
-3850 Monarchy (gack! 48 turns and nothing to build?) - join settlers.... warriors should come in to prevent disorder... 8 turns - thats a little better
-3800 bronze or map...consult high council comes down to i just eliminated my settlers so bronze, warriors
-3700 warriors
-3600 warriors
-3500 warriors
-3450 bronzeworking, disband warrior (can afford to wait on other 3)
-3150 barbs take out greeks
-2950 map making, techs to 13 - lets grow
-2800 size 3
-2450 barb uprising in sight, don't see them now - guess they disbanded
-2400 writing
-2000 colossus, bump up luxuries
-1950 WLTKD, lower lux.
-1900 literacy
-1750 babylonians taken out by persians
-1550 republic, revolt
-1500 heh, always seem to be in anarchy at this council meeting
-1450 disband warrior for library
-1400 disband other 2 warriors towards temple
-1250 buy temple for WL
-1200 temple, WL
-1150 size 4
-1100 size 5, cancel WL
-875 masonry
-850 marketplace
-750 trireme (parks him outside the city as per advice)
-700 mystism
-675 WL
-625 Settlers, cancel WL
-500 Philosophy, pottery
-350 start WL
-325 cancel WL (6)
-300 city walls, seafaring
-225 WL
-200 cancel WL (7)
-100 harbor, construction
1 Top 5 Cities 1) Atlantis, 2) Ankara (Barbarian), 3) Athens (barbarian), 4)Persepolis (persian), 5) Babylon (persian)... GL and MPE may not be worth it... (doh, MPE lost)
40 Trade
140 aquaduct
240 mathematics
320 colliseum, WL
420 size 12, cancel WL
440 caravan
460 sell temple
480 caravan (hmm, with a trireme, I'll only be able to deliver 4 caravans/turn)
560 caravan
580 University
640 caravan (4)
700 Another one bites the dust (Greeks)... *bass rhythm in the background * (any restarts?)
720 caravan (5)
780 Cope's, Medicine
880 Banking
980 Economics
1060 caravan
1080 Horseback Riding
1180 Wheel (simply no money to do anything...)
1220 caravan
1280 Theory of Gravity
1300 caravan (3)
1380 caravan (4), Engineering
1460 caravan (5)
1480 sanitation (should have disbanded second settlers almost 1500 years ago)
1520 Shakes
1560 Invention
1600 Democracy, revolt
1620 Democracy
1630 Sewer System, WL
1650 Bank
1680 Size 17, cancel WL
1690 Stock Exchange
1710 Chemistry
1720 caravan, disband settler...
1730 caravan (2)
1750 caravan (3)
1754 caravan (4), Warrior code
1758 caravan (5)
1762 caravan (6)
1764 Iron Working
1766 caravan (7)
1770 Ikes, disband trireme
1772 caravan, Navigation
1776 caravan
1778 Gunpowder
1780 caravan
1784 caravan, Explosives
1788 caravan
1790 Metallurgy
1792 caravan
1796 caravan (7), Physics
1798 heh, i'm 4th most powerful, and all i've got is 7 caravans
1800 caravan (8)
1802 Magnetism
1804 caravan
1808 caravan, Electricity
1812 Galleon (can do 12/turn, all i need), barb uprising again vanishes from my shores...
1814 Refrigeration
1816 Engineers, WL (never understood how the AI can consider an ordinary forest better (or even equal to) silk...)
1820 supermarket
1824 Engineers, bridge building, cancel WL (18)
1828 caravan
1830 Steam engine
1832 caravan
1838 start WL
1840 caravan, cancel WL (19)
1844 caravan, Industrialization
1850 caravan, Communism
1852 UN (only 3 other civs..., guess no restarts) peace, alliance, 100 gp (indians) for war with persians, peace, feudalism (egyptians)
1853 caravan, Corporation, share maps (indians)
1855 caravan, cancel WL (20)
1857 caravan
1860 caravan, Steel, 50 gp, polytheism (indians)
1862 Darwin's Voyage, Combustion, Automobile
1865 Superhighways
1866 Electronics, 50 gp (indians, still have 744)
1867 freight
1869 freight, Mass Production, 100 gp (indians)
1871 Factory (hey! no hydro plant option?, well at least I only have 3 more forest railroads to lay down)
1872 Conscription, Chivalry (indians)
1875 Leadership, 100 gp (indians)
1876 power plant (grumble, and only 46 production...)
1877 49 production (i really need 1/round freights about now...)
1878 freight, tactics
1879 100 gold (indians)
1880 freight
1881 Machine tools
1882 freight (production 50 )
1883 freight
1884 Miniaturization, 100 gp (indians)
1885 Offshore platform (66)
1886 freight
1887 computers
1888 research lab
1889 Mobile Warfare (hmm, not enough food still to grow to 21, already back down to 3/turn techs)
1890 freight
1891 freight
1892 Robotics, 100 gp (indians)
1893 Manufacturing plant
1894 freight
1895 freight (12), Atomic theory, 100 gp (indians)
1896 freight (going for 21 now while i can still spare the science - will prolly lose an engineer post launch) - should have irrigated a silk...
1897 freight, Nuclear Fission, going for NP now while i can still get 3/turn (WL)
1898 freight (15), size 21, cancel WL (can get over 1000 beakers now), 100 gp (indians)
1899 freight (16)
1900 freight (17)
1901 freight (18), Nuclear Power
1902 freight (19)
1903 freight (20) (really seems to be helping that the 3 AI's are discovering and trading about the same rate I am discovering, and not going for anything spaceflighty...)
1904 freight (21), Laser (going for flight now)
1905 freight (22)
1906 freight (23)
1907 freight (24), Flight (784 max - 4 turns, looks like i'll have time to build a miltary pre spaceflight)
1908 freight (25) (they traded my gifts, back down to 3, barely, will see), 100 gp (indians)
1909 freight (26)
1910 freight (27), Radio
1911 armor, gifted nuclear fission (fingers crossed), computers, and mobile warfare in hopes for 1 more 3 turn tech
1912 coastal fortress, it worked with 3 beakers to spare should be able to land with 4 turn techs in min time i think
1913 fighter, Advanced Flight
1914 fighter
1917 Rocketry (explored fighter's range now)
1921 Space Flight (good thing too, 1 round left on wonder shields), Indians cancel alliance
1922 Apollo Program, sell sewer system (hey! I recognize this map )
1923 Structural #1
1924 #2, sell aquaduct
1925 #3
1926 #4
1927 #5 (persians capture barbarian city of Ankara!)
1928 #6
1929 #7 Superconductor (looks like didn't need nuclear power or laser pre-flight)
1930 #8
1931 #9
1932 #10
1933 #11, Fusion Power
1934 #12 (barbarians rebel! persians capture athens) thats the last of the 4 barb cities i think
1935 #13
1936 #14
1937 #15
1938 Module #1
1939 #2
1940 #3 (352.8 years flight time and fusion powered )
1941 Prop Component #1 (375.2), Combined Arms
1942 #2 (397.6)
1943 #3 (420.0)
1944 Fuel #4 (40.2) (Amazing what a little fuel will do )
1945 #5 (22.1 ) (hmm, can't build air bases when you already have a fort...), Steath
1946 #6 (Launch) (1961AD)
1949 Espionage
1953 Amphibious Warfare, Indians threaten to use their mighty non-flying armies to drive out my bored steath bomber
1955 persians develop flight, grant them all 3 spaceship techs, build battleship for the heck of it
1959 persians build half a spaceship in about 3 turns
1961 AC

------------------
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*

SCG


b.02-15-99
posted August 17, 2000 16:46   Click Here to See the Profile for SCGClick Here to Email SCG Visit SCG's Homepage!
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well, win a few, lose a few. I started another game from scratch and got off to a fabulous start. I was way ahead of last game's pace, size 12 by 80AD, getting 2 turn discoveries right after Shake's theater, and then it became 3, then 4, then 5, dispite nearly a 800 beaker production. By the time i got industrialization I was nearly back where I was in the previous game. Built the UN in 1838AD and found out why

4 AI civs, 3 of them in Despotism because they had no other government techs And even after started dumping techs, nothing happened. They didn't trade On diety level, between 1838 and 1860 I gifted trade to 4 different AI civs. I also had to throw in things like pottery, writing, seafaring, Monarchy, Republic, Democracy and others. I managed to get Alliances with 2 of them, but they would accept 1 gift before they broke off the conversation each turn. I tried to give a different tech to each AI (worked beautifully in the previous game), but I wound up having to give the same stuff over and over. It can be frustrating when you are gifting ancient techs over and over again, especially on diety level, especially in the 1800's AD. Maybe I'll try an early saved game from try #1 sometime, but I'm going to bail on this one since its 1866, still need 7 techs for computers at 4 turns/tech and the AIs are wasting their time researching techs they won't ask for (spent the last 10 turns trying to give both my allies corporation) O well, on to OCC 10 if i can get it in before classes start.

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 17, 2000).]

Ribannah


b.02-15-99
posted September 05, 2000 00:54   Click Here to See the Profile for RibannahClick Here to Email Ribannah Visit Ribannah's Homepage!
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OCC #11
Deity
MGE

This is the one scenario you can play again with NO advantage from knowing the world!
A good way to learn nano-management .
But much depends on luck . If the AI tribes do better, your science will go significantly faster.
In my game, unfortunately, the AI tribes did very poorly . They were pestered by Barbarians, our orbital satellites let us see them sending Chariot after Chariot to deal with the red Riflemen and Dragoons ...
Hence little chance of getting 1 tech per 2 turns or even per 3 after Flight, this despite growing to size 24.

================================================
AC: 1905

Monarchy: -3850
Republic: -2250
Democracy: 1340

Colossus: -1350
Copernicus: -175
Shakespeare: 460
Newton: 900
Darwin: 1762
Hoover: 1782
SETI: 1826
Apollo: 1861

Trade routes: none

Size 12: 180
Size 21: 1280

Trade: -350
Construction: -825
Sanitation: 1080
Refrigeration: 1620

Automobile: 1762
Computers: 1824
Space Flight: 1860
===================================================

-3850 MONARCHY
-3800 Warriors
-3600 Warriors, S2
-3450 Warriors
-3050 S3
-3000 Writing, di Warriors
-2750 Library
-2700 Literacy
-2550 di Warriors
-2500 Temple
-2400 The Republic
-2300 Revolution
-2250 REPUBLIC, di Warriors
-2200 We Love
-2150 S4
-2100 S5
-2050 We Love ends
-2000 Mysticism
-1950 We Love
-1900 S6
-1850 We Love ends
-1700 Bronze Working
-1450 Currency
-1350 COLOSSUS
-1200 Map Making
-1150 Trireme, put N-Settlers on ring, di Trireme
-975 Masonry
-950 We Love
-925 Marketplace, S7
-900 We Love ends
-825 Construction
-725 Colosseum, We Love
-700 S8
-675 Mathematics, We Love ends
-525 Astronomy
-375 (PYRAMIDS - Persians)
(HANGING GARDENS - Egyptians)
-350 Trade
-175 COPERNICUS' OBSERVATORY, Philosophy -> University
-75 Medicine
1 University
20 Warrior Code
100 We Love
(GREAT WALL - Egyptians)
120 Aquaduct, S9
140 Iron Working, S10
160 S11
180 S12
200 We Love ends
260 Bridge Building
280 (LIGHTHOUSE - Persians)
360 Banking
440 Sold Collosseum
460 SHAKESPEARE'S THEATRE, Theory of Gravity, sold Temple
520 Bank
540 Horseback Riding
640 The Wheel
740 Engineering
840 Economics
900 ISAAC NEWTON'S COLLEGE
920 Pottery
1000 Stock Exchange, Seafaring
1060 Harbor
1080 Sanitation
1100 We Love
1120 Sewer System, S13
1140 S14
1160 Invention, S15
1180 Food, S16
1200 S17
1220 Gunpowder, S18
1240 Food, S19
1260 S20
1280 Chemistry, S21
1300 Food, We Love ends
1340 Democracy, DEMOCRACY
1360 Trireme, all river squares have roads now (we left 1 forest)
1380 Explosives
1400 Engineers, S20, Engineers put on ring, di Trireme
1440 Food, Metallurgy
1500 Food, Navigation
1510 (GREAT LIBRARY - Turks)
1520 (MAGELLAN'S EXPEDITION - Persians)
1530 Food, Physics
1540 Plains into Grassland
1560 Food, Magnetism
1590 Food, Electricity
1600 (ORACLE - Turks)
1610 Food
1620 Refrigeration
1630 Supermarket
1640 Grassland into Hills
1650 Steam Engine, Hills mined
1660 Food
1670 * Persians destroy Indians *
1680 Railroad
1690 Food
1710 Food, Industrialization
1730 Factory
1740 The Corporation
1750 Transport
1752 * Turks destroy Greeks *
1754 Refining
1760 Steel
1762 DARWIN'S VOYAGE -> Combustion, Automobile
1764 Superhighways
1768 Electronics
1774 Mass Production, We Love
(MICHELANGELO'S CHAPEL - Babylonians)
1776 S21
1778 S22
1780 Feudalism, We Love ends
1782 HOOVER DAM
1786 Chivalry
1790 Mass Transit
1792 Food, Leadership
1794 Food
1796 Food
1798 Food, Conscription
1800 Food, We Love
1802 Food, S23
1804 Food, We Love ends
1806 Food, Tactics
1808 Food
1810 Food
1812 Food, Machine Tools
1814 Food
1816 Food
1818 Miniaturization
(ADAM SMITH'S TRADING CO. - Babylonians)
1820 sold Sewer System
1822 Offshore Platform, Plains into Grassland
1824 Computers, Forest into Plains
1826 SETI PROGRAM (plenty of caravans and no money)
1828 Food
1830 Food, Mobile Warfare
1832 Food
1834 Food
1836 Robotics, We Love
1838 Sewer System, S24, sold Sewer System
1840 Food, We Love ends , sold Aquaduct
1842 Food, Flight, Plains into Grassland
1844 Food
1846 Food
1848 Food, Radio
1852 Manufacturing Plant, Advanced Flight
1856 Rocketry, Grassland into Hills
1857 Hills mined
1859 (STATUE OF LIBERTY - Turks)
1860 Space Flight
1861 APOLLO PROGRAM
So THAT is where to find Atlantis!!
Barbs hold Athens, Sparta and Pharsalos
That is what must have slowed them all down
We have 350 gold and 12 freight
1862 SSS
1863 SSS
1864 SSS, Plastics
1865 SSS
1866 SSS
1867 SSS
1868 SSS, Atomic Theory, Plains into Grassland
1869 SSS
1870 SSS
1871 SSS
1872 SSS, Nuclear Fission
1873 SSS
1874 SSS
1875 SSS
1876 SSS, Nuclear Power
(WOMEN'S SUFFRAGE - Babylonians)
1878 SSC
1880 SSC, The Laser
1882 SSC
1884 SSC, Superconductor
1885 SSM
1886 SSC, di Engineers, di N-Settlers
1887 SSM
1888 Fusion Power
1889 SSC, di Transport, sold Stock Exchange
1890 SSM, LAUNCH the "XENA"
...
1905 The "XENA" lands on ALPHA CENTAURI

(Elsewhere, Egyptian Warriors are still exploring the desert ...)

------------------
If you have no feet, don't walk on fire

tonic


b.02-15-99
posted October 25, 2000 18:39   Click Here to See the Profile for tonicClick Here to Email tonic Visit tonic's Homepage!
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After abandoning my initial half-hearted attempt, this is my completed game - no undue advantage because of the lack of exploration and contact with the AI civs. The Tom de Mille Effect certainly operated here with the destruction of the Ottoman and Babylonian civs. I was struggling to maintain a science rate of 5 turns at the end game. The slow rate meant the accumulation of lots of caravans/freight which allowed a bypass of the Robotics route, a saving of some 8 turns. Will certainly replay the game in the light of suggestions made so far.


2.42 Deity

AC: 1933

Monarchy: -3850
Republic: -225
Democracy: 1340

Colossus: -1700
Copernicus: 220
Shakespeare: 580
Newton: 1380
Darwin: 1776
Apollo: 1885

Trade routes: -

Size 12: -75
Size 21: 1060


Trade: 200
Construction: -825
Sanitation: 860
Refrigeration: 1754
Automobile: 1800
Computers: 1861
Space Flight: 1884


3850 BC Govt Monarchy
3800 BC Warrior
3550 BC Warrior
3450 BC Warrior
3250 BC Mapmaking
Disband Warrior
3150 BC Trireme
Disband Trireme after dropping Settler
2750 BC Bronze Working
2050 BC Writing
1700 BC Colossus
1500 BC Currency
1200 BC Library
1050 BC Masonry
900 BC Marketplace
825 BC Construction
775 BC Temple
425 BC Colosseum
325 BC Republic revolution Govt. Republic
Start WLTCD
200 BC Aqueduct
125 BC Mysticism
75 BC Pop: 12 Stop WLTCD

AD 1 Maths
100 Astronomy
200 Philosophy Trade
220 Copernicus
260 Medicine
340 Horseback Riding
420 Wheel
520 Engineering
580 Shakespeare's Theatre
640 Pottery
Hides Caravan built
760 Seafaring
780 Ottoman destroyed by Greeks
840 Harbor Dye built
860 Sanitation
880 Sewer System Start WLTCD
1000 University
1060 Pop: 21 Stop WLTCD
1100 Banking
1120 University built
1140 Babylonians destroyed by Greeks
1160 Theory of Gravity
1220 Bank
1240 Invention
1340 Democracy revolution Govt. Democracy
1360 Disband Trireme
1380 Newton's College
1400 Economics
1440 Warrior Code
1480 Ironworking
1510 Gunpowder
1530 Chemistry
1560 Explosives
1590 Bridge Building
1620 Navigation
1650 Metallurgy
1680 Physics
1710 Magnetism
1740 Electricity
1754 Refrigeration
1756 2nd Engineer built
Disband Trireme
1758 Supermarket
1760 Steam Engine
1766 Railway
1774 Industrialization
1776 Darwin's Corporation Steel
Start WLTPD
1782 Max Pop: 21 End WLTPD
1784 Refining Sell Sewer System
1792 Combustion Sell Aqueduct
1800 Automobile
1802 Superhighways
1806 Electronics
1812 Feudalism
1818 Chivalry
1824 Leadership
1832 Mass Production Factory
1840 Conscription
1853 Machine Tools
1855 Power Plant
1857 Miniaturization
1858 Offshore Platform
1861 Computers
1862 Research Lab
1864 Flight
1869 Radio
1874 Advanced Flight
1879 Rocketry
1884 Space Flight
1885 Apollo
1888 Plastics
1892 Atomic Energy
1897 Nuclear Fission
1902 Nuclear Power
1907 Laser
1912 Superconductor
1917 Disband Settler & Transport
1918 Fusion Power
Launch 15-3-3-1-1-1 SS
1919 Alpine Troops
1920 SAM
1921 Barracks
1922 Alpine Troops
1924 Mobile Warfare
Nuclear Plant sell Power Plant
1926 Mass Transit
1027 Barracks
1928 Alpine
1933 Landed AC

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