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Author
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Topic: OCC fortnight 11 - Discussion and logs |  |
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Paul
b.02-15-99
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posted June 12, 2000 01:51
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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
b.02-15-99
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posted June 12, 2000 04:04
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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
b.02-15-99
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posted June 12, 2000 13:30
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But what would prevent the AI from contacting you? |
Paul
b.02-15-99
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posted June 12, 2000 14:12
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The fact that the AI can't reach you prevents them from contacting you. |
Xin Yu
b.02-15-99
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posted June 12, 2000 14:48
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Perfect for my granary-HG strategy! |
Paul
b.02-15-99
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posted June 12, 2000 15:13
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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
b.02-15-99
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posted June 12, 2000 16:32
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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
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posted June 12, 2000 16:49
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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
b.02-15-99
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posted June 12, 2000 17:02
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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
b.02-15-99
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posted June 12, 2000 18:21
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How do you guys design the OCC scenarios? |
tonic
b.02-15-99
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posted June 12, 2000 20:17
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VikBoring 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
b.02-15-99
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posted June 12, 2000 20:21
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Sorry for the typo: "alter" <= "altar" |
Tom DeMille
b.02-15-99
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posted June 12, 2000 20:33
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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
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posted June 13, 2000 23:43
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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 . . . . . . . . . . . . .
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).]
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butch
b.02-15-99
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posted June 14, 2000 00:48
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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 . . . . 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).]
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Tom DeMille
b.02-15-99
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posted June 14, 2000 08:16
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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
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Xin Yu
b.02-15-99
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posted June 14, 2000 11:19
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Nobody built GL and UN? |
Smash
b.02-15-99
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posted June 14, 2000 12:00
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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
b.02-15-99
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posted June 14, 2000 12:37
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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
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Xin Yu
b.02-15-99
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posted June 14, 2000 13:42
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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
b.02-15-99
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posted June 14, 2000 13:52
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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
b.02-15-99
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posted June 14, 2000 14:03
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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
b.02-15-99
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posted June 14, 2000 17:30
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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
b.02-15-99
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posted June 14, 2000 17:51
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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
b.02-15-99
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posted June 15, 2000 09:06
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quote:
 Originally posted by Aurelius on 06-14-2000 05:51 PM ...maybe Vik made the AI very hostile...
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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.
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Xin Yu
b.02-15-99
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posted June 15, 2000 12:15
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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
b.02-15-99
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posted June 17, 2000 13:09
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Comparison table for Fortnight 11 is now available. |
Huey
b.02-15-99
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posted June 18, 2000 05:19
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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
b.02-15-99
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posted June 18, 2000 11:04
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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
b.02-15-99
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posted June 18, 2000 22:57
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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.
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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
b.02-15-99
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posted June 23, 2000 04:22
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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
b.02-15-99
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posted June 23, 2000 07:30
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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
b.02-15-99
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posted June 23, 2000 19:37
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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
b.02-15-99
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posted June 24, 2000 06:36
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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
b.02-15-99
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posted August 16, 2000 23:26
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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
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posted August 17, 2000 16:46
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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 why4 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
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posted September 05, 2000 00:54
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OCC #11 Deity MGEThis 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
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posted October 25, 2000 18:39
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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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