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Early Landing Comparison Game #3

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  • #31
    I forgot to add that another big advantage of early Republic is that when it is given to the AI immediately, most switch and become much faster research assistants. Add a few trade routes and they almost compete with the human.

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    • #32
      wow.

      gulp.

      OK, I guess it is time to get serious about mastering Early Republic. When I have played Monarchy->MarcoPolo I like to follow by shooting for Philosophy next, with Republic after Literacy as my off-path tech. I then gift it to every other civ right after discovery, mostly because it tends to "pacify" them (especially the Mongols, like in EL1). I wait on switching until my terrain mods are done and I am ready to start WLTCD. A fair amount of tribute comes along too, but I need MarcoPolo to see if they have enough $$$ that they will give gold rather than unwanted bypassed techs. I had not thought about the faster AI research benefits, which might cut two ways if I am in a race for getting something critical (I was sweating part of EL#2 as the Celts got Astronomy before I did; I got it the next turn in exchange but they were nearing finishing a wonder and I did not have enough camels or gold around to rush it; they completed KingRichards without switching and I was able to bring several camels back home). I have occasionaly tried tech-bombing an AI's KeyCiv to speed up a critical research I did not want to do myself (worked twice I can think of; also failed twice I can think of too). I like to gift happiness (Cer/Mys/Cur/Ban) and research (Wri/Uni) techs to everyone as soon as I get them. The only caveat with helping the AI research is the old "you can lead a horse to water, but you cannot MAKE him drink": I have often found that two or three of the other civs WILL NOT switch to Republic; I have had to give them Monarchy to get them out of Despotism. Later they will switch, but they seem to have more trouble with unrest. These seem to be the more Militaristic civs (Spanish, Russians, Greeks, etc), and even though I give them everything they need for happiness and research they WILL NOT build those improvements; they are too busy cranking out Chariots and looking for a neighbor to "bang heads".

      Comment


      • #33
        I usually do not tech bomb an AI's key civ, since this may change power ratings and key civs. It also makes the target of the techs useless for further research. You never know what they might have been able to learn on your behalf later on.

        I agree about how you can't make them drink! The Russians & Zulus (replaced later by the Japanese) in this game were about next to useless for research. The other problems are when they won't choose what you want them to pick next for research and when they don't ask for the pre-requisites you really want to give them.

        In my game my best research assistants were the English, who were mighty and keyed on themselves and the Persians who keyed on my lead. As expansionists, the English seemed to like that part of the tech tree in this game, which suited my plans very well. This did not last too long, though, since they ruined things by building the Great Library which added so many techs to their total that they got bogged down. However, they did more than expected, so I had no complaints.

        Comment


        • #34
          EL#3 (Medium Map) Pre-Game Analysis:

          Here is something you can do in MapEditor just using the 4000BC view and some trial and error (for "luddites" like La Fayette). This gives you some early "goals" as you explore and look for a good SSC spot.

          After finding the right place in MapEditor to draw the visible starting terrain, increment the Resource Seed from 2 upwards till you get a similar arrangement of specials to what is visible in the game. If they are then of the wrong "type" (there are only two options) add 16 to the seed until the type and location is right. Watch the hut placement as well, as some of the +16s will move the hut to the wrong place.

          After setting this up I then look at special groups and plot the centers of 3x and 4xSpecials. In the image below (click to open in a second window) I have marked the two closest 4x sites with cities (Romans and Russians), as well as other 3x and 4x sites nearby (with Desert tiles). These are worth directing your exploration toward early on to see if they can be settled. Note that some of these specials may be hidden under grass, as one of the visible ones must be; Mining the grass should produce either a Pheasant or Silk, which can then be turned into Buffalo or Wheat by your early Settlers.

          In this game it looks like the specials come in horizontal "bands" that are all-Whale or all-Fish. Whale specials have more options for high-trade (Whale, Silk, Spice, Wine, Furs) while Fish specials tend to be high-food (Fish, Pheasant, Oasis, MuskOx) although the highest trade special, Gold, is Fish-based.

          Warning: Click here for helper image!
          Last edited by Elephant; April 8, 2003, 14:44.

          Comment


          • #35
            Congratulations, Solo. Another great finish!!

            And, oh, yeah, BTW, RATS!!

            I have only a few turns done, but enough to have seen the river system. I was considering a similar strat, using river cities and Lux to delay temples while going for MPE. I found out the last game how useful MPE could be and I was looking for something, anything, to get an advantage. But, there is no stopping you. Great game!!

            With 615, you set a formidable marker for the rest of us. Playing for second , now.

            Monk
            so long and thanks for all the fish

            Comment


            • #36
              Originally posted by Elephant


              Perhaps you are looking at the Large map start? I was referring to the Medium.
              I had a look at the pattern of the specials produced by seed 7 and 15. They are identical apart from a translation of 4 tiles to the left. There seems to be a number of cases where this relationship holds between the pattern for a particular seed and the pattern for the seed 8 higher. (The pattern for the huts is different.)

              So either 7 or 15 will identify the specials for you, depending where you put your land. Of course the "date line" will be in a different place, and this will have an impact on trade, but I don't think you would use the map editor for that. Since the grid references seem to be different between the map editor and the game itself I'm not sure what the "correct" location is - presumably it has to be related to the (0,0) tile.

              RJM at Sleepers
              Fill me with the old familiar juice

              Comment


              • #37
                Originally posted by Cliff
                615AD is very impressive Solo!
                "very impressive"? I find it mind blowing!

                Well done Solo.

                I've reached AD 1650 and I'm researching the steam engine. I'm begining to wonder if I'm cut out for early landing games.

                RJM at Sleepers
                Fill me with the old familiar juice

                Comment


                • #38
                  Suggestion: Try Early Republic

                  I hope Solo will comment if he feels differently, but I believe this EL3 med start offers an uncommonly good opportunity for reluctant players to take the chance to try the Early Republic Route.

                  With all the whales, silk and especially rivers for city sites the base level of arrows cry out for Republic. I'm not saying Monarchy won't produce good results, too; but that, with all the comments reflecting a general feeling of reluctance to deal with the "problems" of Republic, that this is a good start to learn/practice with. Even if you are well along your usual path, you may want to remember this comment later and come back and replay as Republic to compare.

                  Still shaking my head over a 615 landing.

                  Monk
                  so long and thanks for all the fish

                  Comment


                  • #39
                    Thanks RJM and Monk,

                    615 was surprising and unexpected for me, too! Besides the new opening strategy, some good breaks, an uncommonly good SSC site, and many excellent trading opportunities all game, made a big difference. Heck, thanks to the SCG "switch", I even got a supply of Uranium once in Cordoba, which I was able to deliver to the SSC for a big jackpot. I expect to see other results below 1000 AD, too.

                    I knew that early Republic is the best choice, but had trouble making a good case for this in the first two games, but now see that when it is coupled with early trade and MPE, the results can be even better than I anticipated.

                    Comment


                    • #40
                      I do "Pre Game Analysis" at work during lunch, and play in the late evening after "Honey-Do's" and kids in bed. I'm still finishing EL#2, but my preps for EL#3 Medium are now focusing on trying another strategy: Early Trade (5 techs) with immediate Marco Polo. If I'm lucky CerBur or Lit may already be available, perhaps even Monarchy...

                      Just thought I'd get my foot in the door before someone trumps me...

                      Comment


                      • #41
                        Elephant,

                        A good plan, and something I'm going to try on the large map game.

                        All,

                        I have finished my log, so will post it here:
                        ELG #3, Vikings, medium map

                        BC Years

                        3950 Trondheim, Kaupang

                        Trondheim was the SSC, having two silk and two hidden specials of the same group. 10 rivers and only 3 plains among the grassland made this the best SSC site we’ve had so far in EL games. The only drawback was the amount of time it would take to road, irrigate and transofrm it into final shape.

                        3850 Alphabet
                        3750 Kau – warrior
                        3550 Code of Laws
                        3200 Tro – settlers, Writing

                        Besides speeding research, the rivers expedite the arrival of new settlers to the next helper locations, allowing new cities to be founded more quickly.

                        3150 Zulus destroyed by the barbarians
                        3050 Uppsala
                        3000 Kau – settlers
                        2900 Hladir
                        2800 Kau – warrior

                        Now Kaupang began working on MPE.

                        2750 Bronze Working
                        2450 Tro – settlers
                        2400 Barbs attack Trondheim, but warrior defends, Literacy
                        2050 Republic, Viborg
                        1950 Hla – settlers
                        1900 Currency
                        1850 Roskilde

                        Taking a cue from SG(2) and others, I am going to add more helpers this game, intending 7 home cities early on with just one colony while in Republic.

                        1750 Trade
                        1700 Hla – food, Tro – food
                        1650 Upp – gems
                        1600 Kau – Marco Polo’s Embassy, Indians – trade for Map Making and Masonry, share maps, give tech; Spanish – give tech, share maps

                        MPE showed me that the AI had 8 techs I lacked, so I traded for the ones needed immediately and gifted some techs to the Spanish to allow research of techs that were needed. On first contact all AI were gifted Republic.

                        1550 Banking, Aar – trireme, Persians – give tech, share maps; Spanish – give tech, share maps

                        Again, trying to steer research. The Spaniards picked an unuseful tech. This selective use of tech gifts continued, but was not overdone, to keep AI research rates high enough to be of potential use. If I could not give the tech I wanted to, I did not keep giving but would cut a session short, and just wait until they finished researching the current redundant tech. I suppose an alternative strategy might be to gift everything to everyone, and hope that the AI tip a lot of new techs from huts, but if they don’t, MPE will have been wasted and the AI may win the race to an important wonder. You can never take a tech back once it has been given away.

                        1500 Russians – give tech, share maps
                        1450 Vib – wine, Japanese – give tech, share maps

                        The Japanese replaced the Zulu, destroyed earlier by the barbs.

                        1400 Mathematics
                        1300 English – give tech, share maps
                        1150 Ros – wine, Hla – dye, Tro –hides

                        The SSC was also a hides repeater, which simplified early commodity supply and made it much easier to maintain demand.

                        1100 Upp – dye, Rus – trade for Iron Working; Indians – give tech, share maps

                        Iron Working was all the Russians were good for. Two other AI had been learning it as well, so big deal.

                        1050 Kau – settlers, Construction, Vib – trireme, Indians – trade for Mysticism, share maps, wine(d) to Cordoba, 206g

                        Trade was off and running before 1000 AD, and from here on there was no looking back, since supply and demand was easy to match and a good trading partner was close by. Early trade in this game was the most lucrative I remember in any EL game, and allowed me to build more triremes than usual to speed caravans to AI coastal cities, which were numerous.

                        1000 Tro – hides, Ros – trireme
                        975 Bridge Building, gems(d) to Madrid, 209g
                        950 Aar – settlers, Tro – hides
                        925 Philosophy, Astronomy, English, give tech, share maps; Persians – trade for The Wheel, share maps, Spanish – give tech, share maps

                        The English received Astronomy, to set them up to study Navigation, since they already had Seafaring. They did pick Navigation and after that cheered me greatly by going for Physics without any time consuming side trips. The Persians and Spanish were set up to allow the study of Engineering. They alternated as the civ keying on my tech lead, with the Spanish doing this first. At this time my tech total was 20, which boosted my tech costs, but all the AI except the key civ were still below that amount. It was during this period that they would have a chance to learn some useful techs in time for trades. My use of 40% luxuries to maintain happiness was also keeping my own pace of research at 60% instead of the usual 80%. Postponing temples in all cities allowed trade to begin earlier and allowed routes to the AI to be established in time to boost their research rates, while providing me with more gold than I had ever been used to getting this early in a no hut game. In addition, without any temples, there were not any maintenance costs yet, so taxes could be kept at zero.

                        900 Tro – diplomat, wine(d) to Toledo, 220g
                        875 Hla – wine
                        850 Aar – gold, Upp – wool, Medicine, Tro – hides, dye(d) to Madrid, 256g; hides(d) to Madrid, 240g

                        Delivery payments are starting to creep upwards, too, as tech costs mounted.

                        825 Ros – dye, Vib – settlers, Kau – dye, Tro – hides
                        800 Tro – Shakespeare’s Theater, we love begins, University, barb leader, 150g

                        Before building Shakespeare’s I gave considerable thought to the idea of trading for Pottery and going with the Hanging Gardens first. This would have allowed for a cheaper celebration and I could have set the research rate up to 80%, but HG just expires too soon and involves adding an off path tech, Pottery. Just two more caravans permitted a very early and permanent ST, and I was still committed to developing the SSC first and as quickly as possible. Had the SSC site been average or worse, perhaps HG and more cities would have been the better alternative, and is still something that I would like to test in a future game. With science only at 60%, it was less likely I would have to learn useful techs first that I knew the AI were working on. With good delivery payments from caravans, I was still moving at a good clip through the tech tree.

                        775 Upp – settlers, Tro – hides
                        750 Russians – they demand gold, no deal, war
                        725 Ros – hides, Hla – settlers, Kau – dye, Tro – hides
                        700 Tro – Colossus, English – give tech, share maps
                        675 Aar – dye, Tro – size 8
                        650 hides(d) to Toledo, 410g, Russians – peace, give tech, share maps
                        625 Theory of Gravity, Tro – aqueduct

                        I am starting to run out of things to research while waiting for the AI to come up with Engineering.

                        550 Ros – dye, Vib – silk, Tro –hides, size 12, we love ends
                        525 Aar – hides
                        500 Kau – wine, The Udal, Spanish – trade for Engineering and Ceremonial Burial; Persians – give tech, share maps; Japanese – give tech, share maps; hides(d) to London, 500g

                        The Spanish were first to Engineering, and this was expedited with all the early trading with their cities. With that tech in hand, my trading switched to the English cities to hasten their progress towards Physics. With a fairly good sized fleet, it was easier to make timely deliveries farther away to coastal English cities. If they could learn Physics before I was forced to trade for Navigation, I could leapfrog into part of the Renaissance tech tree and postpone the hit given to caravan delivery payments normally incurred by the acquisition of Navigation. In addition, I would be able to research Magnetism and build some galleons for some really profitable Renaissance trading, a welcome novelty. The first colony, The Udal, was established on the island in front of the English. At this point in the game I knew I had a really good result shaping up, but still did not think something as early as 615 was in the making.

                        475 Economics, Ros – temple, Vib – temple, Aar – temple, Hla – hides, Upp – dye, Tro – gems
                        450 The – salt, Tro – wool, dye(d) to Hastings, 288g
                        425 Hla – temple, Upp – temple, Kau – temple, Tro – Copernicus’s Observatory, Indians – give tech, share maps

                        Even though trade was going very well, it was easier to build wonders than SSC city improvements, and Copernicus was added before I had built a library or university. Since it doubles science, it deserved to be first.

                        400 Chemistry, English – trade for Physics, give tech, share maps
                        375 Tro – diplomat, barb legion bribed, 81g
                        325 hides(d) to York, 485g
                        300 The – temple, Sanitation, Tro – gold, we love resumes, gems(d) to Hastings, 522g; wine(d) to London, 380g

                        These kinds of caravan payoffs are probably what made this game really take off, since a lot of gold and beakers were provided at the time in a game when caravan trade is ordinarily diminished by entry into the Renaissance. I intended to learn everything I could above Physics, before being forced to study Invention.

                        275 The – diplomat, Magnetism, Tro – sewer system, Vib – silk, Aar – gold, Hla – wool, Upp – silk, Kau – dye, Tro – dye, Ros – galleon

                        Another advantage of skipping Navigation was that galleons could be built and put in place in time for the switch to Democracy. The usual problem of unhappy triremes needing a coastal SSC to rehome to was also avoided.

                        250 Spanish – give tech, share maps
                        200 Tro – library
                        175 Aar – wool, hides(d) to York, 540g
                        150 The – settlers, Atomic Theory, Ros – wool, Kau – gold, Tro – university, Persians – trade for Monotheism

                        Since Monotheism was learned by the Persians, it was worth making this trade and bearing its carrying costs to build Michaelangelo’s. Colosseums end up costing more and need maintenance. Building this extra wonder now, did slow down the addition of SSC city economic improvements, but paid off later on by allowing more cities than usual.

                        125 Tro – Michaelangelo’s Chapel, silk(d) to St. Petersburg, 312g
                        100 Tro – wine, Invention, gold(d) to Toledo, 594g
                        75 Lindholm, barb leader, 150g

                        Lindholm was the second colony next to The Udal on their small island. Having more triremes around during the early part of this game allowed more opportunities to kill barb leaders. In the first two EL games, I did not get any leaders at all, but in this game managed to nab three.

                        50 Ros – gems, Vib – silk, Aar – gold, Upp – silk, Tro – gems, we love ends, size 21; Cordoba revolts for 104g; Japanese – war, English – trade for Seafaring, share maps; Indians – give tech, share maps

                        Cordoba was a Spanish city taken earlier by the barbarians. It was so cheap to bribe, it became another colony.

                        25 Lindholm – harbor, Democracy, switch made, The – harbor, dye(d) to Zimbabwe, 460g, riots incited and Zimbabwe becomes the next colony for 260g; Persians – give tech, share maps; Russians – war; Japanese – 50g tribute while in anarchy

                        Zimbabwe had been captured by the barbs near the beginning of the game when they eliminated the Zulus. It was a very nice size 5 city and came with 5 archers, quite a bargain for only 260 gold. I highly recommend using this method for adding colonies whenever the opportunity presents itself. The savings in time time and resources are considerable.

                        (to be continued)

                        Comment


                        • #42
                          Ad Years

                          1 Ros – dye, Aar – gems, Tro – food, Steam Engine
                          20 Cor – harbor, Kau – dye, Tro – Sir Isaac Newton’s College
                          40 Railroad
                          60 Tro – dye, wine(d) to Hastings, 487g; English – trade for Gunpowder; Indians & Japanese – give tech, share maps; Russians – peace

                          Gunpowder was the last useful tech the English were able to learn because they had built the Great Library, and soon added many techs which slowed their research speed. However, the techs they did learn were timed very well with my own needs, and their quick assistance was due mainly to MPE and to the boost in their trade arrows that came from the trade routes I was able to establish with their coastal cities. If just one or two of the AI become good research assistants, the benefits can be considerable.

                          80 Industrialization, Ros – dye, Aar – gold, Hla – wine, Upp – dye, Zim – temple, Kau – spice, gems(d) to Hastings, 600g, we love begins for all cities

                          With Michaelangelo’s, helper and colony growth was much easier to manage and to finance. In the SSC, there was still a lot to do, even though 4 settlers had been working on its tiles full time.

                          100 Aar – harbor, Zim – harbor, The Corporation
                          120 Ros – harbor, Vib – silk, Kau – harbor, Tro – Darwin’s Voyage, Metallurgy, Explosives

                          I needed to build Darwin’s to rush to Explosives to get some engineers.

                          140 Kau – engineers, Lin – transport, dye(d) to London, 387g
                          160 The – dye, Cor – silver, Ros – engineers, Hla – harbor, Upp – engineers, Zim – dye, Tro – engineers, barb leader, 150g

                          180 Tro – dye, Electricity, silk(d) to York, 330g, Indians, Russians, Japanese & Spanish – give tech, share maps

                          200 The – courthouse, Zim – transport, Vib – transport
                          220 Refining, dye(d) to Trondheim – 159g

                          This was one of the very few trades needed in this game to unblock supplies in Trondheim, the SSC. Earlier in the game, the city was a hides repeater, and later on, so many land transformations took place, that new commodities kept showing up to replace blocked ones. First the SSC was set to maximize food, to allow 30 citizens, then its wheat was turned back into silk and the two hidden specials were transformed into wine. These final 4 terrain changes kept 8 engineers busy for the 4 or 5 turns needed to complete them.

                          240 Tro – marketplace, dye(d) to Seville, 460g
                          260 Lin – silver, Ros – gems, silver(d) to Trondheim, 410g, Vib – courthouse, Kau – hides, Tro – dye, Steel

                          280 Tro – size 30, gems(d) to Hastings, 360g, dye(d) to Catnterbury, 648g, wine(d) to Canterbury, 370g

                          This is when trade really started to take off again, and deliveries to Canterbury during the rest of the game brought in thousands of gold. Once three routes were established there with the SSC, continual deliveries of high paying commodities were possible, because the base trade of Canterbury was not that high. Its distance from the home cities ensured hefty payments, though.

                          300 Lin – oil, Combustion, The – gold, Cor – dye, Ros – gold, Vib – harbor, Aar – engineers, Hla – engineers, Upp – harbor, Zim – oil, Kau – engineers, Tro – bank, hides(d) to York, 260g, dye(d) to Nottingham, 216g

                          320 Zim – transport, Automobile, English & Japanese – give tech, share maps, silver(d) to Trondheim – 370g, oil(d) to Trondheim – 518g, gold to Trondheim – 144g

                          340 Lin – dye, The – engineers, Ros – superhighways, Vib – engineers, Hla – gold, Upp – silver, Kau – cloth, Tro – dye, Mass Production, dye(d) to Hastings, 620g, Indians – give tech, share maps, silver(d) to Canterbury, 320g, gold(d) to Canterbury, 612g

                          360 Lin – temple, Conscription, The – spice, Cor – temple, Tro – superhighways, Electronics, Zim – transport, Persians – refuse to trade for Feudalism, refuse to go to war, revolution

                          With superhighways the SSC boosted its beaker potential from a little over 800 to over 1300! With a road on every city tile and with 10 of these on bridges, superhighways realized the great trade potential of this site. The SSC was so strong that none of the helpers or colonies had to build libraries or universities, or even work hard to maximize their base trade to squeeze out a few more beakers.

                          By this time the Persians had learned Feudalism, but had also applied their “noble minds” towards building Sun Tzu’s, which presented a problem. I needed Fedualism now, and if I could not get it somehow, was faced with having to learn Monarchy (only the Persians had Monarchy) and trade for Warrior Code in order to learn Feudalism myself. I could not reach a Persian city with a diplomat to incite a revolt until the following turn, an Oedo year. Since I didn’t have enough spare gold on hand to prevent an “incident” then, I had to revolt on this turn to enable a switch back to Democracy on the next.

                          380 Ros – hides, Vib – dye, Upp – beads, Tro – hides, government to Democracy, Indians – give tech, share maps, hides(d) to London, 800g, spice to Tro – 342g, hides to London, 213g, revolution, switch to despotism, riot incited in Pasargadae, 495g - 46g and Feudalism as plunder, reputation dips to Honorable, contact Persians – give tech, peace! Revolution, back to Democracy

                          An eventful turn, and Pasargadae turned out to be a good colony, too, providing excellent access to Persepolis and another Persian city. Once I had Feudalism the Persians gave up on Sun Tzu’s, too. Obtaining Feudalism without a delay was well worth a turn of anarchy, the slight reputation hit, and the high cost of inciting a revolt.

                          400 Nuclear Fission, Zim – superhighways, Tro – mass transit, Nuclear Power, English – trade for Horseback Riding, share maps, oil(d) to Trondheim, 936g, dye(d) to Hastings, 268g, dye(d) to Hastings, 176g

                          This was the first of several turns having two advances, which were easy to manage because of such excellent trading opportunities.

                          420 Chivalry, Ros – copper, Vib – gems, Aar – cloth, Hla – superhighways, Upp – oil, Tro – stock exchange, Leadership, Russians – war again; Spanish, Japanese and Persians – give tech, share maps, copper(d) to Toledo, 483g

                          440 Lin – beads, Cor – uranium, Tactics, uranium to Trondheim – 1026g, gold(d) to Persepolis, 1026g, Indians – give tech, share maps

                          Thanks to the SCG “switch” a supply of uranium had been uncovered during Cordoba’s city cycle turn, which was cashed in right away at the SSC! Players can benefit by getting into the habit of setting a city’s shields to zero on cycle turns to see whether commodity improvements are possible by doing so. Building Uranium beats the heck out of settling for something like beads!

                          460 Machine Tools, The – superhighways, Ros – wool, Vib – superhighways, Aar gold, Pas – wine, Hla – copper, Upp – dye, Kau – superhighways, Tro – wool, Laser, copper(d) to Madrid, 384g, wool(d) to The Udal, 360g, cloth(d) to Arbela, 697g, Indians – give tech, share maps

                          480 Lin – superhighways, Miniaturization, Cor – hides, Upp – superhighways, Zim – wine, Tro – dye, Computers, beads(d) to Persepolis, 702g, gems(d) to Madrid, 432g, dye(d) to Viborg, 219g, English – give tech, share maps, dye(d) to London, 360g

                          500 Flight, Ros – copper, Vib – gems, Aar – superhighways, Pas – superhighways, Hla – food, Kau – spice, Tro – research lab, Radio, Russians – give tech, share maps, cease fire, Jorvik, Westness, wine(d) to Lindolm, 214g, English – trade for Navigation, spice(d) to London, 480g, copper(d) to Canterbury, 324g, gold(d) to Canterbury, 468g, oil(d) to Canterbury, 476g

                          I’m anticipating a faster space ship, so started adding space contractors, such as Jorvik and Westness.

                          520 Advanced Flight, Lin – dye, The – airport, Cor – hides, Pas – airport, Upp – wine, Zim – cloth, Tro – airport, Rocketry, wine(d) to Nottingham, 280g, wool(d) to Nottingham, 824g, Jarrow

                          540 Wes – silk, Jor – copper, Ros – gold, Vib – food, Aar – oil, Hla – wine, Kau – dye, Tro – oil, Space Flight, Skara, dye(d) to Bombay, 956g, copper(d) to Delhi, 404g, oil(d) to Canterbury, 1206g, oil(d) to Canterbury, 546g, Indians – trade for Warrior Code, give tech, share maps

                          560 Jar – oil, Lin – food, The – food, Cor – hides, Pas – dye, Hla – Apollo Program, Upp – silver, Zim – dye, Tro – silk, Plastics, gold(d) to Pas – 395g, wine(d) to Canterbury, 340g, wine(d) to Canterbury, 405g, dye(d) to London, 364g, dye to Aarhus, 123g

                          580 Ska – oil, Jar – SS structural, Wes – dye, Jor – SS structural, Lin – SS structural, The – SS structural, Cor – SS structural, Ros – dye, Vib – salt, Aar – gold, Pas – hides, Hla – SS structural, Upp – SS structural, Zim – SS structural, Kau – spice, Tro – oil, Super Conductor, Persians – give tech, share maps, silk(d) to The – 923g, spice(d) to London, 328g, oil(d) to Canterbury, 1260g, gold(d) to Canterbury, 480g, Ravning Enge

                          600 Rav – SS component, Ska – SS structural, Jar - SS structural, Wes - SS structural, Jor - SS structural, Lin – SS module, The - SS structural, Cor - SS structural, Ros – SS component, Vib – SS module, Aar – SS component, Hla – SS component, Upp – SS component, Zim - SS structural, Kau – SS component, Tro – SS module, Fusion Power, 15-3-3-1-1-1, launch, ETA 615 AD

                          There was over 700 gold left over. It’s just the way things went this game!

                          601 Persians retake Pasargadae for a little revenge
                          602 Persians capture Skara to show they mean business
                          615 Arrival on Alpha Centauri

                          Comment


                          • #43
                            Originally posted by solo
                            Elephant,

                            A good plan, and something I'm going to try on the large map game.
                            I'll keep my mouth shut next time...

                            Comment


                            • #44
                              I started to write a more detailed log after switching to Republic. With a large empire, turns take longer and I have only managed to play till 300AD. I hope I will finish this game next week.

                              My plan was to have 30 size 18 cities with libraries by 500AD and I also wanted a road and ship network and 30 techs. This would be the day when I would start to get 2 advances per turn. How am I doing compared to this plan?

                              When it comes to infrastructure I am slightly behind the schedule. Most cities are size 8 and waiting for an aqueduct to be built so they can continue to grow. Cities have 1-2 trade routes each and I'm starting to make lots of money thanks to delivery bonuses so I will start rush buying aqueducts now. I can't buy all aqueducts at once though which would be required to get all cities to size 18 within 10 turns.

                              On the other hand, research is faster than I expected. I have 31 techs and I just got my first one turn discovery this turn and next turn I will discover something as well. I wonder if I can sustain this pace? With 70% science I get an advance every 2 turns but I get most beakers from caravans at the moment so I use a lower science rate. I have used mostly domestic trade early in the game thinking my bigger cities would compensate for the same civ penalty but after delivering a simple dye caravan to the Zulus I realised this was not the case. I will focus more on foreign trade from now on.

                              Here is the short log (60AD - 300AD):

                              60 Form Republic

                              80 Theology, Michelangelo's Chapel built in Trondheim

                              120 Gems (d) to Aarhus 192g (R), Silk (d) to Lindholm 138g

                              140 Gems (d) to Trelleborg 164g

                              160 Madrid builds Lighthouse, Engineering, Gold (d) to Trondheim 240g (R)

                              200 Trondheim builds JSB, Silver (d) to Uppsala 290g (R), SSC size 8

                              220 Medicine, Banking + Bridge Building from English, Silk (d) to Trondheim 294g (R), Copper (d) to Viborg 156g

                              240 Astronomy from Indians, give all to Indians

                              260 Dye (d) to Jarlshof 200g

                              280 Sanitation, Silver (d) to Trelleborg 304g (R), Gems (d) to Jorvik 270g, Silk (d) to The Udal 270g, Iron Working from Zulus

                              300 University, Dye (d) to Zimbabwe 456g (R), Wool (d) to Risby 224g

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                              • #45
                                Hey solo - give a guy an even break!!! Great game and it will be the record for landings with no huts.

                                I don't want to read too much as I'm still in pre-railroad. I won't get near 615.

                                Cliff - JSB ... wow! Let us know how that turns out.

                                --------------------

                                SG(2)
                                "Our words are backed by empty wine bottles! - SG(2)
                                "One of our Scouse Gits is missing." - -Jrabbit

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