Announcement

Collapse
No announcement yet.

Earliest landing with basic settings.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • DaveV
    replied
    arii,

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

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

    I've posted the log file as a new topic, http://apolyton.net/forums/Forum3/HT...tml?date=07:40

    Leave a comment:


  • arii
    replied
    If you didn't use caravans then that's truly impressive. I don't understand how you did it.
    In my games my science city was generating up to 1100 beakers and I was getting 2 techs a turn and sometimes 1 tech a turn with caravan help most of the game.
    Were the game options the same?
    How many cities did you have?

    Leave a comment:


  • DaveV
    replied
    arii,

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

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

    Leave a comment:


  • arii
    replied
    Congratulation. That's impressive!
    It's good to see different and innovative approaches. Please include me in the mailing list: wvernier@sprintmail.com or icq me the file.
    I assume you got most of your science through caravans. Dis you use ICS to build tons of caravans, homing them to your big city and sending them all over the world?
    How was your science rate? Were you able to reach 1 tech a turn?

    Leave a comment:


  • valmont
    replied
    Please send me a copy of the log: valmont7@yahoo.com

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

    Leave a comment:


  • DaveV
    replied
    Full disclosure on the 1595 landing mentioned above: I followed Paul's OCC rules, but there were a few areas he didn't cover where I took advantages of quirks in the game.

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

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

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

    Leave a comment:


  • Steve Clark
    replied
    I'm curious too and want to learn some things. Please email me just the log. Thanks.

    Leave a comment:


  • Mark_Everson
    replied
    Congratulations!

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

    Leave a comment:


  • Carolus Rex
    replied
    Congrats, that's a great score!

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

    Communism the whole game? Incredible.

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

    Carolus

    Leave a comment:


  • Paul
    replied
    Ok, please mail to the adress in my profile.

    Leave a comment:


  • DaveV
    replied
    I *finally* finished my ICS+OCC attempt at the early landing. After three weeks real time, I finally landed in (trumpet fanfare) AD 1595. I grew my capital to size 36 with food caravans, and stayed in Communism the whole game. I'll mail the log file and save games to anyone who's interested. Right now, I need to go to bed!

    Leave a comment:


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

    Leave a comment:


  • Sten Sture
    replied
    I would think it would be great to have 25 cities to build your spaceship in one turn. That would take a ton of cash or a lot of caravans. Perhaps 3 major cities for Modules, 6 minor cities for components and then late in the game found 16 small towns whose only purpose is to build a structural?

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

    Leave a comment:


  • Matthew
    replied
    with one city and shakespears one can put science up to 100% , taking ultimate advantage of the super science city. Gold from gifts, the occasional barb leader, trade routes, and when you drop science a bit to avoid beaker waste should be enough to pay city maintenance. With 5 or 6 cities in democracy you will need to increase taxes to maintain city improvements you might build, and luxuries for happiness.

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

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

    Leave a comment:


  • Aaron Burr
    replied
    I find it very thought-provoking that the earliest AC landing year for OCC and multi-city is about the same (currently 1771 for both, apparently).

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

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

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

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

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

    Leave a comment:

Working...
X