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  • Another early AC landing

    356 AD

    Deity, 7 civs, raging hoards, small map, playing as Americans.
    Starting techs: Alphabet, Ceremonial Burial, Code of Laws.

    Got off to a late start, didn't found my capitol until 3650BC,
    but tipped a hut for Monarchy on the 3rd or 4th turn.

    Highlights:

    3650 MONARCHY. Washington founded.
    3250 REPUBLIC
    1400 COPERNICUS
    975 COLOSSUS
    475 NEWTON's U
    1 AD Superhighways
    160 Computers
    180 Flight
    240 Space Flight
    260 APOLLO
    320 Fusion Power. Launch 15-1-1-1-1-1
    356 Arrive AC

    The SSC ended up at size16, no ST, 10% lux rate.

    Compared to my 396 game this one was 9 turns behind at Superhighways and Flight, 5 turns behind at Space Flight/Apollo and 1 turn behind at Fusion Power, but the ship launched immediately. Part of this milestone lag was illusory, caused by taking a different path through the tech tree (I had Laser before Flight). And the rest was caught up at the end with offshore freight deliveries to a foreign civ. These brought several chances for 2 techs/turn. And a lot of cash, which allowed me to build the 20 piece SS in 3 turns and launch upon getting Fusion Power.

    Those endgame freights were great! For the cost of Darwin's Voyage, you get 7 freights and a boat to put 'em in. They can bring in 3 or more free techs and 5000+ cash.

    I think I may be done with this early landing stuff for now. I'm sure it's possible to get there a little sooner (with another delivered freight or two, I could have bought more SS components), but this is enough. For those who want to give it a try, here's a couple of general thoughts.

    First thing, you're not building a civilization - you're building a research machine and a launch pad. You need to acquire about 70-75 techs (and build a space ship) in 120 or so turns to land on AC before 500AD. So, don't build anything that isn't focused directly on those two goals. After you launch, if you still have cash, supported units, or extraneous city improvements, you've probably overbuilt and cost yourself time.

    The style I played was "OCC+". An OCC-type science city with a minimum of helper cities (7 or 8) and a conciliatory, tech-gifting approach to the AI. But whatever style you try (and others may work better), think of the task this way: you have to compress your entire game into a very small number of turns. If your baseline game takes 200 turns from start to launch, you'll need to cut it almost in half. Determine what your milestones are, when you usually achieve them, and then figure out how many turns you'll have in which to reach each one. When I started playing with this, I worked backwards from a target launch date to calculate when I had to be where.

    It might be possible to launch in 1 AD on Deity on a random map, but it would be a real squeeze. Maybe with caravan-rehoming and a massive offshore freight run at the end. Maybe. Anyway, I came up 16 turns short.

    samson

  • #2
    congrats, well done

    can you send me the 4000BC savegames for both the 396AD and this game, please

    Comment


    • #3
      forgot to put in the email

      andz83@gmx.net

      (+1 )

      Comment


      • #4
        Originally posted by Ecthelion
        forgot to put in the email

        andz83@gmx.net

        (+1 )
        Spam, Spam, Spammity Spam, Spammity Spammity Spam. Of course, you couldn't have edited that in.

        Samson, was this with the infamous "Railroad Trick?"
        "You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran

        Eschewing silly games since December 4, 2005

        Comment


        • #5
          samson
          I bet solo is the one who will be able to have a try at beating you with reasonable chances of success (though other brilliant OCCers like Paul or Ribannah might perhaps achieve something if they feel like it).
          I would be happy and honoured if you accepted to read my thread named 'Napoleon, Alexandre and their friends' and decided to play one scenario with us.
          Your razor edge way of thinking about this game might be of great interest for us.
          Up to you. This is a free world.
          Anyway, CONGRATULATIONS
          Aux bords mystérieux du monde occidental

          Comment


          • #6
            LaFayette,

            Thanks for the offer and the congrats. I have read your scenario threads with interest and may well play one next.

            FireDragon,

            I used all the tricks of trade in this one:

            opening - work the specials for 2 and 3 turn advances.
            midgame - trade routes with road and rail.
            endgame - overseas freights for high cash/research bonuses.

            Ecthelion,

            Thanks. If you, or someone else, can set up a link for others to download the save from this thread I'd appreciate it.

            samson

            Comment


            • #7
              Nice going, samson! Aren't 2 discoveries a turn when you can get them a real rush! After studying your detailed log of the 396 game, I can see there isn't too much more time that can be saved. Of course I'm happy to see how those freights (and their payoffs) allowed you to cut off a few more years in this game! I used a similar timetable with my 14 BC game in OCC, working backwards from that date and establishing deadlines for certain things to be accomplished. This really focused me on squeezing the most out of each turn early in the game when there's a tendency to relax.

              Looks like small map is the way to go, too. I'm in the middle of a game with a normal-sized random map. I started with a lot of free techs, including trade, which gave me an early edge, but my SSC is mediocre with only 3 trade specials (gold,wine,silk), and the AI are too far from it (20+ squares away) to make a railway connection. I have another city (1 gold, 2 whales) near the AI, that I built up to size 12 quickly with a harbor, which is only 5 squares away from an AI city, which I'm trying to connect to by rail, but doing this has slowed my research and I may not even make it to AC by 1000 AD! Right now I'm at 200 AD at about the same tech pace as my 776 game, but without much chance of its great late-game rehoming trade, so we'll wait and see what happens.

              This game has no chance to challenge your record, but I have learned a few more new things from playing it so far that I will share when it is completed. Again, terrific result! I would like to try a game from your save, when it becomes available, but don't expect to do any better than you. The process leading to your result has been very enjoyable and enlightening.

              Comment


              • #8
                Solo,

                Once again thanks for your gracious comments.

                Yes, those offshore freights are great late game boosters. Even helper city freights (using the SSC specials) brought in good amounts of gold and beakers. Another thing about freights - the max bonus payout is 2/3 of the current advance's beaker cost. This is independent of map size, so freights work just as well, if not better, on medium maps for bringing in those "doubles". And more money, too.

                Small map generating tips. "New game" generated small maps have very rough terrain, lots of specials (gold!) but little grass or plains. If you use "Customize World" and select 3 Billion Years, you get a bit more plains. 3 Billion Years plus Wet gives more grass.

                Since you're interested in trying this one out, I'll forego posting a detailed log or giving away too many clues until you've had a chance to try it out. Hopefully, SG or someone will be along soon and offer to provide a link, or tell me how to do it.

                I'm interested in seeing your current game log. Is this the one where you tried the 2 city trick and got early nomads?

                samson

                Comment


                • #9
                  samson,

                  Yes, many early nomads. A new experience for me! The most frequent hut result (especially from hills), as long as no other settlers were around. I deliberately used all new nomads to found new cities quickly, deferring new huts until no settlers were present. One game proves nothing, but in all previous ones I've always saved nomads as shieldless and foodless workers, and never got more than 1 or 2 a game.

                  If this is generally repeatable, the plusses are huge. Nomads are far better than advanced tribes and save the trouble of building expensive early settlers to found new cities.

                  The only drawback, is that city developments such as roads and irrigation must be deferred, but if good cities can be located having a lot of ocean, a quick harbor gives great early food and trade.

                  Thanks for your tips on small maps. I may try a few of my own that way. I sort of like the idea of landing before 1000 AD without making ANY changes to the standard settings and want to try and do that first, so feel free to post your detailed log, as I will promise not to consult it much later when I switch over to small map games. I'm sure others would like to see it though, and benefit from its comments and details. For me, being the record setter is not important. What I really enjoyed was the cooperative process that produced so many insights culminating in your 356 game. Kudos to all involved!

                  Comment


                  • #10
                    Well said. I, too, enjoyed the discoveries we made. But what do you think? Is a 1 AD launch date achievable? If not, what is the earliest possible Deity landing?

                    The nomad effect is repeatable, in testing and in actual games. And it is, I feel, an enormous edge. 3, 4, or 5 early cities, situated near trade specials, can pump out the early techs very quickly. 2 or 3 turns each for the first 5 or 6 techs can get you to Monarchy and then to Republic quite fast. And with Republic, the trade/science jumps up again. Saving a turn or two on those early techs is the same as getting 2 techs/turn in the endgame.

                    My testing shows the absence of a nomad to be the key to getting new ones. Owned settlers don't matter, I think. But even if they do, the benefits of early well-placed cities far outweigh those of land improvements in the first millennium.
                    I don't develop the helper cities at all, and in the SSC I'll only irrigate a square or two until I get Bridge Building and can start to road the river squares for extra trade.

                    Comment


                    • #11
                      Originally posted by samson
                      Is a 1 AD launch date achievable? If not, what is the earliest possible Deity landing?
                      You can only start building spaceship parts in 1 AD. So a 1 AD launch date is not achievable.

                      But seriously, with some more refining of your playing style and some luck, I think you could come very close.

                      Comment


                      • #12
                        samson -- you can simply attach the save file to any post in this thread and we can dl from there - I asked markG to extend the original type list to include things like .sav files and he kindly complied ...
                        "Our words are backed by empty wine bottles! - SG(2)
                        "One of our Scouse Gits is missing." - -Jrabbit

                        Comment


                        • #13
                          Paul,

                          In that case, theoretically ... with 10 cities and Apollo built before 1AD and enough cash and caravans on hand, one could build a 20 piece SS in two turns and launch in 40 AD for an arrival on AC in 76 AD. Or with a bit more cash and a couple of settlers used to found cities in 1AD, one could build a 15-3-3-1-1-1 ship and land in 55 AD. Hmmm.

                          So, if 1AD is the earliest you can build SS parts, how did you guys land a ship in 6AD in that MP game?

                          Comment


                          • #14
                            SG,

                            Thanks. I should have read the Help.
                            Attached Files

                            Comment


                            • #15
                              Samson, in MP you can change production during the other players' turns. So, as soon as the year 1 AD started for the first player, the spaceship builder could change his production to spaceship parts and have the ship built in 1 AD. This can of course not be done in SP.

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