The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
I spent over an hour writing a rather detailed log... then it disappeared somewhere between my computer and Apolyton .
Yet I knew I had to post before 24.00...(finally managed to send a short message at 23.52).
Yet I hope it makes me #1 among those who played without helper programs
My major frustration in this game is about the techtree: it took me over a millenium to get presented with Republic and Medicine (even with Marco completed in between ).
Later on, my game was a clear demonstration of the snowball effect of bad timing: IIRC solo manages to acquire 1 tech/turn before 1AD, ... I never managed that in this game, even after 1500AD (otherwise than by a mix of freights and research).
I was so upset in the endgame that I decided to plan the worst possible launching, just for the fun of it:
I was about to launch in 1650AD with Fusion Power, but I kept one city in unrest and my government collapsed
Consequence: no Fusion and 48 years flight time
Anyway, I'll play game #3 without helpers (and try to make better use of my brains ).
Thanks for the message, since you got your summary posted in time to be included in the comparison table, which I hope I have improved upon for this game.
All,
This game I think everyone improved upon what they did in the last, and SG(2) deserves special credit for proving that his opening strategy is equal if not better than my "official" one in the guide, which I am afraid has already become obsolete. SG(2) was first to Space Flight, which I consider being too close for comfort! I enjoyed reading his post game analysis and was happy that he "colonized" the home continent since if he hadn't he would have arriced first on AC.
This game featured a weird wrap-around continent #1 which caught me and many others off guard! I think the many excellent helper locations helped all of us improve our dates. Most helpers and colonies were very good producers.
The table format has been revamped a bit. It was too late to include the key civ statistic, but this will be added onto the next game's table. Note that 5 columns per player are used, so that some names had to be abbreviated to fit. If you do not like the one I have chosen, let me know and I may change it. Also note that BC dates are shown with a minus and that the record holder(s) for each satistic are highlighted in blue. Every player managed first place in at least one category, so congrats to all!
This game we also welcome Zenon to the comparison table.
Now I will try to attach it and see if it fits here:
After squeaking in GOTM26 and taking a look at GOTM27 I have decided to punt the latter to finish ELCG2 and start on #3. I should post a finish by the end of the week. Sorry I did not make the listing.
Thanks solo compiling such a clear table of our fortunes.
Two years ago Arii's 1076 (or around that date) was considered a great result with huts! So I guess we are still rolling back Civ's frontiers! Great fun.
Pre-Game Analysis:
One hut (13,63): Hutfinder: seed=30
MapEditor: 4-special groups west, southwest,north, northeast
All are 2-whale/2-fish
so (12,62) is 3-special,
(8,64) is 4-special (west)
(10,68) is 4-special (southwest)
(13,55) is 3-special (north)
(11,51) is 4-special (northwest)
(15,49) is 4-special (northeast)
(4,66) is 3-special (west west)
MOVE PLAN:
_1st settler moves west to check closest 4-special site;
_try to plant early cities close, prefer Whales...
TECH PLAN OPTIONS:
Earliest Monarchy:
=Bro-Cer-Alp-CoL-MON-Wri-Cur-TRA-Lit-Mys-Phi-
=Bro-Cer-Alp-CoL-MON-Cur-TRA-Wri-
=Alp-Cer-Wri-CoL-MON-Bro-Cur-TRA-
Delay Monarchy for Write:
=Bro-Alp-Wri-Cer-CoL-Cur-MON-TRA-Lit-Mys-Phi-
Earliest Republic:
=Bro-Alp-Wri-CoL-Lit-REP-Cer-Cur-Mys-Phi-TRA-
=Alp-Cer-Wri-CoL-Lit-REP-Mys-Phi-Bro-Cur-TRA-
Slightly later Republic:
=Bro-Alp-Wri-Cer-CoL-Lit-REP-Cur-Mys-Phi-TRA-
AND BEGIN:
4000BC- 1S: southwest; 2S: west- Silk!
3950BC- 1s: ZIMBABWE(12,62) 2F,3T(1g2b),1Sh: start Warrior
...2S: south- Wheat!
(expecting Fish/Buffalo? seed is wrong...)
(TOP5: #5/Cyan=Chinese, #7/Pur=Sioux, #1/Whi= Celt)
start Bronze
3900BC- 1g,2b,5t/10b
...2S: south to Road Wheat
3850BC- 2g,4b,5t
...2S: start Road
(TOP5: #3/Blu=German)
3800BC- 3g,6b,5t
...Road done
3750BC- 4g,8b,5t
...2S heading west: 2nd special focus is GS
BRONZE; start CerBur
3700BC- 5g,0b,11t/22b
...Roading GS
3650BC- 6g,2b,11t
...2nd Road done
3600BC- 7g,4b,11t
...2S to 4-sp focus
...PRB 1r 6g
3550BC- 2g,6b,11t
Warrior in ZIMB
...Warrior moves north
...ULUNDI(8,64)+2F,2T(1g1b),2Sh: start Warrior
...(wipe hut(7,63) with worker switch)
...res now 8t@3b
...switch ZIMB to Silk to slow growth till 2nd Warrior
3500BC- 4g,9b,8t
3450BC- 6g,12b,8t
...(13,55) is grass! (3-sp)
(TOP5: #4/Yel=Spanish bumped ZIMB off list)
3400BC- 8g,15b,8t
...(10,54) is Pheasant
CEREMONIAL BURIAL; start Alphabet
3350BC- 10g,0b,11t@3b/33b
2nd Warrior in ZIMB
...ZIMB FBF, fortify 2nd Warrior
...(11,51) is grass too! (4-sp); Fish at (14,52)
3300BC- 13g,3b,11t
1st Warrior in ULUNDI
...ZIMB sz 2, working Silk & Wheat for Settler
...Warrior heads west, reveals (5,63) Silk
3250BC- 16g,6b,11t
...(4,66) is GS (3-Sp)
...(8,50) is Silk, not Pheasant?
...PRB 1r ZIMB 4g
3200BC- 15g,9b,11t
...(7,67) is Whale! switch ULUNDI worker, res now 9t@4b
...(12,48) is Whale!
(SSC looks like ULUNDI: 1xWhale,3xSilk/Wheat)
3150BC- 18g,13b,9t
...land sw of Wheat is separate island (sz 1, 3-sp)
...PRB 2r ZIMB 4g
3100BC- 17g,17b,9t
2nd Warrior in ULUNDI
...Hut(5,69): 25g/25g/Chariot (disband-argh!)
...(3,69) should be hidden special
3050BC- 20g,21b,9t
...ULUNDI FBF, return 2nd Warrior
3000BC- 24g,25b,9t
...ULUNDI sz 2, switch to Silk just wastes extra Tr/Sh
...PRB 1r ULUN 8g
=================================
3000BC STRATEGIC REVIEW
got 2 cities, 2 defenders, 2 explorers; producing 2 settlers
got 2 techs (Bro,Cer); doing Alph
making 4 beakers=9turns; got 25b,need 33b
terrain looks like grass & forest, no hills
ULUNDI is 4xWhale (3 land) site; other is 2-Whale, 2-Fish (2 land)
Resource Seed is wrong...
Already heading for Monarchy, better for no-hills
get 2 more cities,Monarchy, then Trade and MarcoPolo
======================================
2950BC- 20g,29b,9t
Settler ZIMB
2900BC- 23g,32b,11t@3b (forgot about settler drop!)
...Settler heads north
...ZIMB stuck with no production till settler builds
...PRB 2r ULUN 4g
ALPHABET; start CodeLaws
2850BC- 22g,1b,16t@3b/48b
BARB ARCHER EAST OF ZIMBABWE!
2800BC- 25g,4b,16t
BARB ARCHER & LDR HEADING NW
2750BC- 28g,8b,12t@4b
2700BC- 31,12b,12t
Settler in ULUNDI
2650BC- 33g,16b,12t
2ND BARB ARCHER TO NE!
2600BC- 35g,20b,12t
2550BC- 24g,24b,12t
...PRB ZIMB 2r 22g
2500BC- 4g,28b,12t
Phalanx in ZIMB
...BAPEDI(11,51)+2F,3-1T(1g1b),3-1Sh: start Warrior
2450BC- 7g,33b,10t@5b
...ULUNDI FBF
2ND BARB ATTACKS ZIMB, LOSES TO PHALANX-VET!
2400BC- 11g,38b,10t
...ULUNDI sz 2
1ST BARB KILLS WARRIOR FORT IN FOREST, YELLOW
2350BC- 15g,43b,10t
CODE LAWS; start Monarchy
2300BC- 19g,0b,12t@5b/60b
...PRB ZIMB 1r 13g
BARB KILLS 2ND WARRIOR, RED
2250BC- 10g,5b,12t
BARB ADVANCES ON FORT PHALANX IN FOREST
2200BC- 14g,10b,12t
...HLOBANE(13,55)+2F,3T(1g2b),1Sh: start Warrior
BARB LOSES TO PHALANX, LDR RETREATS
2150BC- 19g,17b,9t@7b
2100BC- 24g,24b,9t
...Warrior captures LDR-150g!
...PRB ZIMB 1r 16g
...PRB ULU 1r 4g
...PRB BAP 1r 8g
2050BC- 151g,31b,9t
...(16,56) hidden special (whale?)
...disband Warrior in ZIMB, PRB 2r 8g
...ZIMB FBF
...PRB ULU 2r 13g
2000BC- 136g,38b,8t@7b/55b
...ZIMB sz 2
...BAP FBF, PRB 2r 13g
...PRB HLO 1r 13g
POP>100K
1950BC- 116g,45b,9t@7b/60b
...BAPEDI sz 2
1900BC- 123g,63b,8t@8b
...PRB 1r BAP 13g
MONARCHY; start Currency; REVOLT-MONARCHY T30S70
1850BC- 117g,0b,7t@12b/78b
...reorg workers for more trade
...PRB 2r BAP 13g
===============================
STRATEGIC REVIEW - MONARCHY
got 4 cities, 5 techs, 3 defenders, 4 explorers (2 east, 2 west)
got 2x 4-special sites, 2x 3-special (piggy-backing)
2 hidden specials need work
need road connecting northern cities to ZIMB, plus 2 more cities
doing 6t@13b/78b, got none, going to drop for settlers
still no contact?
prep 4 settlers after Currency to make Caravans at Trade
want MarcoPolo ASAP after Trade!
================================
Settler ULU,ZIMB
1800BC- 108g,9b,9t@9b
(maxing food in ZIMB,HLO till size 2)
...(21,51) is grass (2-sp)
...ULUNDI FBF
...PRB HLO 1r 11g
1750BC- 102g,18b,8t@9b/66b!(keyciv got one?)
...ULU size 2, PRB 1r 13g
...HLO FBF, PRB 2r 16t
...found more huts to west, none on gr/pl
1700BC- 79g,30b,6t@12b/72b(keyciv chg?)
Phalanx in HLO
...HLO size 2, reorg for 5-shield
...(18,50) is whale,not fish!
...PRB ZIMB 1r 13g
...PRB ULU 2r 11g
Settler BAPEDI
1650BC- 58g,38b,9t@8b
...chg BAP worker to Whale
...PRB HLO 1r 11g
BARB LAND NEAR BAPEDI - 2 ARCHER+LDR!
1600BC- 51g,48b,7t@10b/66b
...chg HLO to Phalanx, move own north
...move Settler back into BAP
...(24,50) is Whale!(hmmm...)
...PRB BAP 1r 16g
...PRB ZIMB 2r 13g, switch to Silk (only need 1 food)
BARBS SEPARATE,NEXT TO BAP
1550BC- 26g,60b,6t@12b/72b
...put HLO Phalanx in Pheasant as decoy?
...ISANDL(7,59) +3F,1T(1b),2Sh: start Warrior
...PRB BAP 2r 16g
...ZIMB FBF
1ST BARB DIES, PHALANX VET,YELLOW; 2ND DIES TOO,PH RED->YELLOW!
BARB LDR ON SILK
Settler ULUNDI
1500BC- 14g,70b,8t@10b/72b (COULD HAVE DELAYED SETTLER!)
...chg ULUNDI Temple
...2 Phalanxes chasing Barb Ldr
...PRB HLO 1r 11g
CURRENCY; start Trade!!!
1450BC- 7g,8b,9t@10b/84b
...Barb Ldr captured! 150g
...Hut(95,67): HBR/100g/Horsemen-disband(supported)
...BAP FBF; disband Warrior at eastern tip
...PRB HLO 2r 11g
1400BC- 151g,19b,9t
...BAP sz 2, chg worker; PRB 1r 11g
...RB Temple ULU 72g
...reorg workers to slow production, increase research
1350BC- 74g,31b,7t@12b
1300BC- 80g,43b,7t
...ULUNDI FBF
Chinese start Pyramids
1250BC- 86g,56b,7t@13b
...ULU sz 2; PRB ULU 1r 8g
...INTOMBE(16,58)+3F,2T(1g1b),2Sh: start Phalanx
1200BC- 86g,72b,6t@16b
...PRB ULU 2r 13g
...ISANDL FBF; PRB 1r 11g
TRADE!; start Maps
1150BC- 68g,0b,7t@15b/104b
...ISANDL sz 2
...PRB ZIMB 4r 4g
...PRB BAP 4r 11g
...PRB HLO 4r 4g
...PRB ISA 2r 13g
1100BC- 41g,13b,8t@13b
...PRB INT 1r 8g
Wool HLO, Silver BAP, Silver ZIMB
1050BC- 39g,26b,8t
...Hut(26,50): AT/50g/100g/AT/Horse-disband(NONE!)
...Hut(97,61): Barb/Horse-disband(NONE!)
1000BC- 45g,39b,8t
...PRB ULU 4r 8g
Livy WEALTHIEST: #7-Zulu
975BC- 43g,52b,8t
...PRB INT 2r 8g
950BC- 40g,65b,8t
...PRB BAP 2r 11g
...INT FBF
2 BARB ARCHERS BETWEEN ISANDL & HLOBANE (NO LDR?)
Settler ISANDL, Hides ULUNDI!
925BC- 35g,78b,8t
...ULU FBF, chg to MarcoPolo,4 caravans
...Warrior finds Cordoba(1): Uncoop Span: 4Sp,peace,Neut
...Zulu is Mighty=Orange/Carth
1ST BARB LOSES TO ISANDL PHALANX (YELLOW,VET); 2ND GOES SE
MARCO POLO IN ULUNDI!
900BC- 41g,92b,8t@14b
=====================
Cord Celt: Desp,337g,5cities,9techs,res Constr,peace Carth
Unco Germ: Desp,173g,3cities,7techs,res Rep,WAR Span
Neut Span: Desp,165g,4cities,8techs,res Iron,WAR Germ,pe Zu,Sioux
Unco Chin: Desp,182g,4cities,7techs,res Horse,no contact
Neu Carth: Desp,224g,3cities,7techs,res PolyTh,peace Celt
Icy Sioux: Desp,226g,4cities,8techs,res WarCode,peace Span
=======================================
Cord Celt have Bro,Cer,Cur,HOR,MAS,MYS,POT,WAR,WHE; res CST
Unco Germ have Alp,Cer,CoL,LIT,MAP,MAS,WRI; res REP
Neut Span have Alp,Bro,Cer,Cur,MAP,MYS,POT,WAR; res IRO
Unco Chin have Alp,Cer,MAP,MAS,MYS,POT,WRI; res HOR
Neu Carth have Alp,Bro,Cer,HOR,IRO,WAR,WHE; res PT
Icy Sioux have Alp,Bro,Cer,Cur,HOR,MAP,MYS,PT; res WAR
=======================================
Alp- all but Celt
Bro- all but Germ,Chin
Cer- all
CoL- only Zulu,Germ
Cur- Celt,Span,Sioux
HOR- Celt,Carth,Sioux
IRO- only Carth
LIT- only Germ
MAP- Germ,Span,Chin,Sioux
MAS- Celt,Germ,Chin
Mon- only Zulu
MYS- Celt,Span,Chin,Sioux
PT- only Sioux
POT- Celt,Span,Chin
Tra- only Zulu
WAR- Celt,Span,Carth
WHE- Celt,Carth
WRI- Germ,Chin
=========================
I want MAP,MYS,WRI,LIT and maps!
Start with Cordial Celts; want MYS,WHE; offer Alp,CoL,Tra,Mon
=Cord Celt: 6Sp, dem Alph for peace, Enthus; exch Tra for MYST,
=offer CoL, no want Mon for WHEEL,Worshipful,no more time!
Next try Span; want MAP,POT; offer CoL,Tra,Whe,Mon
=Neut Span: 4Sp, exch Whe for MAPS, CoL for POTTERY to Recep,
=gift Tra to Cord, share maps
(Span have Archers out,no settlers, found Germans!)
Try Uncoop Chin next: want WRI, offer Bro,CoL,Cur,Tra,Mon
=Uncoop Chin: 1Sp, exch Tra for WRITE,Neut,peace; gift Bro,
=Cur,CoL to Cord, share maps; ally? gift Mon-YES,Worsh;gift?100g!
(Chin south of Germans,2 settlers,irrigating Plains)
OK,now tough one- Germans: want LIT, offer Bro,Cur,Mys,Whe,Pot,Tra
=Uncoop Germ: 0Sp, exch Tra for LITERACY, peace, Neut; gift Pot,
=Bro to Cord, share maps; gift Myst,Cur to Worship,tribute?100g!
(Germans have some roads,irrig,1 settler)
Who's left? try Carth,just want maps,tribute?
=Neut Carth: 2Sp,skip exch,dem Map for peace,Neut; gift Myst to
=Enthus,share maps; gift Pot to Worsh,tribute?ignore,no more time
(Ah- Carth is off eastern tip! lots of roads,2 settlers)
Finally, Sioux: just maps,tribute?
=Icy Sioux: 3Sp,dem Lit for peace,Neut;gift Whe,Tra to Enthus,
=share maps;gift Pot to Worsh,tribute?ignore,no more time
(Sioux north of Span, spread out,1 ship,1 settler,roads)
SO: got MYS,WHE,MAP,POT,WRI,LIT; 200g, all maps but Celt
=======================================
STRATEGIC REVIEW
got 6 cities, 2x 4-specials, 2x 3-specials (piggy-back)
got 3 Settlers,1-2 building; 6 Phalanx (3 vets!) & 4 Warrior
location SE extension of Cont#1, could RD/RR to Spanish for SSC?
ULU supplies Hides & Copper, demanded by Cordoba,Seville,Madrid
ship route to Carth easy, they want Dye,Wine,Silk,Hides
Celts up there somewhere too
Sioux,Chinese,Germans further away
should get Philosophy option next,freebie Rep (or Med?)
Celt res Constr, could tech-bomb Sioux to help
time to build some caravans & ships!
time to start building SSC too...
====================================
...res now 224b
BARB HEADING EAST TOWARD INTOMBE
start Philosophy
875BC- 225g,106b,16t@14b,Mi=Carth
...Celt res Cst,Germ Rep,Span Iro,Chin Hor,Chin PT,Sioux War
...Cord Carth: 1Sp,dem Mon,gift Lit to Enthus,nomore
...Cord Span: 3Sp,dem Lit,gift Mon to Worsh,trib?ignore
...Cord Sioux: 4Sp,dem Mon,gift Wri to Worsh,nomore
...res now 15t/210b
...RB Lib 150g
...more PRBing...
...ISANDL FBF
(shift HLOs vet Phalanx to INT?)
Carth gov othro
Settler BAPEDI
BARB NEXT TO INTOMBE
850BC- 45g,123b,13t@17b,Mi
...ISANDL sz 2
...Enthus Carth: 2Sp,dem Cur,gift Tra,Wri,to Worsh,ally?no;trib?no
...Enthus Sioux: 4Sp,have all but CoL,nomore
...Enthus Germ: 0Sp,tribute?no,Cordial
(dont want to dump on Celts cause they are doing Constr)
...slip HLO's vet Phalanx into INT,fortify; Elvis in HLO
...BAP FBF
Chin gov othro
Carth Monarchy!
BARB LOSES TO INTOMBE(yellow,no vet)
Silk ZIMB
POP>200K
825BC- 38g,142b,11t@19b,Mi
...return HLO Phalanx, fire Elvis
...Worsh Chin: 1Sp, no exch,gift?dont press luck,goodbye
Span gov othro
Chin gov Monarchy
Celts get Iron from Carth for Mason
Dye INTOMBE
800BC- 24g,160b,11t@18b/196b
...first ship is loaded to go!
...Enthus Sioux: 3Sp,dem CoL to Worsh,tribute?ignore,nomore
Span gov Monarchy
775BC- 15g,179b,11t,Mi
...Enthus Chin: 2Sp,no exch,gift?patience thin,Cord,nomore
...Cord Germ: 0Sp,no exch,gift Whe to Enthus,nomore
German-Sioux war!
Celt gov othro
PHILOSOPHY; freebie Republic; start Medicine
750BC- 12g,0b,14t@19b/256b
...(16,56) is Pheasant,not Silk!?!
...Enthus Celt: 6Sp,dem Maps(duh!),gift Rep,exch maps,nomore
...Enthus Germ: 0Sp,gift Rep (pres res) to Worship,nomore
...Enthus Span: 2Sp,no war Germ,Cord,dem Rep,Enthus,sh maps,nomore
...Cord Chin: 3Sp,no exch,gift Rep to Enthus,goodbye
...Enthus Carth: 1Sp,dem Rep to Worsh,share maps,nomore
...Enthus Sioux: 4Sp,no exch,no war,dem Rep to Enthus,sh map,nomore
(I NEED SOME CASH!)
Celts start HangGdns, gov Monarchy
725BC- 8g,20b,13t@20b,Strong=Chinese
...Enthus Chin: 3Sp,gift Lit,nomore
...Enthus Germ: 0Sp,gift Philos(pres res),nomore
Dye ISANDL,Hides ULUNDI
700BC- 12g,40b,13t,Stro
...(28,48) is Whales!
...Worsh Chin: 1Sp,gift?50g,goodbye
...Enthus Germ: 0Sp,gift Mon(pres res),tribute?50g,nomore
Sioux gov othro
Celts get Math! (hut?)
675BC- 94g,60b,13t,Stro
...Germ res Bank, Carth Constr; rest war stuff
Carth gov othro (Rep?)
Sioux Monarchy!
Hides BAPEDI
650BC- 48g,80b,13t,Stro
...(30,52) is Fish!
...wait on Carth deliveries till Rep
CARTH REPUBLIC!
Sioux start GreatLib
Settler INTOMBE,Dye HLOBANE,Dye ZIMBABWE
625BC- 36g,100b,13t,Stro
...Carth disorder!
...INTOMBE FBF
Germans offer 50g to war Spanish:no
600BC- 24g,121b,13t,Mod=Spanish!
...Enthus Carth: 5Sp,dem Philos to Worship,share maps,nomore
...WHY IS CARTH STILL IN DISORDER?!
German gov othro (finally!)
Celts dev Constr!(finally!)
575BC- 18g,142b,13t,Mod
...Enthus Span: 2Sp,bluster,dem Philos,gift Write to Worsh,nomore
...Enthus Celt: 6Sp,exch Philos for CONSTR,sh maps,nomore
...ZIMB Silk to Carth(5/Dye/Wine/Silk): 207g,+1
Carth now (Silk)/Wine/Salt!
...RB Temple BAP 50g,ZIMB 60g,HLO 60g
German gov Republic!
Celt gov othro
Celts get Med (hut?)!@#$%&*!!!
MEDICINE; start Engineering
Salt ISANDL,Dye ULUNDI
550BC- 58g,20b,16t@21b/324b,Mod
...INTOMBE Dye to Utica(3/Dye/Hide/Silk): 104g/b,+1
...RB Temple INT 50g
Utica now Silk/Hides/Silv
Chin dev HBR(finally!)
Celt Republic!
525BC- 114g,145b,15t@21b/306b,Stro=Chinese
...ULUNDI Hides to Utica(3/Silk/Hide/Silv): 206g/b,+3
Utica still Silk/Hide/Silver!
...RB Temple ISANDL 70g
...RB Mktplace ULUNDI 146g
Sioux get Philos fr Spanish for PolyTh
BARB SHIP NEXT TO ULUNDI! no unload
ENGINEERING; start Sanitation
500BC- 74g,28b,13t@28b/342b,Mod
...move ISA Phalanx into ULUNDI,block shore with Settler,ZIMB Ph
...PRB Chariot in ZIMB
...Enthus Span: 2Sp,dem Constr,gift Med to Worsh,nomore
...Enthus Chin: 1Sp,gift Constr to Worship,gift?patience thin
Chinese near Pyramids
BARB SHIP DOESNT MOVE
475BC- 7g,56b,12t@28b/323b,Mod
...Chariot in ZIMB,pull Settlers,Phalanx back
...Enthus Span: 2Sp, gift Eng to Worship,tribute?100g!
Pyramids in Beijing; Chin chg to GreatLib
2 BARB ARCHERS LAND,NO LDR!
450BC- 59g,84b,12t,Weak!=SELF?
...Chariot kills both Barbs,no vet
...Enthus Chin: 3Sp,no exch,req gift: 100g!
Germans dev Banking!
425BC- 70g,112b,13t,Inad=German!
...Enthus Germ: 0Sp,gift Cst,Eng,Med to Worship,tribute?100g!
...res now 323b
...BAP Hides to Utica(4/Silk/Hide/Silv): 144g/b,+2
Utica now Silk/Silv/Hide
...ISA Dye to Malaca(2/Dye/Hide/Wool): 104g/b,+1
Malaca now Hide/Wool/Silk- OH FOR SOME SILK PRODUCERS!
...Enthus Celt: 6Sp,share maps,nomore
(take last Dye to Caralis)
Celts awakened two Barb swarms in far north,used NP to get to #1
SANITATION; start Seafaring (#20!)
Beads HLO,Hides BAP
400BC- 348g,30b,18t@30b,Weak=SELF again
...HLO FBF
Carth dev PolyTh
Celts get Eng
Wool INTOMBE,Hides ULUNDI
375BC- 327g,61b,17t@31b,Inad=Germans again
...HLO size 3
...switch HLO,INT to more Triremes
...Enthus Celt: 6Sp, exch San for MATH,nomore
...Enthus Germ: 0Sp,gift San to Worship,nomore
(CIV2PLAN: get Bank too...)
...Celts res Astron,Span Iron,Chin Sea,Carth Bank,Sioux War
Hides ISANDL,Salt ZIMB
350BC- 319g,92b,18t@31b/546b!,Inad
...Enthus Germ: 0Sp, exch Math for BANK,nomore
...ZIMB Dye to Caralis(3/Dye/Cop/Bead): 104g/b,+1
Caralis now Silk/Cop/Bead
...ZIMB FBF
...ULU FBF,hire Elvis for Revolt(no surplus!)
REVOLT
Celts near HangGdns
REPUBLIC- T20S80!
POP>300K
325BC- 423g,196b,12t@50b,Mod=Spanish again
...ULUNDI size 4,chg to Shakes,6 caravans
Germ get Horse fr Chin for San
Carth start GreatLib
HangingGdns in Kells
Civil Disorder in HLOBANE (expected)
SHAKESPEARES IN ULUNDI!
300BC- 365g,239b,14t@43b,Stro=Chin again
...MPONDO(21,51)+3F,6-1T(1g4b),3Sh: start Phalanx,rehome HLO War
...chg T0S70L30 for WLTCD
Enthus Sioux: 2Sp,dem Math to Worship,ally?war Ger?no,ALLY!
Sioux dev WarCode(finally)
Enthus Celt: dem Write to Worship,ally?no,share maps,nomore
WLTCD in ULUNDI!
275BC- 279g,289b,13t@50b,Mod
...RB Aquaduct ULU 148g
Celts start KingRich
250BC- 68g,331b,11t@52b/572b,Mod=Span
...ULU sz 5
...Enthus Span: 2Sp,dem San,gift Bank to Worship,goodbye
...Enthus Carth: 5Sp, gift Math,Eng,San,Bank(pres res),sh maps
...Enthus Sioux: 4Sp,gift Cst,San,Bank(pres res),sh maps
...Celt res Astron,Germ,Chin Sea,Span Iron
Chin gov othro
POP>400K
225BC- 5g,387b,11t@56b,Mod
...ULU sz 6
Chin gov Republic
POP>500K
200BC- 4g,437b,12t@50b,Mod
...ULU sz 7
...chg T10S50L40
...ULU Dye to Seville(4/Dye/Cop/Spi): 132g/b,+3
Seville now Spi/Gem/Wine
SEAFAR; start University
Beads HLO,Hides BAP
175BC- 88g,52b,11t@55b,Mod
...ULU sz 8
...Trireme in INTOMBE, heading toward ULUNDI
...Salt fr ISA to Carth(6/Dye/Wine/(Silk)):96g/b,+2
...Enthus Germ: 0Sp,gift Sea(pres res),sh maps,nomore
...Cord Chin: 2Sp,gift Sea(pres res),sh maps,goodbye
...Enthus Span: 1Sp,dem Sea,sh maps,goodbye
...res now 598b
...RB Harbor 66g
...BAP FBF
Hides ISA, ZIMB
POP>700K
150BC- 47g,207b,11t,Stro=Chin!
...ULU sz 9, BAP sz 3
...Enthus Chin: 2Sp,gift Bank,goodbye
...chg T50S10L40 to help PRBing
Celts dev Astron!
Celts get Bank fr Carth for Astron
POP>800K
125BC- 55g,217b,56t,Mighty=Carth!
...ULU sz 10
...Cord Carth: 4Sp,dem Sea,exch Med for ASTRON,nomore
...MPO FBF
POP>900K
100BC- 54g,228b,53t,Mi
...ULU sz 11, MPO sz 2
...Enthus Carth: 4Sp,dem CoL,sh maps,nomore
...HLO Dye to Kells(7/Dye/Cop/Bead): 384g/b,
Kells now Silk/Silv/Bead
...RB Sewers 198g
Sioux gov othro
Celts near KingRich
UNIVERSITY; start TheoGravity
Hides ISA
POP>1M!
75BC- 133g,10b,55t,Mi
...ULU sz 12
...start COLOSSUS, 4 caravans
...ack - Caralis doesnt want Beads anymore!@#$!
Sioux gov Republic
KingRich in Cardiff!!!
COLOSSUS IN ULUNDI!
50BC- 118g,24b,43t,Mi
...ULU sz 13
...Enthus Carth: 3Sp,dem Univ to Worsh,ally?no,sh maps,nomore
...chg T60S10L30
...INTOMBE FBF
Beads MPO
25BC- 102g,39b,40t@15b,Mi
...ULU sz 14, INT sz 3
...larger island to southeast is #1 too!!!
Copper ULU
1AD- 89g,54b,40t,Mi
...ULU sz 15
I panicked when I saw all the trees and abandoned the thought of Early Republic. I relied too much on the HutFinder resource seed at the start. I started lean, but got nervous after sweating the first Barb attack and built more Phalanx than I probably needed. The Chariot was probably not necessary either. I was not ready with pre-built settlers when I got Trade (mostly due to another Barb attack), so it took 5 turns to build Marco Polo. I probably should not have taken Pottery; Salt bedeviled my commodity lists later on, and only one size 2 city was interested in it. I could have started WLTCD earlier for the SSC; partly I was trying to get a bit more gold in the bank for rushbuying. Once I started, though, I added a pile of white stuff pretty smoothly. The one sweaty moment was when the Celts discovered Astronomy just as I was about to build Colossus, with no other caravans nearby and desperately needed Sewers. Luckily they stuck with KingRichards; I built Colossus, traded for the tech, and rushed several half-way to Carthage caravans back to build it in 80AD.
Compared to Solo, I've been pretty close in techs (beside his Early Republic...) because I'm leveraging my AI tech slaves, and my SSC topped out at 21 in 120AD, beating his 260AD. I don't have the overseas colonies he does, though; in fact I'm still working with only 7 cities, finishing a road link to my 2nd SSC (the 4-special site on the northern peninsula) with settlers that are about to be superceded by Engineers born from another WLTPD round. I hope to move the settlers out on my new Galleons for colonies in Celt-land next. My next goal is to try to beat his 740AD date for Auto...
Looks like a good game, and thanks for all of the interesting details. I think this game is among many proving the benefits of building Marco Polo's. You are making the most out of it. I look forward to see how it goes from here.
Forgot to post the full log for this game! Here goes ...
BC YEARS
4000 - Found Zimbabwe (13,61)
3800 - Ulundi founded (8,64)
3750 - Ceremonial Burial
3450 - Horseback Riding
3050 - Alphabet
3000 - Zim builds settler
2950 - Ulu builds settler
2650 - Bapedi (13,57)
2600 - Hlbane (13,65)
2450 - Code of Laws
2100 - Monarchy
2050 - Revolution to Monarchy
Meet Spanish and swap Bronze Working. Give them Monarchy for Alliance. Rating Supreme.
2000 - After 40 turns it was time to take stock of things. In my haste to put down four cities I had already created something of a sleaze! It seemed a tempting prospect to see how a semi-ICS approach would work on this map.
1950 - Madrid located at 84,52
1800 - Meet Sioux: Peace and swap for Currency
1600 - Isandhlwana founded on the four special site at 11,51
1500 - Intombe founded at 17,57
1450 - Map Making Convincing myself this is working up to a Semi-Sleaze - Map making is swapped with the Spanish for Pottery ...I'll just have to put up with salty caravans.
1350 - 50g Tribute from Sioux
1000 - 100g Tribute from Sioux
0975 - Mysticism
0925 - Meet Germans - Peace, swap Writing and get 100g Tribute
0900 - Trade swapped with Spanish Mpondo founded as first colony at 24,64
0875 - 150g Tibute from Sioux
0850 - Hanging Gardens in Ulundi; 50g Tribute from Sioux
0800 - Ngome founded at 20,56; Swazi at 27,51
0750 - Literacy; 50g Tributes from Sioux and Germans
0725 - 25g Tribute from Germans
0700 - Colossus in Ulundi; 50g Tribute from Sioux
0675 - Meet Carthaginians - Peace/Maps; Germans donate Seafaring as tribute.
0625 - 25g from Germans
0600 - Philosophy + Medicine; Tugela founded at 17,61
0575 - Umtata founded at 4, 64; 100g gift from Spanish (about time )
0550 - Gift of 100g from Spanish
0525 - Gift of 50g from Spanish. Meet Celts peace.
0500 - Masonry; Give Philosophy to Spanish and receive gift of 100g
0475 - Gift of 100g from Spanish
0450 - Republic; Barb Leader 150g Silver to Ulundi 70g; Maps from Celts
0400 - Umfolozi founded at 0,66
0375 - Salt to Utica 184g
0350 - Banking
0325 - Dye to Carthage 128g; 50g Tribute from Sioux
0300 - Iron Working from Spanish + Gift of 50g.
0275 - Ibabanago founded at 21, 51; 50g Tribute from Germans
0250 - Meet Chinese - Construction Peace/Maps/100g Tribute
0225 - Revolution to Republic Wool to Utica 128g
0200 - Mathematics + Shakespeare's Theatre in Ulundi; 50g Gift from Spanish Isipezi founded as second colony at 27,67
0175 - Dye to Malaca 414g
0150 - Ulundi size 8; Gift of 50g from Spanish
0125 - University
0075 - The Wheel swapped with Spanish + gift of 50g. Maps from Sioux.
0050 - Beads to Toldeo 76g; Dye to Caralis 72g
0025 - Ulundi size 12;
AD YEARS
0001 - Wool to Malaca 104; Hides/Salt to Utica 112/76; 50g Gift from Spanish
0020 - Dye to Madrid 116
0040 - Engineering, Copernicus' Observatory; Dye to Ulundi 62g
0060 - Monotheism swapped with Celts. Maps Spanish Chinese
0080 - Maps from Cartaginians;
0100 - Dye to Panormus 200g; Beads to Utica 56g
0120 - Sanitation
0140 - Ulundi builds Sewer System; Dye to Utica 84g; Size 13
0160 - Size 14
0180 - Market - Ulundi; Wine to Carthage 190g; Size 15
0200 - Economics; University in Ulundi; Beads to Valencia 396; Silver to Utica 300; Size 16
0220 - Theory of Gravity; Salt to Utica 124; Gold to Toledo 52
0280 - Isaac Newton's College + Bridge Building; Size 17; Copper to Malaca 597; 50g from Spanish
0300 - Chemistry Silk to Utica 384;
0320 - Invention; Zimbabwe builds Michelangelo's Chapel; Coal to Ulundi 92; Gift of 100 from Spanish
0340 - Wool to Carthage 148; Dye to Utica 128; Size 18
0360 - Navigation; Gift of 100g from Spanish
0380 - Physics; Size 18
0400 - Courthouse in Ulundi; Gold to Madrid 310; Beads to Panormus 68;
0420 - Atomic Theory; Size 19
0440 - Magnetism; Dye/Copper to Malaca 404/92; Silk to Utica 198;
0460 - Democracy + Revolution to Democracy; Granary in Ulundi; Wine/Salt to Carthage 254/108;
0480 - Gunpowder; Size 20;
0520 - Explosives; Size 21; Copper to Malaca 108; Gold to Utica 52;
0540 - AmatikuluDarwin at 7,59; Beads to Kells 100; Silver to Utica 200; Size 22;
0560 - Steam Engine; Gems to Malaca 636; Salt to Ulundi 26;
0580 - Metallurgy; Size 23; Gold to Madrid 45; Silk to Carthage 180; Dye to Utica 236
0600 - Electricity; 50 gift from Spanish; Coal to Ulundi 82;
0620 - Railroad; Size 24; 75 gift from Spanish;
0640 - Darwin's Voyage = Industrialisation + Conscription; Coal to Ulundi 72; 75 Gift from Spanish
0660 - Corporation; Beads to Ulundi 31; Gold/Dye/Hides to Utica 163/60/31;
0700 - Steel; Hides to Carthage 282; Silk/Hides/Dye/Beads to Utica 120/244/64/78; Gems to Malaca 210; Wool to Panormus 84; Size 25
0720 - Refining; Dye to Utica 98; Gems to Caralis 594; Gift of 100 from Spanish
0740 - Combustion; Coal to Carthage 150; Silver to Caralis 145; Embassy with Carthaginians
0760 - Automobile - Feudalism from Spanish; Start on Superhighways and more Libraries.
0780 - Mass Production; Gems to Malaca 936; Hides to Carthage 516; 150 Gift from Spanish;
0800 - Nuclear Fission; Oil/Salt/Dye to Carthage 129/66/516; 150 gift from Spanish;
0820 - Electronics + Chivalry; Gems to Caralis 174; Beads to Carthage 516;
0840 - Nuclear Power; Dye to Carthage 507; Oil to Ulundi x 2 = 511/99; Gift of 100 from Spanish
0860 - Leadership;
0880 - Tactics + Machine Tools; Oil to Isandhlwana 156; 150 Gift from Spanish; Beads/Oil/Salt/Beads to Ulundi 62/378/116/116; Salt to Carthage 516;
0900 - The Laser; Salt to Carthage 516; Dye to Ulundi 168;
0920 - Miniaturisation + Computers; Wine to Carthage 516; Dye to Isandhlwana 168; Oil to Ulundi x 2 = 315/215; Copper/Gems/Salt x 2/Dye to Ulundi /116/75/100x2/146; Dye to Caralis 174;
0940 - Flight + Radio; Beads to Cardiff 120; They want Nuclear Fission. Dye/Salt to Ulundi 53/62;
0960 - Advanced Flight Gems to Caralis 564; Swap Warrior Code with Celts; Silver to Carthage 170; Bribe Spanish Explorer blocking railway lines!
0980 - Rocketry; Gold to Ulundi 53;
1000 - Space Flight; Gems/Copper to Caralis 564/70; Wool to Bapedi 116; Swap Polytheism with Spanish in the hope that Superconductor is offered.
1020 - Plastics; Gems to Caralis 564; Start to sell some improvements ... I'm broke
1040 - Superconductor; Gems to Carthage 270;
1060 - Apollo Program; Silk/Gems to Carthage 282/270; Gift of 100 from Spanish; Dye to Ulundi 32;
1080 - Fusion Power; Gems to Carthage 268;
1100 - Spaceship Building ...
1140 - Launch 15-1-1-1-1-1 ship
an excellent game. If we take Solo as a reference for early republic games this was the best monarchy approach in all of the games so far.
ImO Monarchy should be considered on big Continents with many AIs giving tribute, on medium or large maps and with less than average SSCs, using an expansive strategy like in your game. Under difficult circumstances we may still see a monarchy approach on the first place in one of the next games.
ELCG 3 was a good example for not going for Monarchy.
I've asked SG(2) to add a section to my strategy guide detailing an early Monarchy strategy, which both of you have used quite effectively so far in EL comparison games. Perhaps you would like to contribute something and/or collaborate here as well.
ImO Monarchy should be considered on big Continents with many AIs giving tribute, on medium or large maps and with less than average SSCs, using an expansive strategy like in your game. Under difficult circumstances we may still see a monarchy approach on the first place in one of the next games.
ELCG 3 was a good example for not going for Monarchy.
Zenon
Those are also my thoughts on the case for Monarchy in these games.
In ELG3 (Medium Map) I did have a brief spell in Monarchy which I managed to achieve in 2450 (I hate being in Despotism) but formed a Republic in 825 - far sooner than in Games #1 and 2. When time allows I may replay the early part of game#3 and compare the result going directly into Republic. What we have to consider is the trade off between a prolonged period of Despotism for early Republic against the extra carrying cost of Monarchy.
What we have to consider is the trade off between a prolonged period of Despotism for early Republic against the extra carrying cost of Monarchy.
Exactly, since it all comes down to how many turns one will have to wait to learn the extra pre-requisite needed by Republic, and whether one can trade for any on path techs along the way. This probably overweighs the carrying costs of just one "off path" tech.
Another good argument for early Monarchy is that it is not really as "off path" as some others, since it is needed before Feudalism can be researched. When I skip Monarchy for early Republic, and give Republic to the AI, they usually delay going for Monarchy, which in turns delays Feudalism later on. If Monarchy is acquired and traded earlier, the AI will usually research upto at least Chivalry before techs along that path must be learned later on. Being able to trade for Chivalry later avoids the carrying costs of Feudalism (and perhaps Warrior Code, too), not a bad trade off for carrying Monarchy all game long.
In the ELG3 large map game, I went to Trade first, but decided on Monarchy next, because there was not a direct research path to Republic after the Trade first route through the tech tree. Once in Monarchy, and considering the lack of trade in my helpers, I stayed in it until I needed Republic to start celebrating my SSC. In Monarchy, MPE helped considerably in picking up techs normally acquired under a faster Republic. Since I was using a lot of triremes, Monarchy helped reduce unit support costs, too. Smaller delivery payoffs were compensated by quicker caravan builds and by the ability to make a few additional trades.
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