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AU302: One City - Strategy, Spoilers and Comments

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  • Industrial Era : Narrative

    INDUSTRIAL ERA

    Upgrade Muskets for Riflemen.
    Usually do Steam Power of course, but will go for growth and start Medicine (10 turns)

    1490 - Shakespeare complete, start Knight. Get Military Tradition in trade with English, Switches to Cav. Disband bowman - cav down from 4 to 3 turns.
    (note : Should be including ROP in trade deals.)
    Culture is at 78pt, expand in 11 turns. Have revolution for eventual worker speed.

    1495 - Democracy.

    So far so good
    1500 AD - Joint lead on tech, science 100% and breaking even, still 2500 in kitty, 26 shields per turn, all civs gracious, 8 wonders, and in good position to crank a little miltary.
    There's just one thing bothering me - the English are romping it and might even win by domination, unless the Koreans can do something. My 2 cavalry won't get far. Hopefully their continent is 3/5 not 2/3 of the world.

    1525 - Piratesville, aka Taejon has finally expanded and nicked my remaining furs.

    1540 - Steam started (9 turns) to enable cheaper trade for that tech with Korea

    1550 - Borders expand - into the sea. (gain 1 land tile)
    Get Steam. Start Sanitation.

    Industrialism starts for real...
    Coal!!! Start Ironworks (after worker).

    1595 - Sanitation. Start Industrialisation (11 turns, +45gpt 0.10.0)

    1610 - Ironworks built, do 4th worker then Hospital.

    1625 - Got Industrialisation - start Electricity

    ...albeit somewhat messily...
    1625 - pollution in grass n of town

    1630 - Build Hospital, start Factory - but low on food now thanks to early pollution, and slow on tech. Need more pops.

    1636 - Disaster! more pollution on a food tile - I'm going backwards. Big mistake - go for hospitals but work and develop production tiles. Doh! Re-arrange tiles for food.

    1640 - More Pollution - 3 in 4 turns now. This is hell, and I haven't even finished the factory yet or grown above 12. Switch to Universal Sufferage.

    1655 - Slipping behind now in tech
    1660 - 4th Pollution. Is that lousy RNG taking the p*ss?
    1685 - Electricity, start Scientific Method (9 turns)

    ...but things quieten down
    1725 - Sci Meth, Start Atomic Theory. Will lose 6 turns, but decide to go Hoov route for denial and tech value. Switch to Theory of Evolution (6 turns)
    Babylon size 15.

    1752 - Theory of Evolution - Coupla rifles now.
    1756 - start Hoover Dam
    1764 - start Steel
    1768 - got Espionage in trade.
    1774 - start Stock Exchange then Infantry
    1778 - Babylon now size 20.
    1782 - Steel, start Combustion (9 turns)
    1784 - Colosseum completed
    1790 - Got to 100000 Gold. Never did spend all the Great Library kitty. Yet.

    1792 - Intelligence Agency : Got spies into both civs first go. Korea only have 11 cavalry (and 9 horsemen), but they have 9 ironclads. English have 21 cav but only 33 inf - rest are early defenders. English navy is 2 man-o-way and a galley. So not much threat.

    1800 - Combustion, start Mass Production. (8 turns)
    Production : 148
    Science : 368

    About to lose the tech lead from the ToE - Korea is about half a tech behind, (excluding their communism) even though they're paying me 250 gpt.

    1816 - Mass Production. Start Motorised Transport. Tech lead lost - rivals now level - soon I'll be paying and the grand kitty could be needed.

    1820 - The Commercial Dock, cost=2 and only 3 tiles to work on, boosted Science by 12 from 368 to 380. That'll be the peak before Flight.

    1832 - Mot Trans. Start Flight (10 turns) - Trade for Radio.
    Make some radar towers and Tanks.

    1836 - Traded for Flight and entered the modern era... Goodnight Colossus, Good morning Computers!
    Attached Files

    Comment


    • Modern era : Narrative

      MODERN ERA

      I've got Ecology instead of Rocketry (ah PTW!) Korea got Rocketry, and I bought Flight off the English so they'd have the cash to buy in case this happened. Get Rocketry off Korea and cash off English.

      'Keeping up with the 2 superpowers on tech, science is 100% and turning a good profit, well over 15000 in kitty, can get 150+ shields per turn, both civs gracious, 12 wonders, and have enough miltary to deal with an attack. (map,graph)
      There's just one thing bothering me - as they build their hyper-civs, they must be able to out-tech me. They clawed back my ToE edge, and should move ahead. I have to hang in there.

      Currently churning 15 units of polltion - Mass Transit now.

      If a UN victory was sought then Fission would be needed, or if a risk of UN victory for another but the advantage of there being just 2 supercivs left is that I can abstain and things should be fine. I wouldn't like to have to lose SETI by having to get the UN. So Computers (18 turns).

      1840 - Mass Transit reduced pollution from 15 to 8.

      Tweaked production to go over 150 (154) for wonder. Science now 296@100% post-colossus.

      I now realise that you don't need twice a rivals overall culture to get a one-city victory. I have 17888 and making 98 per turn. So about 23 turns? Nice, but the project spec says the Space Ship victory is the one that really counts, so I want that too.

      1858 - 4 fighters but no airport. oops.

      1862 - Korea has Fission, building UN and Manhatten. Could buy it for pre-build but they want 12000. I must have been cheap earler.

      1866 - Computers, Start Miniaturization (22 turns), hoping it won't be an AI priority. Do Research Lab (1 turn) before SETI (7 turns) to get needed tech-boost. Upgrade Infantry to Mech Inf.

      1868 Culture passes 19000 at 104 per turn - 10 turns to go.
      Research Lab boosts science from 296 to 333. Minit' in 19 turns.
      English now have Rocketry.

      1870 - Gold passes 20K. Military size & cost : 43.

      1872 - I start making a loss in 2 turns.

      1876 - England has Fission. Value now 4700 (min price)
      Economy running at -68gpt.

      1882 - SETI complete. Science at 407, Culture at 111 per turn.

      1886 - Culture Win!

      1890 - English build UN - (no vote!)
      1892 - Koreans build Manhatten Project

      1902 - Miniaturisation gives Offshore Platform and Internet (denial). Start Space Flight.

      1906 - Others have Space - down to 7 turns. Offshore Platform gives 163 production.

      1920 - Space, start Synth Fibers (14 turns).

      1948 - Fibers, start Superconductor.(15 turns)

      1951 - Upgrade tanks to Modern Armour

      1955 - trade for Superconductor & Nuclear Power, start Laser

      1959 - trade for rest of Laser. Cash down to 5800. Start Satellites (13 turns). It all depends how close Korea are to satellites... They are 4(5)/10 in the race, I am 9/10.

      1960 - Oh No! Korea have Satellites and I can't afford them - they'll be researched in 10 turns. It's only 3104 to steal 'safely', but I've never stolen tech before and don't know what the risks and probabilities are. If I hang on a few turns my research might be enough for my cash to tip the balance....

      1962 - Nuclear Power plant gives 190 production.

      1964 - Korea will sell Satellites for 5600g + 10gpt! Yes Please!!
      Trade for Satellites (start Recycling)

      1966 - that's it. All spaceship parts completed. No Launch, no fanfare, no spaceship screen anymore, nothing. This is what happens when you've already won ...



      ... but I'm claiming a Space Ship victory. Only Regent, but it was my first OCC game and I only pipped it by a couple of turns.

      Early on I was thinking I should have started on Monarch - what with the barbs rolling over, and not having to hook up lux for ages - but by the time I saw my ToE lead getting eroded it was clear that although I only had to keep breathing for the culture win, the SS would be a very considerable achievement on top of an already notable achievement.

      Maybe the 2 hyper-powers in my game (England & especially Korea) made it harder, and maybe it was my fault for not managing the other civs better, but I coudn't slow their research much, even taking 250gpt off them. Eventually I needed every drop of my long-held 6k Great Library kitty to buy the last SS tech. I'd have had no chance on Monarch.


      The map was also skewed to make it easier - a 5-lux cluster, river and coast start option, no early dangers, (or trading partners though), low-aggression civs, nearby sea route, coal, Ironworks if you were lucky - so thanks, Dominae
      Attached Files

      Comment


      • Build Order Log

        Build Order Log - Whole game :

        Start date for each build is given. * - indicates it will later be switched to something else, either as planned pre-build or sudden change of plan.


        ANCIENT TIMES

        3950BC - Build Babylon, Warrior
        3700 - Warrior
        3500 - Spearman.
        3200 - Temple.
        2900 - Granary
        2510 - Colossus* (25 turns)
        2470 - switch to Warrior
        2430 - spearman*
        2390 - switch to Colossus*
        1600 - Switch to Great Lib (17 turns).
        1200 - Library.
        1150 - Worker.
        1125 - Galley.
        1025 - Start Colossus (14 turns).
        690 - Spearman
        650 - Harbor.
        550 - Galley.
        510 - Lighthouse (20 turns)
        210 - Galley.
        170 - Bowman.
        110 - Bowman
        70BC - Colosseum.
        70AD - Gt Wall* (11 turns)
        90AD - switched to Marketplace (4 turns)


        MIDDLE AGES

        AD

        190 - Cathedral
        270 - Courthouse
        300 - Galley
        330 - Wealth
        370 - Worker
        380 - Wealth
        430 - Hanging Gardens
        570 - Barracks
        580 - Spearman
        590 - Spearman
        600 - Wealth
        630 - Swordsman*
        640 - Sun Tzu*
        740 - Sistine
        870 - University
        880 - Pikeman
        900 - Wealth
        950 - Colosseum* (sell & rebuild)
        990 - Copernicus
        1110 - Bank
        1120 - Leo*
        1200 - Bach
        1310 - Leo*
        1405 - Newtons
        1410 - Smiths*
        1435 - Shakes

        INDUSTRIAL ERA

        1490 - Cavalry
        1510 - Cavalry
        1530 - Rifleman
        1550 - Worker
        1555 - Ironworks
        1610 - Worker
        1615 - Hospital
        1630 - Factory*
        1645 - Universal Suffrage.
        1700 - Factory
        1720 - Stock Exchange*
        1725 - Theory of Evolution
        1752 - Rifleman
        1754 - Rifleman
        1756 - Hoover Dam
        1774 - Stock Exchange
        1778 - Infantry
        1780 - Colosseum
        1784 - Intelligence Agency
        1792 - Worker
        1794 - Worker
        1796 - Infantry
        1798 - Artillery
        1800 - Infantry
        1802 - Artillery
        1804 - Destroyer
        1806 - Destroyer
        1808 - Destroyer
        1810 - Artillery
        1812 - Artillery
        1814 - Artillery
        1816 - Artillery
        1818 - Commercial Dock
        1822 - Battleship
        1826 - Battleship
        1830 - Worker
        1832 - Tank
        1834 - Tank


        MODERN ERA

        1836 - Mass Transit
        1840 - Civil Defense
        1842 - Coastal Fortress
        1844 - Tank
        1844 - Tank
        1848 - Bomber
        1850 - Jet Fighter
        1852 - Jet Fighter
        1854 - Jet Fighter
        1856 - Jet Fighter
        1858 - SAM Battery
        1860 - Bomber
        1862 - Cruise Missile
        1864 - Cruise Missile
        1866 - Research Lab
        1868 - SETI program
        1882 - Mech Inf
        1884 - Mech Inf
        1866 - Worker
        1888 - Tank
        1890 - Tank
        1892 - Airport
        1896 - Jet Fighter
        1898 - Jet Fighter
        1900 - Jet Fighter
        1902 - Offshore Platform
        1906 - Internet
        1920 - Apollo Program
        1928 - SS Cockpit
        1936 - SS Engine
        1940 - SS Docking Bay
        1942 - Artillery
        1944 - Artillery
        1946 - Solar Plant*
        1948 - SS Casing
        1952 - SS Stasis Chamber
        1955 - SS Storage and Supply
        1956 - SS Life Support System
        1958 - SS Fuel Cells
        1959 - SS Planetary Party Lounge.
        1960 - Nuclear Plant
        1962 - Tactical Nuke
        1966 - SS Thrusters

        Comment


        • Tech Log - Whole Game

          ANCIENT TIMES

          3950 - Science to 100% - alphabet in 25 turns.
          3050 - Alphabet researched - start Writing@18 turns
          2190 - Writing researched. Start Map Making@35 turns
          2150 - switched to Literature (25 turns)
          1600 - Literature researched. Start Map Making@22 turns.
          1150 - Map Making researched. Switch off research.
          710 - Wheel, Warrior Code, and Iron Working from the Great Library.
          690 - Masonary from Great Library
          390 - Mathematics from Great Library
          290 - Philosophy, Horseback Riding from Great Library
          90 BC - Code of Laws from Great Library.
          70 BC - Construction from Great Library
          70AD - Currency in trade with Korea
          90AD - Polytheism - from Great Library


          MIDDLE AGES

          AD
          c360 - Monotheism from Scientific trait.
          360 - Republic from Great Library
          380 - Monarchy from Great Library
          640 - Feudalism from Great Library
          740 - Theology bought from English for 540 after 5/11 turns research.
          870 - Printing Press researched
          990 - Astronomy researched
          Engineering traded from Romans.
          1090 - Banking traded from English.
          1120 - Invention researched.
          1200 - Music Theory researched.
          1265 - Gunpowder researched.
          1300 - Democracy traded from Koreans.
          1315 - Chemistry researched.
          1355 - Physics researched.
          1405 - Theory of Gravity researched.
          1435 - Free Artistry researched.
          1465 - Metallurgy researched
          1485 - Magnetism researched (last turn traded for with English)

          INDUSTRIAL ERA

          1490 - Nationalism from Scientific trait.
          1490 - Military Tradition traded from English
          1540 - Medicine researched
          1550 - Steam Power traded with Koreans for Medicine after 2/10 turns
          1595 - Sanitation researched.
          1625 - Industrialisation bought from Koreans after 6.10 turns for 980g
          1685 - Electricity researched.
          1695 - Corporation traded with English for Electricity
          1725 - Scientific Theory researched.
          1752 - Atomic Theory and Electronics from Theory of Evolution.
          1764 - Replaceable Parts
          1768 - Espionage in trade with Koreans
          1782 - Steel researched
          1800 - Combustion researched
          1816 - Mass Production researched
          1832 - Motorized Transport researched
          1832 - Radio in Trade with Korea.
          1836 - Flight in Trade with English.

          MODERN ERA

          1836 - Ecology from Scientific trait.
          1836 - Rocketry in trade with Korea.
          1866 - Computers researched.
          1902 - Minaturization researched.
          1920 - Space Flight researched.
          1948 - Synthetic Fibers researched.
          1955 - Superconductor traded from English
          1955 - Nuclear Power traded from Koreans.
          1959 - Laser traded from Koreans after 4/9 research
          1964 - Satellites traded from Koreans after several nail-biting turns of research.

          Comment


          • Diplomacy Log - Middle Ages

            MIDDLE AGES

            130AD - Rome discovers Republic

            150AD - Sell w-map to English for w-map + 9g. Celts and Romans still can't afford it, and unlikely to get it from English with tech trade as they are behind.

            190 AD - Celts have bought Polytheism from the English

            210 - English discover Monarchy

            230 - Notice that Korean treasury advances @ 5/6 gpt and is now 100g. I'm testing this against literature each turn. If they offer less than they've got I'll sell.

            250 - Indians buy Currency off Korea, who now has 134 - Literature is still worth more.

            270 - Silks deal expires. India want 40g to resume, so I'll wait till my Ivory to them expires. Celts get Polytheism.

            280 - English, Celts, Romans all now Polite. Gift them 10g.
            India, Korea still gracious. Sell w-map to English for 7g

            300 - Korea now have more gold than they will pay for Lit (158), but they also have a worker (value=100). I now have over 2000g, so sell Lit for worker + 55g.

            310 - Trade Ivory for Silks. 11g + w-map with India

            330 - Send galley 3 anti-clockwise to uncover sea perimeter.

            340 - Korea has harbor. Trade Ivory to Korea for Wines + 60g + wmap.
            Celts have 106g. I reckon my w-map was worth about 135 to the Romans so sell w-map to Celts for 90g + ROP - Celts Gracious

            350 - Koreans discover republic

            370 - ROP expires with Koreans
            Celts and Romans have Monarchy

            380 - ROPs expire with Romans and English
            India extends ROP at no charge

            410 - Sell w-map to English for 7g

            420 - English discover Feudalism

            460 - India well behind, so I trade them Polytheism for a worker

            480 - English & Celts declare war.

            500 - Koreans declare war on Indians.

            510 - Gift Korea 10g

            540 - Trade ivory for wines + 20g with Korea

            570 - Trade t-maps with Korea. India cancels ROP

            620 - Koreans discover Feudalism

            710 - England declare war on the Romans. Price for peace with English drops by 20g.

            740 - Pay 160 to Celts first for peace - they go polite, and brings price down with English to 180 which I take, and they are polite too. Buy Theology for 540g from English.
            Trade Ivory for Wines + 5g + Ivory + w-map with Korea (gracious)
            Trade Ivory for Silk + 7g + w-map with India (gracious)

            780 - English get Education, Romans get Engineering.
            Gift 1gpt each to English, Celts, Romans. Romans go Gracious.
            Trade maps with all as appropriate. India now Polite, get free ROP with them - Gracious.

            800 - Celts paid ~180g by English to sign Military Alliance against Rome. English already taken Virconium. Koreans now have Bombay, Bangalore, Madras. The Indian capital might be up here soon.
            English now Monarchy and Cautious. Rome now Polite. Korea in Anarchy.

            810 - Rome offers Engineering for Feudalism + 630. No ta.

            840 - English want alliance against Rome for ROP. Nope.
            Celts suddenly have both Monotheism and Theology. Korea in Monarchy.

            850 - Celts want alliance against Rome for ROP. Nope.

            870 - trade PP, Contact with Koreans and Indians and 1gpt for Education from English. English annoyed - they'll probably declare war again soon.
            Celts and Romand have no money. so can't sell them contact.

            900 - Rome have lost Hispalis and Lutetia to English & Celts. India loses Calcutta to Koreans. I lose Indian silks - now in control of koreans. Will wait till current trade expires...

            940 - Trade Ivory to Korea for Silks, Wines, 15g

            960 - English get Banking. So they weren't doing astronomy after all...
            India ask for Alliance vs Korea - no

            980 - Indian capital now in Jaipur. They cancel ROP.

            990 - English have Engineering. Buy Engineering of Romans for Theology + 40g

            1020 - Celts annoyed too.

            1040 - Celts & Romans make peace.

            1050 - Sign ROP with Celts for 90g - they go Polite.
            Indians down to 2 cities, Romans down to 7 (map)

            1060 - India & Korea make peace. India now playing the two city challenge.

            1090 - Trade Astronomy for Banking + ROP + 15g with English. They go Polite.

            1110 - Koreans have Invention (started Leo), English Democracy.

            1150 - Trade Ivory to Korea for Silks, Wines, 19g

            1180 - trade t-map wih Romans, Celts, Indians, English. Sign ROP with India. Rome down to 5 cities. I pay 1g for ROP they go Gracious.

            1210 - England offer alliance v Romans. No Ta! Rome falls, 4 cities left.

            1240 - Eng start Leo

            1255 - Celts cancel ROP - annoyed.

            1275 - England cancels ROP - cautious.
            Romans down to Neapolis. Koreans, English & Celts have Chivalry. Koreans have Democracy. English have Gunpowder.

            1280 - Romans destroyed. Delhi flips back to India.

            1290 - England declare war on Celts. Celts now only Cautious.

            1295 - Trade Ivory to Korea for Silks, Wines, 19g

            1300 - sell Music Theory, w-map, 300g for to korea for democracy. Then sell to England for 50g + wmap.


            1320 - India refuses to renew ROP, zapping it's trading chances.

            1325 - Korea has economics.

            1335 - Celts demand democracy. I really want to tell them to shove it, but I don't. The scum stay annoyed. Sigh.

            1340 - English and Celts now fighting as democracies. Hope it kills em.

            1360 - Korea starts Smiths.
            1365 - English & Celts make peace.
            1380 - English have Chem and Econ

            1390 - English & Koreans have Navigation - English Building Magellans
            English offer Nav, Econ, Saltpeter, Horses, World Map, 4gpt and 16 gold for physics. Koreans offer 1gpt. So Koreans about to get it. I accept Englands offer (taking off 1gpt). England Polite.
            Trade Ivory for Celt Spices. Celts Polite. Phew!

            1395 - Trade Ivory to Korea for Silks, Wines, Chiv, map, 50g
            Koreans Start Magellan. English start Smiths.

            1410 - Sell Tog to Korea for 65gpt. First decent tech sale!
            1415 - Trade wmaps with Eng
            1435 - English & Koreans both have Magnetism & Metallurgy and are wearing their Industrial Era suits.

            1455 - Celts declare war on English
            1470 - English complete Leos
            1485 - Sell Free Artistry to English for 8gpt+ Magnets (i only had 1 turn left on magnets). Gift it to Celts (they go polite) and gift it to Korea (they go Gracious).
            Gift Engineering to India.

            Comment


            • Diplomacy Log - Industrial Era

              INDUSTRIAL ERA


              1490 - trade ivory to celts for spices, wmap, 4g, ROP. They are Polite.
              1490 - trade Nationalism to English for Mil Trad, Horses, SaltP. wmap, 5g and a ROP - they go gracious.

              1495 - trade ivory to Korea for Silks, Wines, wmap, 15gpt and a ROP! They are gracious even before signing this deal.

              1500 - Celts Gracious.
              1510 - gift theology to India, then buy a ROP for 20g to get 'em gracious.
              1515 - English munching through Celts.
              1520 - Koreans have Stean Power.
              1530 - Celts want MMP

              1540 - Celts are annoyed with me - presumably because they lost their harbour, and usual the human player takes the rep hit.
              Korea wants (medicine + 600) for Steam - I'll research some steam first.
              In their turn Korea comes to me with a deal : their worldmap for my map and Medicine. Yeah Right.

              1545 - Koreans build Smiths
              1550 - Steam Power traded with Koreans for Medicine after 2/10 turns
              Steam sold to English for Furs, 55gpt, 130g
              1555 - Celts down to 3 cities
              1560 - Celts down to 2 cities. There's one Korean city on their continent - they'll probably be next.
              1565 - Round of map trading. Koreans have Communism.
              1575 - India's Kollapur borders (radius 3) have nicked my spare iron. Is nothing sacred to these pirates?
              Celts are down to 1 city, Liz wants an alliance against them, then destroys them in the same turn.

              1590 - Trade Ivory to English for Horses, Spices, Saltp, 68g, map, ROP
              India wants MPP.
              English complete Magellen

              1595 - Sell Sanitation to Koreans for 65gpt
              Sell Ivory to Koreans for Silks, Wines, 20gpt, 8g, ROP, and they're gracious even without this deal.

              1610 - Let India have Ivory for a ROP and 15g
              1620 - English have Communism. Koreans have Industrialization
              1655 - Eng and Kor have Corp
              1680 - Korea declare war on Indians

              1690 - Both rivals offer plenty for electricity, so they're not near it.
              Trade Ivory to English for ROP, furs, spice, horses, saltp, 50g, map.

              1695 - Sell Electricity to Korea for 170gpt, then to England for Corporation.
              Trade Ivory to Korea for Sike, Wines, map, 11gpt, 220g
              1700 - Korea wants 1610 for communism.
              1710 - India down to one city
              1715 - Koreans destroy Indians (map 1720). I get my 2nd iron back.
              1725 - both have refining, both still gracious
              1750 - trade Sci Meth to English for Refining, and to Korea for Dyes + 35gpt. English have just the one spare oil, Korea none.
              1754 - Gift each 5gpt
              Liz wants MMP
              1756 - both have rep parts

              1766 - Traded Ivory to England for (ahem) Furs, Spices, Horses, Saltpeter, Rubber, Oil, 150g, ROP and a map of the world. (graphic - map, trade)

              1768 - Traded Ivory+20g to Koreans for Espionage, Silks, Wines, ROP
              Upgraded rifles to infles.

              1778 - Sold Atomic Theory to Korea for 100gpt.

              1782 - Sold Steel to Korea for 140gpt + 240g then to English for 45gpt.

              1804 - Sold Combustion to Korea for 62 gpt, 200g,map. then to English for 45gpt.

              1808 - renewed 6:1 resource trade with English.
              1810 - Traded Ivory for Dyes, Wines, 21gpt, ROP with Korea
              1822 - Kor, Eng have Radio.

              1832 - Want to trade my Mot Trans (MT) for Radio + cash, but to whom first?
              Approximately, both value Radio at 95gpt to me.
              Eng value MT at 160gpt. Kor value MT at 90gpt + communism = 165gpt (communism = 75gpt). Korea have less cash, so use communism to measure.
              So not much in it, but probably Korea first..
              Sell to Korea for Radio + 65gpt + 150g, then to English for 60gpt.

              1836 - they both have Flight. I buy it off the English for 60gpt and enter the Modern Era...
              Attached Files

              Comment


              • Diplomacy Log - Modern Era

                1836 - Trade Ecology for Rocketry and 30gpt with Korea. Ecology is still worth more that Englands available 195gpt, I trade for

                188gpt. Oops, they've only got 2gpt left, better gift 'em 15gpt to be safe.

                1840 - English want MPP

                1846 - Trade Ivory to England for ROP, furs, spice, incense, gems, horses, oil and rubber. (7:1 - beautiful!) They wouldn't throw in the saltpeter.

                1848 - Trade Ivory to Korea for ROP, dyes, wines, aluminium, silks, saltpeter and 5gpt.

                1866 - England has Computers, and traded it for Rocketry and cash from Korea. England starts SETI (14 turns). I can buy for a wmap and 10g.

                1876 - England has Fission. Value now 4700 (min price)
                1878 - England building UN, Manhattan.

                1886 - Trade Ivory +50g to England for only ROP, spice, incense, gems, oil and rubber. Must be my increasing power. Maybe I should stop building units!

                1848 - Trade Ivory to Korea for ROP, dyes, wines, aluminium, silks, furs, 100g and 5gpt.

                1890 - English build UN - (no vote!)
                1892 - Koreans build Manhatten Project

                1896 - England declare war on Koreans! Make it a meatgrinder boys... Korea asks for alliance. English destroy first of three Korean towns on their continent. What if the English want to use my soil? They only have 3 tanks, a dozen cav and no navy and poor defense. Korea has a good Navy , good defense and no modern offensive capacity.

                1902 - Miniat' worth Fission + 110gpt. Won't sell yet (Internet) but do I buy Fission to see whether they have Nuclear Power? Or do I wait for their Space Flight / Synth Fibers? Do start Fission then buy it cheaper, or press on with Space Flight. Choose the latter.

                1904 - English have Space Flight
                1906 - Korea has Space Flight

                1908 - With the English, Space=3500 and Fission=4700 and Space + Fission = Miniat' + 1200. t/f Miniat=7000 or 350gpt. Same applies for Koreans, so neither are researching it.

                Koreans can pay 350gpt, but the English only have 30gpt to spare - and they're not giving any to Korea so their economy is tight. I check on their cheapest city, and they're running at 60.30.10 (60% gold). (I also see a wounded tank). Koreans also running at 60.30.10, but churning 350g+. I don't know why they're not pushing science - maybe they're rushing units in weak cities.

                1918 - English now have no gpt.

                1920 - trade Miniat' to Korea for Space, Fission, 95gpt. They have Nuclear Power, cost = 12500
                No Korean cities left on English continent.


                1926 - trade ivory to english for Rubber, gems, 250g, rop
                ivory+10 to korea for only aluminium and dyes.
                they were both in anarchy

                1934 - Kor, eng sign peace (shame)
                1951 - koreans add docking bay
                1953 - Sell Synth Fib to Korea for 190gpt+oil+uranium+430g
                koreans add lounge, oh dear, they have laser

                1955 - English have Superconductor. Buy it for Fibers+2200g, then sell Miniat' for 2400+furs+incense
                Korea don't have enough gpt for Superconductor, but can't risk the english selling it, so buy Nuclear Power for SuperC + 7000g + 25gpt.

                1955 - Korea offers MPP
                Korea adds Cockpit

                1957 - Koreans Add Storage/Supply

                1959 - Trade ivory + 7500 to Korea for laser + aluminium
                trade ivory to english for rubber, horses, saltp, gem, spice, ROP

                1961 - Koreans add Life Support
                We catch Koreans trying to plant a spy.

                1963 - Koreans add Stasis Chamber. They have four parts left.
                1964 - Koreans get Amphibious Warfare
                Korea will sell Satellites for 5600g + 10gpt! Yes Please!!
                Attached Files

                Comment


                • A few More Notes

                  The Internet got built too after this - 14 Wonders. Makes you think what could be possible with two cities!
                  Attached Files

                  Comment


                  • Well, I was 2 days without internet access so I during this time I decided to give AU302 another shot.

                    My first game was Monarch/Greeks

                    This one was Emperor/Babylonians

                    I was vying for a space race victory because I had lost the space race in my first attempt but guess what?? I got a cultural victory in 1888 AD.

                    Here's the pic.

                    However, since I STILL want to wash my hands against the AI, I'm still going to play until I win the friggin' space race... so I'll post my final victory in a few
                    Attached Files
                    A true ally stabs you in the front.

                    Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

                    Comment


                    • SPACE RACE VICTORY!!!!!!!!!!!!!

                      Ok, so since I got a cultural victory before there's no "space race victory" screen to show, so I'll post the F10 screen of the turn right before I get my last component (SS Stasis Chamber)

                      The year was 1964 of this turn, which means I could've launched in 1965. As you know there is no launch option if you had already won (in fact the F10 screen is disabled, that's why I posted the one on the next-to-last turn)

                      As you can see, I am 1 turn away from getting the Stasis Chamber and Rome has 9(1) components which means I won . BTW, Rome and Korea are currently duking it out (nuclear-style). So, I guess in practice, even though not technically as I got a culture vic first, this counts as a space race victory.

                      Oh and yes, it was on Emperor
                      Attached Files
                      A true ally stabs you in the front.

                      Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

                      Comment


                      • Played Greece. Version 1.29 without PTW. Monarch.

                        Reason of choosing Greece : 1. Greece has a good early defensive unit, the Hoplite at 1,3,1, so I don't have to worry about defending. 2. Greece has alphabet, so I can go straight into Writing & Literature and go for the Great Library, and 3. Large cities in Commerical produce extra commerce, that may help me in the OCC.

                        Part I : Ancient Times
                        Starting on a hill South ( I think) of the original starting point. Reason being, 1. hill has defensive point, 2. access to sea route which means I am not limited to building Land wonders, 3. Has River, Resource, Luxury and lots of other stuffs available.

                        Went for Writing straight away, and set Science at 10%, because at 100% Science, it's still 40 turns to get there. Started building Warriors to explore. The warriors brought me Ceremonial Burial, settler, extra warrior, and of course Barbarians. They also brought me contact with the Iroquios, who's on another island, but I was able to see from Southern tip of my island extension. Once I had built enough Warriors (about 4) , I started building Temple for the early Culture accumulation, Barracks and 3 Hoplites and sent the Hoplites out to fight Barbarian. I recalled them back to fortifiy when they became elites.

                        After the Hoplites, I build the Colossus for the extra Commerce. It was cheap to built (200), allowed me to accumulate gold in the early game, and won't expire till Flight. After Colossus, I built a few additional Hoplites (about 3), a Library and then started GL. I absorbed the 2 workers who had completed all the terrain enhancement, and moved the labourer to mined hills, forest or mountain tiles to speed the building of GL. At the same time time, I bought Comms with India from the Iroquios, and also exchanged Alphabet, & Writing for other Ancient Techs.

                        Summary of Builds that have Culture. Temple 2590BC, Library 990BC, Colossus 1675BC, Great Library 170BC, Great Lighthouse 310AD. I skipped the rest of the ancient wonders, Great Wall, Pyramids (building a Granary is cheaper !), Hanging Gardens.

                        The GL got me into Golden Age and allowed me to build the Lighthouse faster. With the GL, I turned the Science down, but not to 10%, because I wanted to get to Republic as early as possible. I got a few Techs from the Indians & Iroquios, but soon they started fighting a War. The Indians captured all the Iroquios cities except one.

                        I send out suicider Galleys & finally found the Romans, Zulus and English. They were more advanced then us, but I received all their Techs through the GL, sold them to the Indians, and withheld the Communications. The Great Lighthouse helped.

                        Map of Greece at 1340AD. I forgot to capture screen earlier. You can see where my city is located. Notice I fortify all along the coast, where my culture has not expanded to, to prevent others from settling and taking away my luxuries.
                        Attached Files
                        C3C ISDG Final Round : Actively Lurking

                        Comment


                        • Part II : Middle Age

                          Go straight for Theology, Priniting Press and Democracy. I figured nobody would choose that route. I was wrong on Theology (the English did) but was first on PP and Democracy. Sold them for good $$.

                          Summary of builds with Culture - Cathedral 710AD, Colosseum 770AD, University 1080AD, Copernicus Observatory 1040AD, Shakespear Theatre 1300AD, Newton's University building now. I skipped Sistine Chapel (close call, I use it as pre-built twice, but switched to Copernicus and to Shakespear, they are more useful for OCC). Art of War (building one Barrack is cheaper), JS Bach (similar to Sistine, less useful for OCC), Smith's Trading Co (how much $ can you save with just 1 city ?), Magellan's Voyage ( I am not going to be a srong Naval nation)

                          I sold communications with India a few turns after the English got Astronomy, because they will find them anyway. Got lots of $ and a few Techs. I also gave out 50 Golds to all other nations at regular intervals to improve relationship. Now, all of them are either Gracious or Happy with me.

                          Now I am at the beginning of the Industial Age, and I am one tech ahead, Nationalism, of the trios, Roman, English and Indians. They are the srong powers, and seem to work together in researching Tech. I check the Foreign Advisor screen every turn, they always get their Research on the same turn, and all of them have good cash to spare. So, my challenge is how to keep up with them ? During the Industial Age, I had to research uncommon Techs like Free Artistry, Theory of Gravity and sold to them to trade for the useful techs like Metallurgy, Magnetism etc that will get me to the Industrial Age. The other 2 Civilisations - Iroquios & Zulus are limited to a few cities.

                          My plan for Industrial Age is to go for Stram Power, Industralization, TOE, and research uncommon Techs like Sanitation to exchange for useful Techs. Likely to build/upgrade some rifleman, build Factory, Hospital, Hydro Plant, Bombers/Tanks/Battleship depending if I have the resources. Will skip Hoover Dam (cheaper to build one Hydro plant).

                          Any suggestion on the Tech path for Industrial Age is welcome. Any suggestion on how to out-research the trios is welcome too. Thank. Have a good day.

                          And yes, this is my first OCC game.
                          Attached Files
                          C3C ISDG Final Round : Actively Lurking

                          Comment


                          • Part III : Industrial Age

                            Started off by selling Nationalism for loads of money, and went for Steam Power, Industralization, Electricity, Medicine & Scientific Method for TOE. It wasn't pretty, I started to realise my research in OCC is slower than the Indian, England & Roman Trio. I lost Industralization, Medicine and subsequently Sanitation, Refining, Steel and Flight by 1-4 turns, although it's not expensive to buy since I was very close to discovering it. And when the Tech tree split into 2, eg Combustion to Flight/Mass Production, I went for Flight, lost it, and had to buy Mass Production for 1200 gold. That hurts. I had to buy Motorised Transport too.

                            But I pre-built Universal Suffrage & switched to TOE once I got Scientific Method, and got Atomic Theory & Electronics from TOE. Using those, I was able to trade for other Techs, eg The Corp, Refining and loads of money. My end balance entering Modern Age is about 20000 Golds.

                            Major builds that have Culture points are Newton 1375AD, Iron Works 1455AD, TOE 1565AD, Hoover 1680AD, Intelligent Agency 1740AD. I skipped Universal Sufferage. I went for Hoover Dam only to frustrate the other countries.

                            Along the way, I continued to check the Foreign Screen every turn. I renegotiated for increased gpt for the 2 luxuries once it expires. On the military side, I upgraded all my units to Infantry (except a few Swordsmen), and built 4 Ironclads, 1 Destroyer, a couple of Bomber, 1 fighter, and now churning out Tanks.

                            I am now a Tech ahead, Rocketry, in the Modern Age, thanks to the Scientific trait. Plan to sell it for loads of cash, don't think I can wait for the others to research other Techs. I will go for Computers, Fission and built SETI and UN. Other considerations are :

                            1. Shall I go for uncommon Techs (I think Miniaturization, Genetics ?) & trade for Techs that goes for Space Win ?
                            2. Realistically, don't think I can win by Space. But I will try, I plan to build lots of Inventory/Tanks right now, disband it one at a time, and rush the Space Engine components with $.
                            3. I am considering getting the Indians to go to war with Rome & England. But it may be a bit too late, and I will end up losing the gpts.

                            Tough call. Still thinking. Any suggestion are welcome. Have a nice day.
                            C3C ISDG Final Round : Actively Lurking

                            Comment


                            • Deity Space Race Victory

                              I just noticed this thread last Wednesday. If I had seen it sooner, I would have jumped at the chance...and wasted my time sooner than I did.

                              First off, thanks Dominae for using the Apolyton University to highlight an OCC game and a big thanks for creating such an excellent position (Wow! That was just about ideal).

                              Secondly, I saw some excellent victories described in this forum but haven't had the chance to read through them all. OCC can be intimidating at times. My hat is off to anyone actually willing to give it a go and doubly off to anyone able to scrounge up a victory, no matter what type. Seeing a community of OCC’ers develop is very heartening.

                              Now, here’s my story:

                              I played the Greeks under Deity and allowed for all victory conditions. I’m considering re-playing the game with Space Race only as the possibility of a Cultural Victory and the temptation of a Diplomatic Victory were way too distracting and way too limiting.

                              I managed a Space Race Victory in 1840AD with a bit of luck having to resort to stealing techs on two occasions. The first was a bit of desperation; the second was because it was the only way to win. All in all, I’m happy with the game, but I think there is a ton of room for optimization.

                              Here is a copy of my “short log”. I’ve attached a more detailed log as well as a couple of key saves in a ZIP file for anyone who is interested.

                              Ancient Times Turn Log:

                              3950BC: Founded Portland.
                              1990BC: Colossus.
                              0900BC: Great Library. Golden Age.
                              0590BC: Great Lighthouse.
                              0370BC: Entering Middle Ages. Monotheism is the freebie.

                              Middle Ages Turn Log:

                              0270BC: New Government: Republic.
                              0170AD: Hanging Gardens.
                              0400AD: Education.
                              0530AD: Copernicus’ Observatory.
                              0900AD: Newton’s University.
                              0930AD: Entering Industrial Ages. Nationalism is the freebie.

                              Industrial Ages Turn Log:

                              1200AD: Hospital.
                              1280AD: Iron Works.
                              1385AD: Theory of Evolution
                              1430AD: Hoover Dam.
                              1610AD: Entering Modern Times. Rocketry is the freebie.

                              Modern Times Turn Log:

                              1766AD: SETI.
                              1768AD: Research Lab. Kicking out 390 beakers/turn.
                              1776AD: Apollo Program.
                              1786AD: SS Engine.
                              1790AD: SS Docking Bay.
                              1796AD: SS Cockpit.
                              1802AD: SS Thrusters.
                              1806AD: SS Fuel Cells.
                              1812AD: SS Life Support System.
                              1818AD: SS Stasis Chamber.
                              1822AD: SS Storage Supply.
                              1834AD: SS Exterior Casing.
                              1840AD: SS Planetary Party Lounge. Launching!

                              That’s it for now. I’ll post some more once I’ve read the entire 12(!) pages in this thread. I’m always willing to talk OCC. Set another game up and I’m there.

                              Thanks again.

                              -TT
                              Attached Files
                              Last edited by ToeTruck; May 6, 2003, 07:39.

                              Comment


                              • Toe Truck,

                                You built a SS on Deity?



                                Awesome.

                                I just downloaded the zip, but it wouldn't open (invalid archive). I tried twice.

                                I wanted to see how you managed in the modern era with AI's researching at deity rates. I only just squeezed a SS on lowly, humble, p*ss-easy Regent (first OCC though).

                                Comment

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