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Old June 23, 2000, 04:22   #31
Scouse Gits
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Hey - its good to be back - mucho catching up to be done - anyway I just about made it...

Atlantean OCC - v2.42, Deity

Monarchy -3950
Republic -725
Democracy 1660

Colossus -975
Copernicus 220
Shakespeare 580
Newton 1280
Darwin 1720
Apollo 1895

No trade routes

size 12 -25
size 21 1630
_____________________

3900 Revolution;
3950 MONARCHY established
3250 Map Making
3150 Barracks - Sell
2950 Trireme (rushed)
2750 Writing
2700 Silk -> Wheat; rush complete Barracks convert to Library
2450 Size 3, Wheat Irrigated, currently unused
2300 Library, move worker from Silk to Irrigated Wheat
2200 Bronze Working
1750 Currency
1600 Size 4
1350 Literacy
0975 COLOSSUS
0950 Mysticism
0850 Temple
0750 Philosophy -> The Republic; Revolution
0725 REPUBLIC
0700 WLCD starts @ 4
0625 WLCD stops @ 7

Note - the Barbarian city of Ankara is 5th in the Top Five Cities List!

0550 Masonry
0400 CONSTRUCTION
0350 Aqueduct size 8 (naturally)
0250 Mathematics
0150 Colosseum; WLCD starts @ 8
0025 TRADE; WLCD stops @ 12
AD
0100 Astronomy
0220 COPERNICUS' OBSERVATORY
0240 Warrior Code
0360 Iron Working
0440 Bridge Building
0560 Medicine
0580 SHAKESPEARE'S THEATRE
0740 Seafaring
0840 Horseback Riding
0980 The Wheel
1140 The University
1220 University built
1260 Theory of Gravity
1280 ISAAC NEWTON'S COLLEGE
1380 Banking
1400 Engineering
1440 Bank
1480 SANITATION
1520 Sewer System
1540 Invention; Harbour; WLCD starts @ 12
1580 Democracy
1610 Navigation
1620 Ring road completed
1630 WLCD stops @ 21 (one food deficit); Revolution
1660 DEMOCRACY
1670 Physics
1690 Steam Engine
1710 Railroad
1720 DARWIN'S VOYAGE -> Magnetism, Gunpowder; disband Trireme into Galleon
1740 Chemistry
1754 Explosives
1760 Metallurgy; Engineer#1
1764 Engineer#2
1766 Electricity
1772 REFRIGERATION
1778 Economics
1784 WLPD starts @ 19
1786 Industrialisation
1790 WLPD stops @ 22 (food balance)
1794 Steel; Stock Exchange
1800 The Corporation
1806 Refining
1812 Combustion
1814 Ring rail completed (for pollution control)
1818 AUTOMOBILE
1820 Superhighways
1824 Electronics; Factory
1830 Conscription; Power Plant - available production = 50 shields
1836 Feudalism
1842 Chivalry
1848 Leadership
1852 Tactics
1855 Machine Tools
1858 Miniaturisation
1859 Offshore Platform
1861 Mass Production
1864 COMPUTERS
1865 Research Lab - still 3 turns/advance
1867 Atomic Theory
1870 Mobile Warfare
1873 Robotics

Note: whatever I do I can't get research faster than 3 turns - it may have something to do with the fact that I have been notified of three other civilisations having been destroyed.
Estimating from the powergraph: Turks c2000BC, Babylonians c1500AD and Persians c1790AD.
Counting caravans (I currently have 35) I think I could afford an extra Wonder, but all the useful ones seem to have gone - I guess Adam, Hoover or Seti would save me some upkeep, but so what? I guess I resign myself to a mid 20th century launch and curse not having built Marco's or SoL when they were available.

1876 Nuclear Fission
1879 Flight - can just maintain 3 turns/advance (100% + 2 Eins)
1882 Radio - drat now down to 4 turns/advance
1886 Advanced Flight
1887 Manufacturing Plant
1889 Airport for eventual Stealth Fighter defence
1890 Rocketry
1894 SPACE FLIGHT
1895 APOLLO PROGRAMME - only the Egyptians (11 cities), Greeks (24 cities) & Indians (15 cities) left in play
1898 Plastics
1902 Nuclear Power
1906 The Laser
1910 Superconductor
1914 Fusion Power
1918 Stealth
1919 LAUNCH for estimated 1934 landing
1922 Amphibious Warfare; Stealth Fighter#3
1923 Port Facility
1924 Battleship
1926 Combined Arms; SAM Battery
1927 Aegis Cruiser#2
1930 Communism; Marine#3 - I declare myself formally invulnerable
1931 Egyptians invite me to "Gape in Wonder" at Theology!
1934 Paratrooper#4; Landing on AC

I thought that an alternative strategy might lead to faster early growth - so I quickly tried this - result earlier to Colossus & Republic, but strangled by food shortage so behind by AD ... such is life.

3900 Revolution; Settler joins city
3850 MONARCHY established
3650 Warrior #3
3450 Writing
3000 Library; Bronze Working
2500 Literacy
1950 Mysticism
1400 Philosophy -> The Republic; Revolution
1300 COLOSSUS
1250 REPUBLIC established; disband 2 Warriors into Temple
1150 Temple
1100 Start WLCD @ 3
0950 Stop WLCD @ 6 (food deficit)
AD 100 size 8



Edit: Added Civ version, level and corrected typo - just noticed (doh!) if I had delayed Nuclear Fission and gone for Flight that little bit earlier I would have beaten Paul!
____________
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"CARTAGO DELENDA EST" - Cato the Censor
[This message has been edited by Scouse Gits (edited June 23, 2000).]
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Old June 23, 2000, 07:30   #32
East Street Trader
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SG(1)

Well done. (That's written in green ink by the way.)

Noted that silk to wheat. My agricultural management sucked. Did give a minute or two's thought to planning some such move, but to be done late. In the event had so many problems after a while could never give agriculture and growth proper attention. Didn't give an EARLY silk to wheat even a passing thought. (Termly report "could do better").

Civs fell to the barbs (two barb cities in the top five for quite a little while) and to each other in my game too. I had read the early part of Tom's thread and thought "Oh oh! Not good news!". But then my research didn't fall back. However Tom's subsequent posts seem conclusive. What they suggest (I think?)is that the effect is felt over time, especially if the civs die young.

In ordinary play I allow regeneration. No particular reason - just never cared enough to change the default probably. Anyway now realise I may have been helping my game.
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Old June 23, 2000, 19:37   #33
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I thought this was an interesting exercise. I landed in 1943 and made some mistakes, but I think I made some good moves. I kept an incomplete log, but it is a pain to post it, but here are some interesting points.
I put the settler to sleep, worked the specials, and went writing,literacy,republic. In -2300 went republic and celebrated to size 5. So far, I think this was a good strategy. Map making got me a trireme to get the settler to irrigate and grow to 7. I left the settler there and disbanded the trireme.
I built GL which was a mistake(I got 5 techs, but I think they slowed me down on what I really needed.) With no supported units, the existing terrain produced 25 shields, so I built caravans at 2 turns each for a long time; I had no problem building the SS at one turn per part. It just took too many turns to get the techs.
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Old June 24, 2000, 06:36   #34
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I made the same decision - to utilise the trade specials to the full early and delay going over to the ring of land. But, like others, I had the non settlers join the city. Thinking about it your decision to put them to sleep seems better. It was always going to be a long game not a short one.
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Old August 16, 2000, 23:26   #35
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Again overcompensated for slow tech research and cost me 8 turns end game. Combine that with failing to disband my supported settler after irrigating (I never did use him again and was constantly fighting off famine) and going the economic tech route before i could take advantage of it, and I think I could have gotten an early 20th century landing, if not late 19th century... I might just try it again sometime and try and fix my mistakes. Just read through this thread and maybe I had an advantage playing OCC 12 just a day ago, but I built the UN and, while I only got an alliance with 1 of the 3 living AI, I did get several key techs (feudalism, chivalry) in the dawn of flight, and quite a bit of gold (was able to get 100 every 3 turns for a while out of the Indians), allowing me to get 3 turns/tech instead of 4, and later 4 turns instead of 5, not to mention the ability to dump older techs and get my advances down, especially late in the game. My early showing at republic was wasted by keeping my settlers, and changing my tech focus midstream... Classes are starting up soon, doubt I'll be doing 1 OCC a day much longer

diety, 2.42
AC 1961

monarchy: -3850
republic: -1550
democracy: 1620

colossus: -2000
copes: 780
shakes: 1520
newton: 1770
darwin: 1862
apollo: 1922

size 12: 420
size 19: 1840
size 20: 1855
size 21: 1898


-3900 hmm, have monarchy, in anarchy... nothing for settlers to do... start mining home square
-3850 Monarchy (gack! 48 turns and nothing to build?) - join settlers.... warriors should come in to prevent disorder... 8 turns - thats a little better
-3800 bronze or map...consult high council comes down to i just eliminated my settlers so bronze, warriors
-3700 warriors
-3600 warriors
-3500 warriors
-3450 bronzeworking, disband warrior (can afford to wait on other 3)
-3150 barbs take out greeks
-2950 map making, techs to 13 - lets grow
-2800 size 3
-2450 barb uprising in sight, don't see them now - guess they disbanded
-2400 writing
-2000 colossus, bump up luxuries
-1950 WLTKD, lower lux.
-1900 literacy
-1750 babylonians taken out by persians
-1550 republic, revolt
-1500 heh, always seem to be in anarchy at this council meeting
-1450 disband warrior for library
-1400 disband other 2 warriors towards temple
-1250 buy temple for WL
-1200 temple, WL
-1150 size 4
-1100 size 5, cancel WL
-875 masonry
-850 marketplace
-750 trireme (parks him outside the city as per advice)
-700 mystism
-675 WL
-625 Settlers, cancel WL
-500 Philosophy, pottery
-350 start WL
-325 cancel WL (6)
-300 city walls, seafaring
-225 WL
-200 cancel WL (7)
-100 harbor, construction
1 Top 5 Cities 1) Atlantis, 2) Ankara (Barbarian), 3) Athens (barbarian), 4)Persepolis (persian), 5) Babylon (persian)... GL and MPE may not be worth it... (doh, MPE lost)
40 Trade
140 aquaduct
240 mathematics
320 colliseum, WL
420 size 12, cancel WL
440 caravan
460 sell temple
480 caravan (hmm, with a trireme, I'll only be able to deliver 4 caravans/turn)
560 caravan
580 University
640 caravan (4)
700 Another one bites the dust (Greeks)... *bass rhythm in the background * (any restarts?)
720 caravan (5)
780 Cope's, Medicine
880 Banking
980 Economics
1060 caravan
1080 Horseback Riding
1180 Wheel (simply no money to do anything...)
1220 caravan
1280 Theory of Gravity
1300 caravan (3)
1380 caravan (4), Engineering
1460 caravan (5)
1480 sanitation (should have disbanded second settlers almost 1500 years ago)
1520 Shakes
1560 Invention
1600 Democracy, revolt
1620 Democracy
1630 Sewer System, WL
1650 Bank
1680 Size 17, cancel WL
1690 Stock Exchange
1710 Chemistry
1720 caravan, disband settler...
1730 caravan (2)
1750 caravan (3)
1754 caravan (4), Warrior code
1758 caravan (5)
1762 caravan (6)
1764 Iron Working
1766 caravan (7)
1770 Ikes, disband trireme
1772 caravan, Navigation
1776 caravan
1778 Gunpowder
1780 caravan
1784 caravan, Explosives
1788 caravan
1790 Metallurgy
1792 caravan
1796 caravan (7), Physics
1798 heh, i'm 4th most powerful, and all i've got is 7 caravans
1800 caravan (8)
1802 Magnetism
1804 caravan
1808 caravan, Electricity
1812 Galleon (can do 12/turn, all i need), barb uprising again vanishes from my shores...
1814 Refrigeration
1816 Engineers, WL (never understood how the AI can consider an ordinary forest better (or even equal to) silk...)
1820 supermarket
1824 Engineers, bridge building, cancel WL (18)
1828 caravan
1830 Steam engine
1832 caravan
1838 start WL
1840 caravan, cancel WL (19)
1844 caravan, Industrialization
1850 caravan, Communism
1852 UN (only 3 other civs..., guess no restarts) peace, alliance, 100 gp (indians) for war with persians, peace, feudalism (egyptians)
1853 caravan, Corporation, share maps (indians)
1855 caravan, cancel WL (20)
1857 caravan
1860 caravan, Steel, 50 gp, polytheism (indians)
1862 Darwin's Voyage, Combustion, Automobile
1865 Superhighways
1866 Electronics, 50 gp (indians, still have 744)
1867 freight
1869 freight, Mass Production, 100 gp (indians)
1871 Factory (hey! no hydro plant option?, well at least I only have 3 more forest railroads to lay down)
1872 Conscription, Chivalry (indians)
1875 Leadership, 100 gp (indians)
1876 power plant (grumble, and only 46 production...)
1877 49 production (i really need 1/round freights about now...)
1878 freight, tactics
1879 100 gold (indians)
1880 freight
1881 Machine tools
1882 freight (production 50 )
1883 freight
1884 Miniaturization, 100 gp (indians)
1885 Offshore platform (66)
1886 freight
1887 computers
1888 research lab
1889 Mobile Warfare (hmm, not enough food still to grow to 21, already back down to 3/turn techs)
1890 freight
1891 freight
1892 Robotics, 100 gp (indians)
1893 Manufacturing plant
1894 freight
1895 freight (12), Atomic theory, 100 gp (indians)
1896 freight (going for 21 now while i can still spare the science - will prolly lose an engineer post launch) - should have irrigated a silk...
1897 freight, Nuclear Fission, going for NP now while i can still get 3/turn (WL)
1898 freight (15), size 21, cancel WL (can get over 1000 beakers now), 100 gp (indians)
1899 freight (16)
1900 freight (17)
1901 freight (18), Nuclear Power
1902 freight (19)
1903 freight (20) (really seems to be helping that the 3 AI's are discovering and trading about the same rate I am discovering, and not going for anything spaceflighty...)
1904 freight (21), Laser (going for flight now)
1905 freight (22)
1906 freight (23)
1907 freight (24), Flight (784 max - 4 turns, looks like i'll have time to build a miltary pre spaceflight)
1908 freight (25) (they traded my gifts, back down to 3, barely, will see), 100 gp (indians)
1909 freight (26)
1910 freight (27), Radio
1911 armor, gifted nuclear fission (fingers crossed), computers, and mobile warfare in hopes for 1 more 3 turn tech
1912 coastal fortress, it worked with 3 beakers to spare should be able to land with 4 turn techs in min time i think
1913 fighter, Advanced Flight
1914 fighter
1917 Rocketry (explored fighter's range now)
1921 Space Flight (good thing too, 1 round left on wonder shields), Indians cancel alliance
1922 Apollo Program, sell sewer system (hey! I recognize this map )
1923 Structural #1
1924 #2, sell aquaduct
1925 #3
1926 #4
1927 #5 (persians capture barbarian city of Ankara!)
1928 #6
1929 #7 Superconductor (looks like didn't need nuclear power or laser pre-flight)
1930 #8
1931 #9
1932 #10
1933 #11, Fusion Power
1934 #12 (barbarians rebel! persians capture athens) thats the last of the 4 barb cities i think
1935 #13
1936 #14
1937 #15
1938 Module #1
1939 #2
1940 #3 (352.8 years flight time and fusion powered )
1941 Prop Component #1 (375.2), Combined Arms
1942 #2 (397.6)
1943 #3 (420.0)
1944 Fuel #4 (40.2) (Amazing what a little fuel will do )
1945 #5 (22.1 ) (hmm, can't build air bases when you already have a fort...), Steath
1946 #6 (Launch) (1961AD)
1949 Espionage
1953 Amphibious Warfare, Indians threaten to use their mighty non-flying armies to drive out my bored steath bomber
1955 persians develop flight, grant them all 3 spaceship techs, build battleship for the heck of it
1959 persians build half a spaceship in about 3 turns
1961 AC

------------------
April Cantor: Sire, in order to expand further we must first gain favor of the King

SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince

*goes off and starts gifting gold and techs*
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Old August 17, 2000, 16:46   #36
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well, win a few, lose a few. I started another game from scratch and got off to a fabulous start. I was way ahead of last game's pace, size 12 by 80AD, getting 2 turn discoveries right after Shake's theater, and then it became 3, then 4, then 5, dispite nearly a 800 beaker production. By the time i got industrialization I was nearly back where I was in the previous game. Built the UN in 1838AD and found out why

4 AI civs, 3 of them in Despotism because they had no other government techs And even after started dumping techs, nothing happened. They didn't trade On diety level, between 1838 and 1860 I gifted trade to 4 different AI civs. I also had to throw in things like pottery, writing, seafaring, Monarchy, Republic, Democracy and others. I managed to get Alliances with 2 of them, but they would accept 1 gift before they broke off the conversation each turn. I tried to give a different tech to each AI (worked beautifully in the previous game), but I wound up having to give the same stuff over and over. It can be frustrating when you are gifting ancient techs over and over again, especially on diety level, especially in the 1800's AD. Maybe I'll try an early saved game from try #1 sometime, but I'm going to bail on this one since its 1866, still need 7 techs for computers at 4 turns/tech and the AIs are wasting their time researching techs they won't ask for (spent the last 10 turns trying to give both my allies corporation) O well, on to OCC 10 if i can get it in before classes start.

Edit: fixed bold hopefully
------------------
April Cantor: Sire, in order to expand further we must first gain favor of the King

SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince

*goes off and starts gifting gold and techs*
[This message has been edited by SCG (edited August 17, 2000).]
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Old September 5, 2000, 00:54   #37
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OCC #11
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MGE

This is the one scenario you can play again with NO advantage from knowing the world!
A good way to learn nano-management .
But much depends on luck . If the AI tribes do better, your science will go significantly faster.
In my game, unfortunately, the AI tribes did very poorly . They were pestered by Barbarians, our orbital satellites let us see them sending Chariot after Chariot to deal with the red Riflemen and Dragoons ...
Hence little chance of getting 1 tech per 2 turns or even per 3 after Flight, this despite growing to size 24.

================================================
AC: 1905

Monarchy: -3850
Republic: -2250
Democracy: 1340

Colossus: -1350
Copernicus: -175
Shakespeare: 460
Newton: 900
Darwin: 1762
Hoover: 1782
SETI: 1826
Apollo: 1861

Trade routes: none

Size 12: 180
Size 21: 1280

Trade: -350
Construction: -825
Sanitation: 1080
Refrigeration: 1620

Automobile: 1762
Computers: 1824
Space Flight: 1860
================================================== =

-3850 MONARCHY
-3800 Warriors
-3600 Warriors, S2
-3450 Warriors
-3050 S3
-3000 Writing, di Warriors
-2750 Library
-2700 Literacy
-2550 di Warriors
-2500 Temple
-2400 The Republic
-2300 Revolution
-2250 REPUBLIC, di Warriors
-2200 We Love
-2150 S4
-2100 S5
-2050 We Love ends
-2000 Mysticism
-1950 We Love
-1900 S6
-1850 We Love ends
-1700 Bronze Working
-1450 Currency
-1350 COLOSSUS
-1200 Map Making
-1150 Trireme, put N-Settlers on ring, di Trireme
-975 Masonry
-950 We Love
-925 Marketplace, S7
-900 We Love ends
-825 Construction
-725 Colosseum, We Love
-700 S8
-675 Mathematics, We Love ends
-525 Astronomy
-375 (PYRAMIDS - Persians)
(HANGING GARDENS - Egyptians)
-350 Trade
-175 COPERNICUS' OBSERVATORY, Philosophy -> University
-75 Medicine
1 University
20 Warrior Code
100 We Love
(GREAT WALL - Egyptians)
120 Aquaduct, S9
140 Iron Working, S10
160 S11
180 S12
200 We Love ends
260 Bridge Building
280 (LIGHTHOUSE - Persians)
360 Banking
440 Sold Collosseum
460 SHAKESPEARE'S THEATRE, Theory of Gravity, sold Temple
520 Bank
540 Horseback Riding
640 The Wheel
740 Engineering
840 Economics
900 ISAAC NEWTON'S COLLEGE
920 Pottery
1000 Stock Exchange, Seafaring
1060 Harbor
1080 Sanitation
1100 We Love
1120 Sewer System, S13
1140 S14
1160 Invention, S15
1180 Food, S16
1200 S17
1220 Gunpowder, S18
1240 Food, S19
1260 S20
1280 Chemistry, S21
1300 Food, We Love ends
1340 Democracy, DEMOCRACY
1360 Trireme, all river squares have roads now (we left 1 forest)
1380 Explosives
1400 Engineers, S20, Engineers put on ring, di Trireme
1440 Food, Metallurgy
1500 Food, Navigation
1510 (GREAT LIBRARY - Turks)
1520 (MAGELLAN'S EXPEDITION - Persians)
1530 Food, Physics
1540 Plains into Grassland
1560 Food, Magnetism
1590 Food, Electricity
1600 (ORACLE - Turks)
1610 Food
1620 Refrigeration
1630 Supermarket
1640 Grassland into Hills
1650 Steam Engine, Hills mined
1660 Food
1670 * Persians destroy Indians *
1680 Railroad
1690 Food
1710 Food, Industrialization
1730 Factory
1740 The Corporation
1750 Transport
1752 * Turks destroy Greeks *
1754 Refining
1760 Steel
1762 DARWIN'S VOYAGE -> Combustion, Automobile
1764 Superhighways
1768 Electronics
1774 Mass Production, We Love
(MICHELANGELO'S CHAPEL - Babylonians)
1776 S21
1778 S22
1780 Feudalism, We Love ends
1782 HOOVER DAM
1786 Chivalry
1790 Mass Transit
1792 Food, Leadership
1794 Food
1796 Food
1798 Food, Conscription
1800 Food, We Love
1802 Food, S23
1804 Food, We Love ends
1806 Food, Tactics
1808 Food
1810 Food
1812 Food, Machine Tools
1814 Food
1816 Food
1818 Miniaturization
(ADAM SMITH'S TRADING CO. - Babylonians)
1820 sold Sewer System
1822 Offshore Platform, Plains into Grassland
1824 Computers, Forest into Plains
1826 SETI PROGRAM (plenty of caravans and no money)
1828 Food
1830 Food, Mobile Warfare
1832 Food
1834 Food
1836 Robotics, We Love
1838 Sewer System, S24, sold Sewer System
1840 Food, We Love ends , sold Aquaduct
1842 Food, Flight, Plains into Grassland
1844 Food
1846 Food
1848 Food, Radio
1852 Manufacturing Plant, Advanced Flight
1856 Rocketry, Grassland into Hills
1857 Hills mined
1859 (STATUE OF LIBERTY - Turks)
1860 Space Flight
1861 APOLLO PROGRAM
So THAT is where to find Atlantis!!
Barbs hold Athens, Sparta and Pharsalos
That is what must have slowed them all down
We have 350 gold and 12 freight
1862 SSS
1863 SSS
1864 SSS, Plastics
1865 SSS
1866 SSS
1867 SSS
1868 SSS, Atomic Theory, Plains into Grassland
1869 SSS
1870 SSS
1871 SSS
1872 SSS, Nuclear Fission
1873 SSS
1874 SSS
1875 SSS
1876 SSS, Nuclear Power
(WOMEN'S SUFFRAGE - Babylonians)
1878 SSC
1880 SSC, The Laser
1882 SSC
1884 SSC, Superconductor
1885 SSM
1886 SSC, di Engineers, di N-Settlers
1887 SSM
1888 Fusion Power
1889 SSC, di Transport, sold Stock Exchange
1890 SSM, LAUNCH the "XENA"
...
1905 The "XENA" lands on ALPHA CENTAURI

(Elsewhere, Egyptian Warriors are still exploring the desert ...)

------------------
If you have no feet, don't walk on fire
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Old October 25, 2000, 18:39   #38
tonic
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After abandoning my initial half-hearted attempt, this is my completed game - no undue advantage because of the lack of exploration and contact with the AI civs. The Tom de Mille Effect certainly operated here with the destruction of the Ottoman and Babylonian civs. I was struggling to maintain a science rate of 5 turns at the end game. The slow rate meant the accumulation of lots of caravans/freight which allowed a bypass of the Robotics route, a saving of some 8 turns. Will certainly replay the game in the light of suggestions made so far.


2.42 Deity

AC: 1933

Monarchy: -3850
Republic: -225
Democracy: 1340

Colossus: -1700
Copernicus: 220
Shakespeare: 580
Newton: 1380
Darwin: 1776
Apollo: 1885

Trade routes: -

Size 12: -75
Size 21: 1060


Trade: 200
Construction: -825
Sanitation: 860
Refrigeration: 1754
Automobile: 1800
Computers: 1861
Space Flight: 1884


3850 BC Govt Monarchy
3800 BC Warrior
3550 BC Warrior
3450 BC Warrior
3250 BC Mapmaking
Disband Warrior
3150 BC Trireme
Disband Trireme after dropping Settler
2750 BC Bronze Working
2050 BC Writing
1700 BC Colossus
1500 BC Currency
1200 BC Library
1050 BC Masonry
900 BC Marketplace
825 BC Construction
775 BC Temple
425 BC Colosseum
325 BC Republic revolution Govt. Republic
Start WLTCD
200 BC Aqueduct
125 BC Mysticism
75 BC Pop: 12 Stop WLTCD

AD 1 Maths
100 Astronomy
200 Philosophy Trade
220 Copernicus
260 Medicine
340 Horseback Riding
420 Wheel
520 Engineering
580 Shakespeare's Theatre
640 Pottery
Hides Caravan built
760 Seafaring
780 Ottoman destroyed by Greeks
840 Harbor Dye built
860 Sanitation
880 Sewer System Start WLTCD
1000 University
1060 Pop: 21 Stop WLTCD
1100 Banking
1120 University built
1140 Babylonians destroyed by Greeks
1160 Theory of Gravity
1220 Bank
1240 Invention
1340 Democracy revolution Govt. Democracy
1360 Disband Trireme
1380 Newton's College
1400 Economics
1440 Warrior Code
1480 Ironworking
1510 Gunpowder
1530 Chemistry
1560 Explosives
1590 Bridge Building
1620 Navigation
1650 Metallurgy
1680 Physics
1710 Magnetism
1740 Electricity
1754 Refrigeration
1756 2nd Engineer built
Disband Trireme
1758 Supermarket
1760 Steam Engine
1766 Railway
1774 Industrialization
1776 Darwin's Corporation Steel
Start WLTPD
1782 Max Pop: 21 End WLTPD
1784 Refining Sell Sewer System
1792 Combustion Sell Aqueduct
1800 Automobile
1802 Superhighways
1806 Electronics
1812 Feudalism
1818 Chivalry
1824 Leadership
1832 Mass Production Factory
1840 Conscription
1853 Machine Tools
1855 Power Plant
1857 Miniaturization
1858 Offshore Platform
1861 Computers
1862 Research Lab
1864 Flight
1869 Radio
1874 Advanced Flight
1879 Rocketry
1884 Space Flight
1885 Apollo
1888 Plastics
1892 Atomic Energy
1897 Nuclear Fission
1902 Nuclear Power
1907 Laser
1912 Superconductor
1917 Disband Settler & Transport
1918 Fusion Power
Launch 15-3-3-1-1-1 SS
1919 Alpine Troops
1920 SAM
1921 Barracks
1922 Alpine Troops
1924 Mobile Warfare
Nuclear Plant sell Power Plant
1926 Mass Transit
1027 Barracks
1928 Alpine
1933 Landed AC
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