Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization II > Civ2-General/Help > OCC 2005 Game 2
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
29.Jul: MOVING UP ON REVISED `TOP 100` INDEX
29.May: GAME MECHANICS REFERENCE BOOKLET
06.Mar: DROPPING FROM SECOND TO THIRD
CivGroups
Civilization II Succession Games (29): Not a Member - Join
Apolyton Storywriters' Guild (56): Not a Member - Join

bottom of page
  - CIVILIZATION 2 from $6.95 - CIVILIZATION 2 from $4.25 - CIV2: TEST OF TIME from $2.50 - CIV2: MULTIPLAYER GOLD EDITION from $4.99
Author
Thread   
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
solo is offline solo
King
Lowell, MA USA
Jan 2001
time: 05:23
  Old Post 26-05-2005 19:04
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
OCC 2005 Game 2 Support Apolyton

This one features 2 silk, a wine and a whale, all within view at the start! Other settings are the same, except that we are playing with Spain and that this start came with one free tech: Bronze Working. This should provide some interesting opportunities! There are no restrictions: i.e. all exploits are allowed.

We can play until 2000 B.C. and then compare. Afterwards players may choose whichever save they want to use during the next stage.

Attachment: ph_b4000.sav
This has been downloaded 26 time(s).

StuporMan is offline StuporMan
Chieftain
Lexington, KY
May 2005
time: 00:23
  Old Post 26-05-2005 21:20 Visit StuporMan's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Increase the size of your Attachments

Solo,

I have downloaded the save and have looked at it. The starting position appears to be very good, no reason to move and with Bronze Working for free we will get Trade even faster. The extra IRB possibilities from starting with Phalanx available are also quite a bonus. On top of that there is a hut visible for the popping. Much potential indeed.

A few quick questions:

1) You said "There are no restrictions: i.e. all exploits are allowed." Did you mean this literally, or are you saying that all normal OCC allowable exploits are available? We could all get great results if we reroll each hut until we get an on-path tech!

2) Are there going to be any time limit guidelines for playing this round? It appears as though last time there were some attempts at making deadlines for each round and was wondering if this trend will continue.


Well I look forward to playing this game all the way through and seeing how well things turn out! Good luck all!

StuporMan

solo is offline solo
King
Lowell, MA USA
Jan 2001
time: 05:23
  Old Post 26-05-2005 21:59
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Reloads used to alter random game events are not allowed, which is the usual policy in our games in this forum. Any use of the cheat menu is taboo, too.

Exploits are allowed, i.e. all the little tricks we use to exploit quirks or patterns of the game which we have previously observed or discovered.

Time limits are usually a week or so for each stage, and depend on who is playing and how soon they all finish.

Don't forget to enjoy your games!

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:23
  Old Post 27-05-2005 10:47
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization 2

I've downloaded the start position, but I'm not sure when I'll get a chance to play it. Pity about Bronze Working - otherwise it could be played as an EL game.

RJM at Sleeper's

StuporMan is offline StuporMan
Chieftain
Lexington, KY
May 2005
time: 00:23
  Old Post 27-05-2005 16:21 Visit StuporMan's homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Solo,

I had assumed that reloads and cheat menu were off limits, I just wanted to be sure I understood you correctly. So if my understanding is correct then reloads are bad and Airbases on hills are good. (Not that I expect to do either in this round).

RJM (can I call you RJM?),

Yes it is unfortunate that this start prohibits an EL game, but will more than likely make this a very good OCC game, maybe this time we can break the 1700ad barrier . I hope you will get the chance to participate in this game, based on our landing dates in the last game we are fairly close in skill level so hopefully we can learn from each other.

Happy Civing!
StuporMan

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:23
  Old Post 28-05-2005 11:10
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by StuporMan

RJM (can I call you RJM?),

I hope you will get the chance to participate in this game, based on our landing dates in the last game we are fairly close in skill level so hopefully we can learn from each other.

Happy Civing!
StuporMan


Feel free to call me RJM - I will answer to hi or to any loud cry.

I played the first 2000 years. I tried a dash for monarchy by not tipping any huts until I'd revolted. In the event I met the Zulus and couldn't resist trading for maps. After tipping the huts, I had so many units that I was on zero production

In the event, I only got 1 tech from a hut - but at least it was currency which I was researching

4000 BC tip hut for a horseman; Found Apolyton; begin researching alphabet
3800 BC alphabet->code of laws
3400 BC code of laws->ceremonial burial
2950 BC ceremonial burial->monarchy
2850 BC Greek civilization destroyed by barbarians
2700 BC meet the Zulus; swap for map making; gift code of laws; no map
2300 BC monarchy->currency and revolt
2250 BC tip hut for barbarian horseman; tip hut for archer; tip hut for horseman; tip hut for currency
2200 BC start researching trade

Attachment: rjmb1000.sav
This has been downloaded 5 time(s).

Grigor is offline Grigor
Prince
Oberlin, Ohio
Jan 2000
time: 00:23
  Old Post 28-05-2005 18:12
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

I hav played to 2000 BC. I will be out nxt week, so please continue without me. I tried Smash's early wonder plan after th size 1 settler - maybe these plans don't combine so well...


Log:
Preliminary observations: Excllent starting site. We used to pplay only these kind of sites for OCC...
Size 1 settler plan must be correct here with the silk to work (meaning there is no cost to science). Should the build be
(a) warrior (explore) - settler - warrior - temple or
(b) settler - warrior - warrior - temple??

The extra exploration turns must be balanced by the extra settler turns before the size 1 settler gets folded into the city the minute it grows to size 2 (and gets the martial law for size 3)

Pop hut first. That will determine it.

4000BC Hut: NONE horse. So it is Settler build first. Much as I would like to build a NONE army, it will be too slow to justify delaying the city. Madrid founded. Working Whale
3950 Researching CB.
3900* roading silk
3850 Hut: Horse (Madrid). PRB warrior. working silk
3750 CB=>Alph Silk has a road
3500* Hut: Archer - moves to fortify city, so no warriors are necessary after all.
3350 Size 1 settler built.
3250 second silk roaded.
3200 ALph=>CoL(33). Zulus: peace, no tech trade.
3150 Hut: NONE Chariot
3050 Zulus ask chariot to withdraw - back to home city. Thanks! I needed to investigate in the other direction.
3000 Barb Archers near Zimbabwe. We will observe.
2900* Zulus develop Currency - Oh Boy!
2850 Hut: CoL!! Ulundi dizcovered. Wine Hill mined - time to fold the settler into city.
2800 Researching Monarchy. (30/48) - I will miss the Oedo year by 1 Beaker! Temple built. Decision point: Monarchy soon, then trade for Currency, and Trade. With a mined wine hill, a whale, and 2 silks, Colossus should be fast. I'll try that.
2750 Settler Joins City
2700* The sad 1-beaker shortfall coms to pass. set workers for a few turns of food.
2600 Monarchy => Currency. Zulus: Trade for Currency.
2550 Trade not offered. Looks like Colossus was a good bet. Research Writing
2500* Revolution
2450 Gov: Monarchy. Madrid Size 3, 9 beakers, 4 gold, 8 shields.
2350 Zulu Barbs finally destroyed. No leader possibility.
2150 Hut: Madrid Archers. Good for disbanding.
2100* Writing=>Trade (84) - will discover in 10 turns (1600BC).
2000 Most Powerful: 2. Spanish 3. Zulu. Chariot returns home after completing Island Exploration. Archer disbands. Treasury: 47g.
Colossus: 129/200 - will build in 1500.

So the actual build order was settler-Temple-Colossus.

Attachment: g_b2000.sav.zip
This has been downloaded 7 time(s).

StuporMan is offline StuporMan
Chieftain
Lexington, KY
May 2005
time: 00:23
  Old Post 29-05-2005 04:21 Visit StuporMan's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Apologies for brief plug Support Apolyton, buy Civilization III: Complete

Sorry I have been unable to play through this game yet, but I have been working on something you might be interested in

StuporMan's Supply And Demand Calculator

Take a look and tell me what you think. I should post my log by Friday.

StuporMan

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:23
  Old Post 29-05-2005 10:08
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by Grigor
I hav played to 2000 BC. I will be out nxt week, so please continue without me. I tried Smash's early wonder plan after th size 1 settler - maybe these plans don't combine so well...

2800 Researching Monarchy. (30/48) - I will miss the Oedo year by 1 Beaker! Temple built. Decision point: Monarchy soon, then trade for Currency, and Trade. With a mined wine hill, a whale, and 2 silks, Colossus should be fast. I'll try that.
2750 Settler Joins City
2700* The sad 1-beaker shortfall coms to pass. set workers for a few turns of food.
2600 Monarchy => Currency. Zulus: Trade for Currency.
2550 Trade not offered. Looks like Colossus was a good bet. Research Writing
2500* Revolution
2450 Gov: Monarchy. Madrid Size 3, 9 beakers, 4 gold, 8 shields.


This looks like a very good turnset - and I was feeling pleased with myself for getting monarchy in 2250BC

RJM at Sleeper's

solo is offline solo
King
Lowell, MA USA
Jan 2001
time: 05:23
  Old Post 31-05-2005 05:39
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Here is my log up to 2000 BC. Players may continue onto 1000 BC whenever they want, using the save of their choice, though I’m assuming most will want to continue their own games.

4000 Madrid
3800 warriors

I’ve saved the hut for now. If I tip a tech, then I can research Monarchy in two more steps. A military unit or gold will allow me to use the size 1 settler trick. Barbs are impossible since the hut is within the city’s radius. I will leave most other huts for the AI to help speed their own progress.

3750 Alphabet, start on Code of Laws, hut - archer
3700 archer disbanded for size 1 settler shields
3400 settlers
3350 size two, settlers joins city, size 3
3300 warriors

Now I am working the wine and two silks, and will celebrate my Despotism to make it more like a Monarchy. I have started on the Colossus wonder. Since that hut did not give me a tech, I have decided to go to Trade before going to Monarchy. Otherwise the Colossus would be built before Trade was discovered. I think the early start on wonder building provided by Bronze Working makes Trade the first priority in this game.

3250 Code of Laws
2900 enough roads are in place to start we love, Currency
2500 Trade, start on Writing

MPE will be ready in 10 more turns. I hope to trade for Ceremonial Burial and maybe even Monarchy by the time MPE is built. If neither of these techs are available I may just proceed on to Republic instead.

2000 Marco Polo’s Embassy, Writing

Persians – trade for Ceremonial Burial, peace, alliance, 100g
Greeks – give tech, peace, alliance, 50g
Sioux – give tech, peace, alliance, 150g
Vikings – give tech, peace, alliance, 50g
Zulus – I give 50g in tribute, give tech, alliance, 100g gift, for a net profit of 50g!
Celts – give tech, peace, alliance, 50g

Since Ceremonial Burial was available, I have decided to trade for it and go to Monarchy next. I did not trade for any other techs yet, so as to get to Monarchy sooner, since I will be the last player out of Despotism. Since my current rating is Pathetic, I have set up alliances with all the other civs and have asked each of them for that initial gift of gold.

Attachment: sb2000.sav
This has been downloaded 3 time(s).

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:23
  Old Post 31-05-2005 11:04
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Enter the AD-FREE zone

Solo, even if you are last to Monarchy, building MPE will more than make up for it. This looks like a superb turnset - only to be expected from the master

RJM at Sleeper's

StuporMan is offline StuporMan
Chieftain
Lexington, KY
May 2005
time: 00:23
  Old Post 31-05-2005 18:31 Visit StuporMan's homepage!
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Browse Apolyton AD-FREE

4000: There is a lot to decide early on in this game. Should I tip the hut, or should I wait?
I made the decision to tip the hut because the only difference between now and later is that if I tip now and get a unit, it will be a NONE unit instead of having to support it.
Should I get a unit I will tip huts aggressively, otherwise I will wait until I get Monarchy.
I tip and get 50 gold, size 1 settler it is. Huts will wait till Monarchy, I may try to tip one before I have to research my off path tech.
Madrid founded.

3800: Warrior
3750: Alphabet
3450: Settler
3400: Size 2 -> Size 3 with settler, Warrior will be built next turn. I am hoping for a tech this turn from a hut,
unfortunately I get another 50 gold, it could have been worse. No more huts till after Monarchy.
3350: Warrior, Start Collossus. I am 1 beaker shy so I shift over to get more tax.
3300: Ceremonial Burial -> Code of Laws
2950: Code of Laws -> Monarchy? How did this happen. I double checked and I have 2.42 installed, this is odd.
2900: Bump luxuries up to celebrate Despotism.
2800: Sioux destroyed by Barbarians! This does not bode well, as this will delay the research rate of at least 2 civs. I hope restarts are on.
2550: Change Tax rate to delay for next Oedo year.
2450: Monarchy! -> Currency in 6 turns. With a celbrating Monarchy I might be able to get trade before Colossus is done.
I don't know why I was allowed to research Monarchy as my 3rd tech, but I am not complaining.
Could it have something to do with BW for free? I didn't think that had any effect.
2200: Currency -> Writing. I miscalculated and cannot research trade this turn.
I am not researching Map Making as I expect one of the AI to do that for me.
Writing is further up the tech path and therefore less likely for the AI to research.
Hopefully I can still get trade in time.
Also this will allow me to build a library right after Colossus if I don't get trade in time.
2000: Well, I am not going to get Trade in time for MPE, so I will get Colossus first.
This may or may not be the end of the world as this will increase trade and therefore make rush buying caravans easier.
It will also give the AI more opportunity to research without being saddled with extra techs which may mean this delay will give me 2 or 3 extra free techs from the AI, but most likely I will be behind several others for the next round at least.

StuporMan

Attachment: sm_b2000.sav
This has been downloaded 5 time(s).

Elephant is offline Elephant
Prince
Phila PA
Aug 2002
time: 00:23
  Old Post 01-06-2005 00:20
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Sorry I have not been available the last two weeks. A $300K project is hanging in the fire at the moment. Glad to see you all moving on with another OCC. This one looks interesting.

StuporMan, the "hiding" of Cer and CoL during the third tech round is changed by having Bronze as a freebie starter tech. That is why you could proceed directly to Monarchy on your fourth round. In this game the usual gap of one tech separating Monarchy (Alp-CoL-Bro/Wri-Cer-Mon) from early Republic (Alp-Wri-Bro-CoL-Lit-Rep) widens to two (Alp-CoL-Cer-Mon vs Alp-CoL-Wri-Cur-Lit-Rep), but you can get Trade on the seventh round for either path. All of this is assuming you do not get off-path techs from huts or other civs.

solo is offline solo
King
Lowell, MA USA
Jan 2001
time: 05:23
  Old Post 01-06-2005 01:18
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Help yourself to an AD-FREE life

To clarify it even more, free techs do not change the normal sequencing, but may cause the joker techs to change. "0" techs were skipped on the first list and "1" techs were skipped on the second list, as normal. All "2" techs should be absent from the third list. The reason StuporMan was able to research Code of Laws (a "2" tech) on the third list was because it was the new joker tech, taking the place of the usual joker tech Bronze Working, which had already been acquired as a free starting tech. Code of Laws just happened to be next alphabetically after Bronze Working and joker techs must always appear, regardless of their sequencing number.

StuporMan is offline StuporMan
Chieftain
Lexington, KY
May 2005
time: 00:23
  Old Post 01-06-2005 01:47 Visit StuporMan's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Full PM-box? Change here!

Thanks for the clarification Elephant and Solo!

This makes more sense now, I was getting very confused and was wondering if I received another tech I had forgotten.

Elephant,

Good luck on your $300K project! I hope you get the chance to participate with us. You had some amazing rounds in the last OCC game.

Thanks,
StuporMan

solo is offline solo
King
Lowell, MA USA
Jan 2001
time: 05:23
  Old Post 06-06-2005 20:26
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I have continued my game up to 1000 BC, so will post the log.

With the gold gifts from my early MPE and AI alliances, I was able to rush a few city improvements and continue on to Monarchy. This city site will also provide 10 shields if another citizen is added, so I work an irrigated grass tile long enough until size 4 is attained.

1950 library
1900 marketplace
1800 temple, now it’s time to start building caravans
1600 size 4, now each special holds a citizen
1550 Monarchy

Greeks – trade for Masonry & Map Making, 25g
Zulus – trade for Mysticism, give tech, share maps, 25g

I trade for a few key techs, but I am going to keep science maxed out since I want Republic quickly, so I can give it to the AI to speed their research.

1500 dye, revolution
1450 government to Monarchy

Persians – give tech, share maps
Vikings – give tech, 25g

1400 hides, we love begins in monarchy
1350 Sioux – 25g, Greeks – 25g
1300 trireme

I have decided to trade mostly with the Zulu, even though they are on the same continent. I will not make as much gold, but in the last game where trades were to other continents I made much more than enough. Zulu cities will be demanding most of my commodities, and the other continents are going to be hard to reach quickly enough with triremes to make trading there any better. Even though trade will be local, the trireme will be needed to speed delivery times. I can probably make 6 or 8 deliveries to the Zulus in the time it would take to make 2 to demanding AI cities on other continents.

An alternative strategy I considered for this map (where some black-clicking confirmed to me that other continents would be hard to reach quickly) was to build the Lighthouse wonder, but I concluded that many smaller trades to a local AI to whom I could build a connecting road would be the better choice.

1150 Zulus – 50g, Persians – give tech, 50g
1100 Literacy, hides(d) to Bapedi, 92g
1050 hides

I will have Republic in a few more turns. Even with that in hand, I will keep research maxed to get to Medicine and Sanitation as quickly as possible. This research effort will be supplemented by a string of early caravan deliveries. I want to try and switch to Republic and start SSC growth earlier in this game than I did in the last. Another long range plan will be to build a road and railroad to the Zulu cities I establish trade routes with. I’d like to have these in place by the time Automobile is discovered.

Attachment: sb1000.sav
This has been downloaded 0 time(s).

StuporMan is offline StuporMan
Chieftain
Lexington, KY
May 2005
time: 00:23
  Old Post 07-06-2005 19:57 Visit StuporMan's homepage!
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Put an end to popups!

I elected to go with Solo's save this round. MPE was too big an advantage to pass up.

1950: Library
1900: MarketPlace
1800: Temple
Since I will be building caravans now I decide to consult with my calculator to see what I will be supplying.
It turns out I will have a strong supply of Hides up until the 16th tech. At that point Hides permanently drop off the list. I will, however, retain Dye and Silk with the 3rd commodity being Coal at that point. I decide that I will maximize hides caravans over the next several turns, putting off tech 16 for as long as possible.
1550: Hides, At this point I double check my findings. I discover that if I change the rivered plains to forest I will retain hides in the third wildcard position until I reach size 8. This makes delaying research much less important. I can be more free to trade for on path techs and can go ahead and produce the other two commodities for delivery. The next commodity I will make is silk, since it will disappear the same time as Hides (16+ techs & size 8). I want both of these commodities to stick so that I can do some major Wonder Flipping later.
1450: Monarchy -> Literacy, Revolution to Monarchy.
1400: Silk,
1350: Celts trade for Map Making, 25g gift
Zulus: Trade for Mysticism, Trade Maps
Vikings: Give Techs, share maps
Persians: Trade Maps
Greeks: Share Maps
Sioux: Share Maps
I want to be able to deliver Silk to Little Bighorn for the demand bonus, and luckily I found a route. My other Commodities are demanded by the Zulus, unfortunately there are not many opportunities for overseas trade early in this game. I guess a road to the Zulus will be my best bet.
1150: Dye, I am now building a trireme to try and speed deliveries to everyone. I am hoping
1100: Literacy->Philosophy? I thought Republic would be available, oh well, this just means I will choose Republic as my free tech from Philosophy.
I noticed the Celts had almost 400 gold in their pockets. With my status being Pathetic, I thought I would relieve them of some. I talked, asked for gift, they gave me 300 gold! I would have gifted tech, but they were short on time. I will probably bump up to another key civ anyway after all that gold.

Using this gold I rush my Trireme. Deliveries to the Zulus will commence soon!

1050: I decide to pop a hut along the way. I get a chariot. I will use this unit to pop several other huts on my continent before getting Republic.
1000: Tip another hut along the way, get a NONE Archer, sending back to Madrid, this archer will be my homeland defense for most of the rest of the game.
I just took a look and Bapedi will change its demand list next turn due to its Solo Cycle coming up. Fortunately, the change will be due to the Dye-Copper bug and I can get Hides back as a demanded commodity by first delivering Dye as a demanded commodity

I think over the next set of turns I will start a road to the Zulus to facilitate trade with them, while at the same time delivering any demanded commodities over to the Sioux via a southern Island hopping route I found while black clicking. This hopefully will give me some better returns than just delivering to the Zulus alone.

StuporMan

Attachment: sm_b1000.sav
This has been downloaded 1 time(s).

solo is offline solo
King
Lowell, MA USA
Jan 2001
time: 05:23
  Old Post 07-06-2005 23:20
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by StuporMan
1100: Literacy->Philosophy? I thought Republic would be available, oh well, this just means I will choose Republic as my free tech from Philosophy.
StuporMan


Each tech trade adds a tech to your total and you made just the right number of trades to get the list without Republic. One more tech trade (or one fewer) and you could have picked Republic instead of Philosophy.

Mining the rivered plains was a good idea for improving trading oppotunities. The only problem is that this will take a lot of time, and there is quite a bit of additional work that still needs to be done around this city.

StuporMan is offline StuporMan
Chieftain
Lexington, KY
May 2005
time: 00:23
  Old Post 08-06-2005 00:20 Visit StuporMan's homepage!
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Solo,
I understand the concept of the tech ordering, unfortunately I was not keeping good track of which techs would come up next. I again forgot about the effect BW would have on the tech list. I was fortunate to get Philosophy as a choice as it will allow me to get Republic on the same turn (provided I do not pull the same mistake twice). As a bonus this should also allow me to research Medicine as my next tech.

I realize that mining the plains is a risky move. It probably will result in slower city growth, but again this allows me to build an extra hides caravans. What really might end up hurting is my needing to build up caravans for wonders like shakes and copes, while at the same time being able to produce caravans for trade. Balancing this out will prove difficult, techs and $ now versus infrastructure for later.

I may have to pop out a settler in order to continue working on the city as I also want to get the road started to the Zulus to get the trade bonus's going and to facilitate trade there, while allowing my trireme to do deliveries to the Sioux. All this will probably backfire as I will be missing out on the benefits of a full sized city for a good number of turns. I am hoping the extra trade arrows from the road bonus and the more lucrative overseas trade will compensate. Time will tell.

StuporMan

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:23
  Old Post 09-06-2005 11:20
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Tired of ads?

I was tempted to use Solo's save - the benefits of MPE were clearly going to be dramatic. In the end, however, I decided to continue with my game for a while.

2000 BC The plan is to research to Trade as fast as I can and then stop researching; so first, start celebrating.
1950 BC Zulus discover Masonary
1900 BC Those nice Zulus give us 50 gold
1800 BC build trireme; alliance with Zulus
1700 BC discover trade; set research to zero
1400 BC 25 gold from the Zulus
1150 BC 25 gold from the Zulus
1050 BC tip hut for pottery complete MPE
1000 BC alliance with English (no cash); alliance with Sioux (no cash); alliance with Persians (150); alliance with Celts (50); peace with Vikings (no alliance). 50 from Zulus. rush market place

Attachment: rjmb1000.sav
This has been downloaded 1 time(s).

solo is offline solo
King
Lowell, MA USA
Jan 2001
time: 05:23
  Old Post 13-06-2005 22:36
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Avatar Enlargement: We've got the solution

I think a week for each turnset is enough time, so I will continue with my log up to 500 BC.

975 hides
950 Republic, dye(d) to Ulundi, 116g

Sioux – trade for The Wheel, share maps
Persians – give tech
Greeks – give tech, share maps
Vikings – give tech, share maps
Zulus – give tech, share maps
Celts – give tech, 50g

Each AI gets Republic, and I head for Medicine and Sanitation next, using maxmium science except when caravan deliveries allow shifting the sliders for more income.

925 – hides
875 – trireme, must add another boat to keep deliveries moving
850 diplomat, Philosophy, Medicine

hides(d) to Zimbabwe, 136g
hides(d) to Zimbabwe, 136g

When I have enough to build Shakespeare’s, I will go to Republic and grow. A diplomat is ready for the barb archer that appeared on the home continent.

825 silk, Construction

Sioux – trade for Seafaring, 100g
Persians – give tech, 100g
Greeks – 100g
Vikings – 100g
Celts – give tech, share maps

800 coal
775 food

hides(d) to Zimbabwe, 136g
hides(d) to Zimbabwe, 136g

750 food, barb archer bribed, 61g; revolution
725 Shakespeare’s Theater, govt. to Republic

Sioux – 50g, Celts – 50g, Zulus – 25g, Vikings – 50g

700 we love begins, Engineering
675 size 5
650 size 6, Celts – give tech
625 size 7
600 settlers

I need to speed up city tile development if I am going to do that and build a road/rr to the Zulus. City growth is about 4 turns ahead of last game’s pace.

575 size 8, Vikings, Persians & Greeks – 50g each
550 aqueduct, size 9
525 size 10
500 harbor, size 11, Celts – give tech, 50g

I should learn Sanitation just in the knick of time. After that, I might relax research a bit and collect more taxes. Next stop will be all pre-Renaissance techs followed by a push towards Explosives.

Attachment: sob500.sav
This has been downloaded 2 time(s).

StuporMan is offline StuporMan
Chieftain
Lexington, KY
May 2005
time: 00:23
  Old Post 14-06-2005 16:43 Visit StuporMan's homepage!
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Remove this text

This set of turns took much careful planning before starting. I knew that in exchange for getting to build hides caravans for a few more turns, that I would be behind in city growth. Likewise, I will have less time for my settler to build interstate Zulu. As such I need to get more settlers. The problem is that building more settlers would require more city resources that would be needed for growth.

While pondering what to do about this trap I had laid for myself, I did some investigating into where the road/rail connections would need to be placed in order to get a bonus. Luckily for me, the Zulus had already set up a station city for me to utilize for delivery bonuses. Bapedi was perfectly set up for Ulundi to be my major delivery center to get those juicy delivery bonuses. Another boon was the fact that the trade route bonuses all fell along pretty well the same route for all Zulu cities, as did the Delivery payout route. Unfortunately, these routes were spaced an even 2 hexes apart.

Now, analysing this gave me time to remember that a few turns ago that the Zulus had two active settlers near Ulundi. I believe I have an idea on how to fix all my problems at once. I believe that I am going to need a diplomat soon.

1000: As everyone knows, Diplomats require Lots O' Money, so I bump my Tax rate up to the maximum. Delivery payments will pay for my next advance.
975: Hides, Hut:100g
On this turn, my power rating dropped to Pathetic. Sounds like the perfect opportunity to ask for donations to the Convert-a-Zulu foundation. For just a few gold per turn your too can give a Zulu settler a good Spanish Home.

The Celts gave a generous 100g donation.
The Zulus, likewise gave 100g. I am glad they want their settlers to have a good home.
The Persians, made yet another 100g donation.
The Greeks were a bit strapped, yet still gave 50g to our worthy cause.
Finally, the Sioux decided to give 100g.
The Vikings, being so advanced, were more interested in giving us worthless technologies, so we declined to ask for donations (yet).

This brings our total up to 450g (which should be enough to buy one settler at least!).

950: Diplomat, I am sending him to do some "Negotiations" down near Ulundi. He will meet up with my trireme along the way.

925: Barbarians near Madrid. My archer, SHOULD be able to take care of theirs. If not I will call upon my chariot to finish them off.

900: Food.
Dye to Zimbabwe, 132g.
I will stockpile a few caravans in order to build Shakes when I get Medicine.

Zulu: give tech, share maps.

875: Philosopy->Republic->Medicine.
Hides to Zimbabwe 132g.

Science now returns to full. I will revolt the next Oedo year after the barbarian threat is taken care of (hopefully in 5 turns). I can celebrate to size 7 without Shakes. This size also allows me to build hides vans.

850: Barbarian leader: 150g
Hides, I misclicked, but I will go ahead and send this van down to the Zulus. Perhaps alternating caravans will be a good way to save up for wonders.

800: Food.
The plains->forest settler is now done. Starting food improvements.

775: Food.
Sioux again rich, willing to take 100g burden off their hands, I also decide to trade for Masonry.
Vikings give 150g.
I will give them Republic next time.
Share maps with Zulu, give techs.

750: Revolution!

725: Republic.
Food.
Bribe Zulu Settler for 412g.
Decide to go ahead and build Colossus.
It will give me more benefit than Shakes until I run hides dry.
At that point Shakes will be build and I will grow past size 7.

700: Colossus.
Second Settler bribed for 412g.
I am one road away from having a delivery bonus!

675: Size 5. Hides. Vikings give techs.

650: Size 6. Hides

625: Size 7. Hides. Banking. Hides to Ulundi: 180g.

600: Hides.
Sometime around here I sent off my trireme to deliver silk and hides to the Sioux. It is taking a southern route. (you should be able to see the beginning of the route in the 500BC save)

575: Hides. Construction. Celts: 100, Zulu: 25, Persians: 100, Greeks: Give Tech, Sioux: 50g. I am trying to keep up a Hides per turn as long as possible.

550: Hides. Hides to Ulundi, 196g. Zulus change to republic, just in time for a delivery too!

Oops, I had forgotten to bump my sciences back up from the turn before Construction. That may cost me a turn or two. The extra gold will help with rushing hides vans, though.

525: Hides.
Mathematics.
Zulus: Share Maps, 100g,
Diplomat returned the long way to Madrid, is now checking to see if a hut is still around.

500: Hides.
I think one more hides, then it is time for Shakes. I will wait to deliver many of these hides vans until I am at full size if possible. The only exception is when I need cash to rush build improvements.

Overall I am happy with this set of turns. I am disappointed in my research partners, as it looks like I am going to have to research the Wheel myself. This means I will also have to pick up horseback riding from one of the AI. I hope the Sioux finish the Hanging Gardens soon as I would like to get Seafaring from them as well.

I am thinking that my next Hides caravan will go to Zimbabwe. I believe that even though I get a bonus from Ulundi, Zimbabwe might pay off a bit higher. As it is, Ulundi paid off at almost 200g per caravan which I am quite pleased with. I should be able to get several very quick advances using all of the hides caravans that I stockpiled this turnset. It is also looking like I will have a road connection to the Zulus around 1AD. This will certainly help with 1 turn advances later in the game.

StuporMan

StuporMan is offline StuporMan
Chieftain
Lexington, KY
May 2005
time: 00:23
  Old Post 14-06-2005 16:44 Visit StuporMan's homepage!
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Increase Your PM Length

Oops, I forgot to post the save. Here it is.

StuporMan

Attachment: sm_b500.sav
This has been downloaded 2 time(s).

biru biru is offline biru biru
Warlord
Tokyo
Oct 2004
time: 14:23
  Old Post 14-06-2005 20:19
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Support Apolyton buy from Amazon

It's nice to meet you guys!

Tried the OCC challenge last year or so. Didn't even post results b/c, despite the fact that I have been playing this game since it came out, pausing only briefly to play one and a half games of civ III, and having done some pretty amazing things with the game, I am just not in this class yet.

I have just started playing multi-player, and am in serious need of a level up, especially my early game.

Specifically, what is the 'size 1 settler' trick? I may have more questions later, and I hope that you don't mind my continued lurking on these threads.

Yours Truly,
biru

solo is offline solo
King
Lowell, MA USA
Jan 2001
time: 05:23
  Old Post 14-06-2005 22:23
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Welcome!

Normally if a settler is built in a size 1 city this will cause the city to disband, but if the city is your capital this doesn't happen. This trick allows you to get to size 3 very quickly, since once your city reaches size 2, the newly created settler can join it.

biru biru is offline biru biru
Warlord
Tokyo
Oct 2004
time: 14:23
  Old Post 14-06-2005 23:03
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Ahh... actually just figured it out. Very nice.

Been playing the map, with quick monarchy and early love the king day with hanging gardens.

Got really sloppy in the early AD though, spent a bunch of turns stopped at size 12 b/c I didn't have sanitation yet. Later, even worse, land was not fully cultivated and I paused at 21 until explosives.

Really nice though, alliance with the zulus kept the interlopers out most of the game.

I will try again. Your logs are very helpful. Thanks!

StuporMan is offline StuporMan
Chieftain
Lexington, KY
May 2005
time: 00:23
  Old Post 14-06-2005 23:04 Visit StuporMan's homepage!
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Welcome biru biru!

I just recently started OCC myself. Feel free to post your results here. This is not a competition thread (at least I hope not), it is merely a way for us to come together and play a game using different styles. Then we can compare the results and all of us improve our games.

If you are looking for good resources, first and foremost you should check out solo's Early Landing Guide.
This is one of the best resources around for improving your civ game. It does not specifically cover OCC, but does cover several topics related to OCC. The foremost of these is trade, which is a key component to OCC and is the key to drastically reducing your landing dates!

The next place you should go is the Paulicy on OCC
This is another excellent guide, and this one is specific to OCC.

Finally, check out the Great Library Index
This links all of the most interesting and useful information about Civ 2 ever collected.

Also, don't be afraid to ask questions. I have found that nearly everyone here is friendly and is more than willing to answer your questions.

Again, welcome to the community. I hope you will find it as enjoyable as I have.

StuporMan

biru biru is offline biru biru
Warlord
Tokyo
Oct 2004
time: 14:23
  Old Post 15-06-2005 08:44
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Lose 30 kilos (of popups)

I'm a full century behind, and not doing as well as the vets here, but just to say thanks; based on tips and reading from StuporMan and others here (esp Solo's ELG paper) I had my best early game to date; Monarchy by 2250, Collossus built 2100. City size 4 (no growth), tech every 6 turns, 10 shields per turn at year 2000.

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:23
  Old Post 15-06-2005 10:26
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Support Apolyton

I've downloaded the saves from Solo and StuporMan. Until the middle of next week I have promises to keep and far to go before I sleep. I'm not sure whether or when I will be able to play my own save through to 500 BC .

Welcome, biru biru. Can I encourage you to post a 500 BC save and a log from 1000 BC to 500 BC? Seeing how other people play helps all of us learn.

RJM at Sleeper's

solo is offline solo
King
Lowell, MA USA
Jan 2001
time: 05:23
  Old Post 15-06-2005 19:44
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton

biru biru,

My first OCC landing date was after 2000 AD, so yes, there is a learning curve in playing OCC games! I used to practice on old games, playing them over again many times to get the hang of how to play OCC well.

StuporMan,

An excellent turnset, and you have found a fine solution to your problems. Another advantage of bribing Zulu settlers is that they no longer get in your way, irrigating or mining tiles you desperately want to finish roading or railroading!

Roading to boost payoffs first is a great idea I wish I had thought of before completing my own game, but my home grown workers started there and worked their way west. Your fine idea may give you the advantage at the 1 AD checkpoint, even though I grew my city faster.

RJM,

We will wait for you to play up to 500 BC if you are busy and need more time.

 
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:23.
Apolyton Time is 00:23.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0837 seconds (92.82% PHP - 7.18% MySQL) with 49 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net