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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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Is peeking or restarting ok? I know it's from the same start position... but you know if battles are lost and such.
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CrispyCritter
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Gaithersburg, MD, US
Feb 2000 time: 05:12
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Zulu Spaceship landed.
I played an expansionist isolationist strategy! I expanded to the nearby islands, but had as little to do with the neighbors as possible. This meant
No diplo/spy
No trading for techs or asking tribute.
No attacks on enemy territory (I counterattacked their units on my islands.)
I did allow myself to dump caravans on their cities for trade, though that didn't last for all that long (they kept on sneak attacking my triremes/caravans). I don't know how to avoid that in MGE, any suggestions?
I ended up with 13 cities (had 14 but 1 got conquered mid-game). The Indians built Apollo, but I was able to rush-build the spaceship and landed in 1916.
I was never able to get Paul's unzipped version of the scenario to work, but the zipped version worked fine when I eventually tried it. I've mailed my saved games to Paul, though unfortunately they're not at as regular of intervals as I would have liked!
It will be interesting seeing what people did. Thanks for starting this off, DaveV!
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Tom DeMille
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Kingston, Ontario, Canada
Jan 2000 time: 00:12
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An interesting game. Played in Deity v242.
I followed an OCC strategy with this one, and landed on AC in 1801. I've forwarded my saves (as close to 20 turn intervals as I could remember at the time) and a log to Paul, but here are a few comments on the game.
- I formed an alliance with all AI civs on the first turn, and kept the alliances the whole game. In fact, there was not one battle fought, even between the AIs. I thought I should get a 600 point bonus for peace, but it seems to max out at 33. Without barbarians, I disbanded all defensive units when I switched to Republic.
- The AIs grew a lot faster on this medium map than they do on a small map. Unlike the usual 6 or 7 techs that the AI researches ahead of me in a typical OCC game, the AI researched 39 techs (which I got through trade) ahead of me.
- I built 6 cities fairly early on, and expanded to 10 cities by the end of the game. In retrospect, I would have been better off with the 6 cities (I got the first 6 cities up to size 21, except for my capital which reached 32).
- Since I didn't want to fight pollution all game, I decided to not build any factories. My capital had a production of 19, with the other cities ranging from 7 to 13 production. I rush bought most improvements instead of producing them. I wasn't able to build as many improvements as I would have liked, but I was getting a science every two turns later in the game, which is all that really counts when going for AC.
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KhanMan
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Fort Worth, Texas, USA
Jan 1970 time: 05:12
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First off, I'd like to start a big round of applause for DaveV...I don't know about the rest of you, but I really enjoyed this challenge.
Do you think we could make this into a tradition, like the OCC? Say NWC for No Wonders Challenge?
Also, I'm curious how Dave managed to get the Romans to disappear with all the wonders...was it a 0-size city, or barbs, or what?
I played 5-cities on the rock, all ports, almost exclusive perfectionist, with occasionally colonizing a new continent. I played prince (yeah, I'm a wimp , but it kind of evens out, since I didn't think to check the contacts until I met the French (around 1 AD if memory serves me right), so I lost big-time of tech trading.
Went republic, headed straight for democracy. Alternated max science possible to get a critical tech with max tax-rate to buy marketplaces, temples, aquaducts...I had most of my cities maxed out, or in WLTP days by around 500 AD.
Met the french and indians, set up a toehold on the western edge of indian's continent. They would occasionally attack me (ha! elephants charging uphill into the rain of musketballs from veteran musketeers, fortified behind city walls), and each time they attacked, I bribed a city away before the senate stepped in.
It came down to me and the Delhi-roadblock. It was their capital, so no bribing. My forces died a couple of noble deaths, with dips trying to knock down the walls of Jerricho, and dragoons bouncing off.
In short order, around 1580, I decided to screw my pacifist tendancies, and went fundie the turn I got tactics. Built hordes of dips and calvalry, and beat the pants off of gandhi!

Next were the french, then the persians, then the english, last the egyptians.
I set things up so that I'd show up by their continent with two transports (2 dips and 6 calvary on each), each transp. by a port city. I'd bribe the two ports, land the troops, and and take at least two other cities with the dips and cavalry.
This way, it would take, on average, two turns (first for landing and attack, second for mop up) to take any given continent.
The egyptians perished in 1760, just 180 years after the high priest started up da wompin'...
In hindsight, there is a lot that I would have done differently: going fundie sooner, acknowledging the other civs' existance before 1 AD, and a couple o' other dings...but t'was fun, and I'm going back to play more...
By the way-do I send the saved files for every ten years, or was it every twenty? Saved for both...
-KhanMan
"Sic semper pax mundis,
et sic transit bellum mundi ad infinitum
(quad erratta demonstrata 
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vik
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Colorado Springs, CO, USA
Jan 2000 time: 05:12
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Alpha Centauri, 1947 -- One City.
Diety Level
"vik the Foolish"
Civilization score: 27
Civilization rating: 3%
This was extremely hard to try to do the OCC thing, but I tried it anyways.
I realized pretty quickly that all the grassland would make finding the 4-square special hard to find. But I guessed right the first time. Unfortunately, I had to put my single city in a land-locked square, but I hi-jacked a Trireme later.
I didn't know until after I started that there were no wonders. That REALLY hurts OCC-style of play.
I also didn't know we already had contact with everyone else. That also really hurst OCC-style.
I did do something some might consider cheating. After launching my SS in 1931, I played out the game only to witness the egyptians practically rush-buy a 39-8-8-1-1-1 SS and launch it. It was due to arrive in 1947 as my SS was, but when 1947 came around, it only acknowledged the Egyptians.
So I reloaded my 1931 game, launched the SS, and built a bunch of diplos to sabotage Egyptian production. It worked.
If we continue to do this sort of competition, I would suggest allowing the wonders, and playing a small map. That way, you will get a broader group of playing styles. As it is now, you're not getting the best effort. An OCCer is just as hampered by no wonders as the other extreme -- the ICSer. ICSers need Hanging Gardens as bad as us OCCers need Colossus.
Just a thought. It was still lots of fun as is.
<font size=1 face=Arial color=444444>[This message has been edited by vik (edited March 02, 2000).]</font>
[This message has been edited by vik (edited March 02, 2000).]
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vik
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Colorado Springs, CO, USA
Jan 2000 time: 05:12
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SG1 -- contact from the outset did *NOT* hurt me -- the fact that I didn't realize we had all the contacts until after 1 AD hurt me. It was my ignorance for not trying out the ole F3 key that really hurt. If I'd would have known from 4000bc that I had a chance to make alliances and ask for gifts at that early year, I could have gotten much more money and traded for early techs I needed.
KhanMan -- I re-read DaveV's post that began this thread. If DaveV's goal was to compare styles, letting players play any strategy they like, then it is my opinion that you really don't get an accurate comparison of the effectiveness of the OCC/ICS styles if you prohibit the wonders. That was the point of my earlier whining.
A "No Wonders" game is refreshing, but again, if the goal of this "competition" is to compare styles, the "No Wonders" game would lead to a flawed comparison.
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KhanMan
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Fort Worth, Texas, USA
Jan 1970 time: 05:12
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Vic-It would be interesting to do a totally even world for a general challenge: medium, mixed landmasses, no holds barred.
But I would also like to see some more no-wonders challenges. IMHO, that has the potential to be the next OCC...
I think most of us missed the contacts...I didn't realise we had contact until late in the game too...in fact, when I played again with the same strategy, at emperor instead of prince, and used the contacts, it mde up for the difference in diffulty...
With all that said, I'm impressed that it was even possible to do OCC without Collosus and Copernicus'...let alone on no-wonders!
-KhanMan
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KhanMan
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Fort Worth, Texas, USA
Jan 1970 time: 05:12
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Quick question for anyone: what exactly does ICS strategy stand for?
Is it the same as basic war-mongering?
-KM
"Ie Jesu pro Temporae, sic semper Spiritus Dominae"
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Steve Clark
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Colorado Springs, CO
Oct 1999 time: 22:12
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Aw, gee, I quit. Total conquest by 1320?? Good job, Graag. Going directly at Chivalry to build vet Knights and then using them to conquer is a great strategy. I'm just beginning to learn about early conquest and this was a good lesson.
I downloaded Graag's game just to see how he was able to conquer so early. I think I hit upon a difference: We both started at the Indians at roughly the same time, however, it appears the Indians were more numerous and larger in my MGE game (as oppose to his 2.42). My problem was that I didn't throw enough units at them at one time.
One other thing, perhaps the biggest difference. By 2000bc, Graag had 13 techs, I only had 4. Didn't do the emissary thing until too late.
[This message has been edited by Steve Clark (edited March 05, 2000).]
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vik
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Colorado Springs, CO, USA
Jan 2000 time: 05:12
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Well, Khan Man, to be honest, I was hoping someone else would take your question about ICS. ICS is a very powerful playing system that can quickly wipe out AIs and MPs alike.
ICS is the near total opposite of OCC. Instead of "One City" you have "Infinite Cities" hence "ICS." The "S" in ICS stands for either "strategy" or "sleaze" depending on who you ask.
ICS is not as refined as OCC as far as a tech path goes. There is even a lot of opinion as to which wonders to build. I was hoping to get this refined and defined when I started the thread "Melancholy and ICS," now in the archives.
The general gist of ICS is this: you build one city as your Super Science City -- generally your capital. This is the only city that you really manage. You take the other settler and build another city. That city builds a warrior (or some other defense) and another settler, which forms another city. Basically, all your cities build another settler to go and form another city. All these other cities should not grow beyond size one or two. By keeping the city size down, you are able to put these cities one square away from each other. All these city squares generate a trade arrow or two, which, along with your "SCC," generate a lot of science.
But you drop your science production at a certain point.
One of the main themes is the race to discover democracy, allowing you to build Statue of Liberty and then switch to Commie or Fundy g'ments -- these are the best ICS g'ments because you can more easily control happiness (you will have 40-60-80-etc cities by the time you get democracy).
Other wonders that benefit ICS play:
HG -- helps happiness pre-SOL, probably a "must have"
GW -- city walls for all your 1-banger cities
JSB -- helps happiness
MC -- called a "must have" happiness wonder
SOL -- "must have" allowing g'ment change
SZWA -- quick vets
LW -- upgrades your units
GL -- to keep up with early tech
Now, imagine all these 40-80-120 cities of yours each building a cheap horseman or two. With SZWA and LW and a switch to fundy g'ment, you will have one heck of an army once you learn about Cavalry.
Additionally, all these cities could build a caravan or two. Along with helping your rate of science advance, you can easily rush-build any wonder you please.
The quick science rate you gain by all the caravans pretty much eliminates the need for Cop's Ob or I.N.C in your SCC.
I hope I've explained it well, but please anyone feel free to comment or add to it.
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Carolus Rex
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Sweden
Jan 1970 time: 06:12
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Zulus, deity level, 4 cities, space race, version 2.42.
Just launched my 15-3-3-1-1-1 ship in 1895 AD, estimated arrival is 1910. Haven't finished yet so 1910 is not official.
Doesn't really matter because I, erhm..., reloaded once , so it's not a clean win anyway. I was very sleepy (Zzzzzzzz...) last night, didn't pay attention to the game and all of a sudden I was in anarchy... Yep, government collapse... 
It's past 3 AM here, just some short info.
Quickly realised I was on an island, but didn't realise nearly as quick I "had" Marco Polo's from the start (not until probably well past 1 AD). Missed one of the whales. Had two alliances (Egyptians and Indians), but couldn't squeeze much gold out of them.
Saved regularly in the beginning, but quickly forgot about the "twenty turns rule". Continued to save throughout the game, but at random intervals.
As I said above, it's not over yet and I reloaded once...
"Let him who is without sin throw the first stone..." 
Carolus
[This message has been edited by Carolus Rex (edited March 09, 2000).]
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