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crowatbitemedotcom
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Texas
Dec 1999 time: 23:12
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Sten - sounds like a rough game.
SG1 - thanks for the comparisons. It seems as if I did okay in the early part of the game and then I just fell apart after about 500BC or so. Wish I had an explanation for this, my games usually don't go that poorly. Maybe I'll try a second game today and see how I stack up against Smash's second game.
Crow
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Grigor
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Oberlin, Ohio
Jan 2000 time: 00:12
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OK, so what seems to be fun is trying to find out which statistics correlate well with early AC arrival. The post from SG1 looks like a logical start, but the results are surprising. Of course this is a small sample, and I am no statistician, but the data did seem to stratify sort of ok. If we divide the competitors into two groups (1. arrived before 1900; 2. arrived after 1900 or didn't arrive), here is what I see:
Date of Shakespeare - before 1000 AD - gives excellent correlation
Turns to Copernicus - 10 or fewer turns - correlates well
Date of Copernicus - Before 350 AD - gives good correlation
Date of Colossus - by or before 1250 BC - correlates well with AC arrival date, despite the two early Colossi.
Date of Darwin - before 1750 AD - gives fair correlation
Turns to Newton - 35 or fewer turns - gives fair correlation
Date of Industrialization - before 1650 - gives no particular correlation
Turns to Shakespeare - 25 or fewer - no particular correlation
Turns from Industrialization to Space - 50 or fewer turns - one might have thought that this would be important, but it seems to have no particular correlation.
Date of Newton - before 1500 - gives no particular correlation
Turns to Darwin - 10 or fewer turns - gives no correlation at all. Paul took 13 and redbaron didn't build it at all.
Turns to build SS (Apollo to launch) - 1 or 2 is good, but does not seem so important since the worst was 8. It represents an area for technical improvement
Turns to build SS (Apollo to launch) - 25 - 30 is good, but this does not seem so important. Redbaron could also shave a hunk of time in this phase.
There must be different variables which are more important than these - perhaps something we are not yet keeping track of. The trade route date is a good start. Any other ideas??
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--grigor
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Briefly:
3850 Athens
2250 Mon, Monarchy (same turn!)
2250 Pheasants converted to Buffalo
1650 Colossus
0650,25 Rep, Republic
0450 Mys (WLTPD -> size 7 next couple of turns)
0225 Phil + Astro
0075 Hides -> Trondheim 160 +5
0400 Colosseum
0440 Gems -> Trondheim 416 +7, WLTPD
0460 Hides -> NY 150 +7
0480 Silk -> Washington 432, Aquaduct & size 9 (timing!)
0520 Hides -> Washington 166 (hides was a repeated commodity)
0540 San
0560 Sewer & size 13 (food limit)
0600 Settler (to help with that food limit)
0620 University
0740 Bank
kept getting new commodities & building caravans (poor baby)
1080 Shakespeare, sell Colosseum, got message that Spanish were about to complete Copernicus
1100 Go broke buying Copernicus
1320,40 Dem, Democracy
1400 Gunpowder, go broke building Leonardo before the Americans
1720 Newton
1752 rebuild Sewer, WLTPD
1754 Rfg
1770 size 20 (food limit)
1788 Supermarket (Doh! knew I forgot something!)
1792 Go broke beating Spanish to Darwin -> Tac, Ref
1794 WLTPD
1804 Size 26
2 Engrs, Harbor
1830 Mass Transit
1832 Research Lab
Mob, Rob
1838 Superhwy; discovery every 2 turns with sci at 60%
Ato, NF, NP, Las, Rec, Fli bump sci up to 70-80%
Rad, Afl, Roc
Factory, Nuclear, Rec Ctr somewhere in there
Americans break off alliance, get uppity. Decide to build
1861 UN
SFl, Env, Pla, Sup
Mfg Plant somewhere in there
1871 Fus, crank up the taxes
1872 Solar Plant, sell Nuclear
sell Lab
sell Uni
Start Apollo, but too poor to rush buy
Americans go Fundies and attack, despite UN!!!! Destroy a stack of Freight, grrrr! Must waste all saved money bribing attackers.
Go back to building Freight and saving money.
1889 Apollo
1915 Launch
1917 Americans launch
1927 Americans arrive AC—or would have if they had built a 17-5-5 ship (suckers)!
1930 AC
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Aurelius
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San Francisco
Dec 1999 time: 05:12
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Thoroughly enjoyed Grigor's woeful tale and brave heart--dat was a log!
Au.
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gambler
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Turin, Italy
Jan 1970 time: 05:12
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Well, I landed in 1895, but I didn't keep a log (it's too boring).
I'm not going to try again to win a challenge, I'm jut trying to have fun.
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Sten Sture
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SF, CA don't call it frisco... Striker!!
Mar 1999 time: 21:12
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Well, on my second attempt I landed in 1902. True to form I got a double peasant revolt with 40+ cannons and muskets around 1800 which delayed me a bit. I kept bribing cannons to attack the stacked entry point only to lose both cannon in the attack and dip on the counter. But it was fun, even knowing a little about the map.
So what did you think about the little scenario?
I was intending to leave you somewhat isolated at the start, forcing the decision to go for maps early and make contact. The polar land bridges were a last minute addition to the map, initially the connection to the Americans wasn't there.
Did anyone have the AI colonize your island? I wanted to make it small enough to patrol, but large enough to make it difficult to control. It seems as though most of you were left alone. I liked starting with some sub-optimal specials. The wheat was better than I thought since you can irrigate it and get 3 food during despotism, and then turned to silk; and the pheasant gets turned into buffalo quickly.
I also wanted the AIs to expand enough to seriously challenge for AC, so I went with just 3 AI civs, but it seems as though only the American civ got there. Perhaps a more expansionist group of AIs would have done better. Anyway, it was fun to "design" (tweak) and I am open to ideas for a new map!
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I had Explosives earlyish and no pollution, so I actually took the trouble to build a road along the arctic connecting to the Americans. That bumped two of my trade routes up to an astonishing +24 (eventually +28), which I'd only seen in situations where both cities had airports. I just plopped a couple of NONE Rifles on the conveniently placed mountain to block the hordes of dips the Americans sent my way…
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Aurelius
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San Francisco
Dec 1999 time: 05:12
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Scouse Gits,
Just got done looking at your log! Did the message say Major Barbarian landing..." or Major barbarian uprising...." I've gotten the later before. Shocking how many rifleman and artillery (or horse and Chariots) can start tromping through the swamps to get ya. That's what I call diplomat time.
Also noticed that you got an early alliance with the Americans. My alliance didn't occur until after 1600--most inhospitable world.
You were questioning going into a hut early on when you got pottery. I think it is just bad luck to get science before Monarchy unless it is leading to Trade or Monarchy. But in a recent game I played, I was just about to develope Monarchy and I held off on the hut two turns...and it was a science!
Paul built Darwin's! This little detail escaped me. And he got an 600BC alliance with the Americans.
Red Baron Got an Early Monarchy! And an American alliance too.
I'm still wading through these logs....
And looking forward to the machinations of the mapmaker.
AU
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No, it was not a RR, just a road. Don't forget, as long as a land mass is touching the Arctic/Antarctic circle it is considered part of continent #1. So on that map everyone is on the same continent. That leads to relatively low trade route icons. quote:

Trade icons=(source trade+destination trade+4)/8. (half of the trade goes to each city)
Modifiers: - Both cities are yours: -50%.
- Freight unit: +50%.
- Cities are connected by a road: +50%.
- Cities are connected by a railroad: +50%.
- Both cities have airports: +50%.
- Cities are on different continents: +100%.
- [Source] city has superhighways: +50%. [affects each city individually, though trade increase from having will increase route trade slightly]
The bonus is explained earlier. These modifiers therefore apply only to the trade icons generated, not to the bonus. And fulfilling demand doesn't increase the trade icons, only the bonus. Distance doesn't affect trade icons, only the bonus.
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So far nearly every OCC game I've played has been on one large land mass. Typically the only bonus you get is if you establish the route with a Freight, Superhighways (your city always, AI sometimes), and (rarely built) Airport. Unless you go to the trouble to build a road and then a RR.
[This message has been edited by don Don (edited January 26, 2000).]
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Aurelius
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San Francisco
Dec 1999 time: 05:12
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Paul, sorry about that, just associated SG's early alliance with yours as I just did a cursory scan of various logs in search of Alliance dates.
Hey, I had a question about your Tech advancement preferences. In this Fortnight One Competition, I seemed to be able to get to Fusion fast (Flight to Fusion without dead end sciences.) But in other OCC games, I've had a struggle getting From Flight to Fusion with so much irrelevant sciences. Is there any rhyme or reason to Tech progression? (besides the requirement outline!)
I do appreciate the idea of NF and NP after Space, but sometimes the situation doesn't allow for this. I saw you and Smash both did NF and NP after Space (and others no doubt.)
Thanks, Aurelius
(BTW--Did you find Darwin's helpful? I'm usually too busy trying to make caravans these days but this scenario may have given you too much time for production and not enough time for advances--really surprised me!)
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Paul - I did build Darwin, described as:
"1792 Go broke beating Spanish to Darwin -> Tac, Ref"
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