I. Overlong Introduction
I feel obliged to introduce myself, as it feels strange to be reporting my first Realms Beyond venture. I was a casual Civ2 player in high school, and an even more casual Civ3 player in college. Casual is code word for âbad.â And âbadâ is code word for âI had less skill than Paris Hilton has tact.â Iâm so bad at this line of games that I tried playing Colonialization once at a friendâs recommendation, and somehow, the next thing I knew it was 3 days later and I was waking up in the garden section of Home Depot with goatâs blood on my mouth.
Ever since Civ4 has come out, however, I have felt a strong urge to reverse this trend. This is due to the confluence of several factors:
1. Being in philosophy graduate school isnât exactly arduous, since we philosophers as a group tend not to believe in âworkâ.
B. Living on enormous loans means I donât need a job, and
3. Civ4 is so balanced and engrossing that I actually enjoy it enough to want to become really good.
Thus, I came to stumble across Sul/rianâs RB1 (a game so unique Iâm sure it drew hundreds of folks just like meâ¦.well, actually it wasnât the game, just the MILLIONS of smilies that hypnotized anyone foolish enough to scour the whole thing). Which led me to reading the Epic1 reports, which made me start Adv2 (first, since its conclusion date was sooner). I was just 1-1 in Monarch games beforehand, so I didnât think I would stand a chance at this one with its insane start.
Before I start with my game, a quick note on my reporting: this being my first go-around, it will both suck *and* be overly long, a win-win for everyone. My notes during the game alternated between stopping every turn to write down EVERY little thing and just making awful jokes (near the top I wrote the following: âMy biggest disappointment with the frozen jungle is that all of the natives have to cover up, so no National Geographic like random nudity. - work this in somewhere!â). Iâd meant to be as detailed as possible so that better players could correct some of my bonehead moves - eventually, however, I became too involved in the game to take notes, so this report will be more general than Iâd like.
II. Opening Moves
Starting off: I hadnât read the pre-game info very well, and assumed that I was starting on an island! I assumed that given the heavy naval influence that I had seen in Sirianâs play-style, the key to this game was to buck my tendency to stay away from naval exploration/expansion. So I begin by beelining for sailing, and start building a worker to build camps on those deer.
My early tech path goes as follows: Fishing â Sailing â Masonry (to nab that marble, that I never really took advantage of) â Archery â Writing â Wheel - Alphabet
My early production order in the capital is: worker â warrior â warrior â settler â archer â barracks â settler ( I meant to just work on the barracks while waiting to grow to size3 before starting on the settler, but I forgot to pay enough attention to switch)
Early exploration: When on large pangea maps I never seem to have more than one spare warrior to explore with, but on this crazy convoluted map my scout pops a 2nd scout right off the bat! One of those scouts goes on to pop Animal Husbandry, the other a map of the area to the west.
My second city (Iâm not going to bother with the Aztec names) went here:
I could have put it one tile east to fit more aesthetically with the capital, but I would much rather have the plains hill and extra sea square than the ice and one fur square. I start the new city on a galley.
Meanwhile, my scouts manage to encounter the Romans, Chinese, Arabs and English before they are consumed by bears and barb warriors alike. At 875 BC I finish alphabet, and proceed to make a series of trades to net me mining, agriculture, polytheism, mathematics, and pottery. This puts me in almost-tech parity. My plan at this point, now that Iâve taken stock of some of the area, is to expand into as many good city locations as I can get, and then to start doing some military fun. This is my plan simply because of a bad assumption I made â the way to level the playing field in these kinds of situations is to go the route that you can leverage the human strategic capacity the most in, aka military. This, I thought, would help nullify the effects of the crazy starting location. Unfortunately, my assumption doesnât hold up to the reality of the situation.
III. Early Expansion and War
My scout and galley exploration has turned out some decent sites for new cities â one or possibly two to the west, and some across the water. I choose west first for the simple reason that my capital is awful at production and my second city only nominally better, so I thought a production city more important than high food ones. Thus, I plop down a settler here:
600BC â Tensions start building here, when Mao asks me to stop trading with the English, and Saladin wants me to stop trading with Mao. I refuse both.
550 BC â Julius gives me Iron Working for Alphabet (which I consider gracious of him, given his Pretaeorians and my lack of bronze or iron at the time). My third city becomes even more powerful, since iron pops up right next to it! What is it that Sirian says? It is better to be lucky than good? Having never been good I lack a basis for comparison, but it is pretty nice to be lucky!
Fourth city pops up on that same spot that everyone put a city â on those two tiles separated from the main landmass.
I love this spot SO MUCH, since a single jaguar got to defend it the whole game. In fact, it is somewhere shortly after this point that I realize that no other civ has planted a city on this big lake, and that the seas would forever phear my two galleys that I built early on. Did this happen in every other game, or did someone see an AI actually try to create a city with naval power? Maybe that doesnât happen in enclosed water spaces like that.
Around 100BC â I finally expand to that fertile area near China. I start with just one jag to defend it there, with the plan to ship in help right away. (An embarrassing fact â it is right about this point that I realize that galleys have a cargo space of 2. I had always thought it was 1. This goes to show how much of an aversion I have to early navy!). My second city starts on the Great Lighthouse at some point in time around here. I figured I should get at least *one* wonder in this damn game.
1AD â Mao, while hungover from celebrating the new millennium, makes an offensive joke about my cannibalistic habits. The resulting tiff breaks out into all out war. Part of why I love the AI is how brilliant it has gotten â instead of just rushing to attack the city I foolishly stuck undefended right in his territory, he takes the time to develop a second front against my third city (the iron city, and also the gateway blocking my homeland peninsula) to strike at the same time.
Uhhhâ¦..letâs whip an archer there. Another thing that Iâve learned about the game from reading reports is just how powerful slavery can be. Iâm still working on how to use it best, but beforehand I wholly ignored it.
A turn later, Alex senses my weakness and piles on: he sends units over to city #5 (the one near Mao).
I quickly get a few more units in boats to try and save my colony. The jag takes care of Alexâs little test, but Mao finishes me off. Fortunately the western front progresses a lot better, and Maoâs initial stack is wiped out in a perfect 5 for 5.
A few turns later I complete the Great Lighthouse, and try for some more military.
The price for peace with Mao and Alex is higher than I am willing to pay, so I pull back, get forges/markets/etc. built in my other 4 cities, and use archers/axemen/jags to defend against periodic Mao units. The big thrust to the war came around 600AD. Mao assembled 4 axemen, 3 spearmen, and an archer right outside city #3 and then asked for peace, with me giving him metalcasting as the condition. I refuse, and my 2 archers, jag, and axeman win every battle. The next turn the âprice for peaceâ that Mao offers me is to give me 140 gold and 3 gold / turn. Upgrade!!!!
IV â Slow Re-Expansion
After the Chinese threat was over, and Alexâs war more and more obviously phony as the turns went on, I focused on improving my economic infrastructure. I also knew that I was screwed if I didnât get a few more decent cities. The Chinese never re-settled that fertile spot (they seemed more concerned with their border with Rome), so I stuck a few spots there, this time pre-loading the area with 5 or 6 military units before bringing the settler. Note that Alex had signed peace with me just before this (giving ME money in exchange!)
Note that I have FINALLY adopted a religion â Mao spread Hinduism to me after our war. Fortunately he was a busy beaver and exported the same thing to Julius and the Malinese. Julius had been fairly friendly with me beforehand for reasons I was never clear on (I thought he was going to be my biggest aggressor, but I think he took too much pity on my starting location to care), but this sealed the deal, and turned the only two civs with direct land access to me into religious allies. A genius move â if only I had pursued a religion earlier and done it myself. Beginnerâs luck that it worked out that way for me, as that diplomatic advantage single-handedly allowed me to win when I should not have by any other means. Thus far in the game I had been staying alive tech wise by researching something advanced and then trading it to the AI to catch up on everything else. It was a constant struggle to not far too behind, but Victoria and Mansa Musa slowly developed a huge tech lead on me. What victory condition was I hurtling towards?
I was still stuck with that assumption that I should take someone on militarily. My thoughts were that, once I got a decent amount of macemen, I could swipe some great spots from Rome or China. I figured Rome at first, since the Chinese had Cho-Ku-Nos and macemen should put me on even terms with Romeâs Prats. But as I scouted their area and military presence, I decided that there was no spot that would be worth the huge undertaking that a war with Rome would be. Plus they were being super friendly, and I didnât want to tarnish that. So then I thought I could wait another hundred years or so and then take on China â but as we had established good relations by then, and I still had a craptastic militaryâ¦.I scrapped all such plans. What that means in the long run is that I spent a great deal of time shuffling military units first west, then down south, only to never use them. I had to find another way to win, and space was the clear answer.
Now I probably should have expanded to the west more â there are some areas along the river there that would have been decent.
However, I felt like taking established barbarian cities in the east instead of bothering to build settlers. It was lazy not capitalizing on every expansion opportunity, but giving Rome that area probably made my life much easier. I went on to build a few cities out east in addition to taking a very nicely situated barb city. (uh, I lost the pic of Visigoth).
(Note: at this point in time I got so into the game on my second play session that I forgot to do any kind of chroniciling or reporting whatsoever. So, no more pictures until basically the end. )
The Chinese and Romans had been taken care of, but I knew that the biggest threat were the English. She had been asking for tribute (I accepted once and denied another time when it would have meant all of my gold), and was friendly with the Mali, so I figured the writing was on the wall. Plus, I had a couple of workers with an accompanying axeman guard that was de-foresting much of the space east of my 3rd city to speed up various builds, and they noticed some English units heading my way. So I did the only thing I could do, and traded a couple techs to Julius to convince him to stop trading with Victoria. This worked, and what it did was send a lot of Vickyâs units back to her borders, but, even better, a couple of hers that were close already were sent to my land! Since Rome had expanded to the point of closing off the few passage points in that crazy terrain, it took Victoria FOREVER to get those units off of my landâ¦.and while they were on my land, she couldnât declare war on me. It was so dirty, and just the beginning of my masterplan to exploit diplomacy as much as possible to squeak by. Victoria took out her frustration by eventually declaring on Mansa Musa.
V. Space
Around when I started entering the Industrial/Modern eras, here was how my civ broke down. I had a few good production cities (Iron city, the barb one I stole, and the two in Chinese territory were decent). The rest were mostly or wholly meant for cash and science. I very singlemindedly pursued the techs Iâd need for space, and was able to let my military lapse to a ridiculous extent due to my geographic isolation and religious ties. I had managed to climb my way up economically (my GNP was #1 for awhile, inexplicably), but Victoria was still a tad ahead of me science wise. Only time would tell if my production focus and human smarts would outdo the AIâs various discounts at spaceship building.
Of course, I wasnât about to leave everything up to fate. My goal for most of the 1900s was to keep the rest of the world in perpetual war to slow down their spaceship launches. I got Rome to go to war with Victoria (who got her units off my territory and declared war awhile back, but was unable to ever reach me), China to war against Mali and Greece.
Saladin wasnât as much of a threat, so I ignored himâ¦although he eventually declared against me, and trashed up my eastern cities pretty bad towards the end. Only Visigoth was of any real importance to me, however, as a spaceship producer.
I did beat everyone to the Apollo Project, but others werenât far behind. First England, then Mao, then Romeâ¦all were scarily fast at building those casings and thrusters. My big gamble was that they hadnât planned ahead well enough to set their most powerful cities on the big units the instant they became available, and had instead passed production off to a weaker city. I was just barely correct, as I was able to steal a space victory out from everyone else.
Everyone had built the 8 cheap spaceship parts, but Victoria was the closest to me in the end.
Pictures!:
Western Half
Eastern Half
VI. Conclusion
My critique of my own game is that I did indeed make some large mistakes. Not pushing for at least one religion hurt my economy. I was able to hold on with heavy sea exploitation and the combo of the Colossus and the Great Lighthouse, but just barely. I was real aggressive about expansion in the early turns, but didnât push enough to get better spots earlier â and when I did grab that city near China, I was so afraid that Mao would snatch it up first that I didnât properly prepare for its defense. My biggest problem was thinking that since this game would be so hard, I couldnât allow myself any âluxuriesâ (early wonders, religions, etc.). I didnât even consider how, say, the Oracle, might just be a good idea to pursue (especially when marble was sitting in my lap!)
However, my playing skills in general leaped up quite a bit during the course of this game. I did better than I usually do in planning for each cityâs future purpose in relationship to my general strategy (it helps when there are only a few viable squares per city!). I used slavery and production micromanagement much more adeptly. And some diplomatic deftness saved my ass big time. To give you a window into how much Iâve improved in just the past few weeks, I shadowed the Epic 1 game around Christmas, and gave up halfway through! Basically, adversity breeds inventiveness, and thatâs why this Realms Beyond community is such an unbelievably rich resource. If you actually read all of this, thanks, and I am excited for future events to come.
Edit: I knew I forgot something - the score! For some reason I can't seem to get a screenshot of my HOF, so - ingame - 2677 total score - 6220. Finish date - 1997 (anyone got a later launch date than that???)
I feel obliged to introduce myself, as it feels strange to be reporting my first Realms Beyond venture. I was a casual Civ2 player in high school, and an even more casual Civ3 player in college. Casual is code word for âbad.â And âbadâ is code word for âI had less skill than Paris Hilton has tact.â Iâm so bad at this line of games that I tried playing Colonialization once at a friendâs recommendation, and somehow, the next thing I knew it was 3 days later and I was waking up in the garden section of Home Depot with goatâs blood on my mouth.
Ever since Civ4 has come out, however, I have felt a strong urge to reverse this trend. This is due to the confluence of several factors:
1. Being in philosophy graduate school isnât exactly arduous, since we philosophers as a group tend not to believe in âworkâ.
B. Living on enormous loans means I donât need a job, and
3. Civ4 is so balanced and engrossing that I actually enjoy it enough to want to become really good.
Thus, I came to stumble across Sul/rianâs RB1 (a game so unique Iâm sure it drew hundreds of folks just like meâ¦.well, actually it wasnât the game, just the MILLIONS of smilies that hypnotized anyone foolish enough to scour the whole thing). Which led me to reading the Epic1 reports, which made me start Adv2 (first, since its conclusion date was sooner). I was just 1-1 in Monarch games beforehand, so I didnât think I would stand a chance at this one with its insane start.
Before I start with my game, a quick note on my reporting: this being my first go-around, it will both suck *and* be overly long, a win-win for everyone. My notes during the game alternated between stopping every turn to write down EVERY little thing and just making awful jokes (near the top I wrote the following: âMy biggest disappointment with the frozen jungle is that all of the natives have to cover up, so no National Geographic like random nudity. - work this in somewhere!â). Iâd meant to be as detailed as possible so that better players could correct some of my bonehead moves - eventually, however, I became too involved in the game to take notes, so this report will be more general than Iâd like.
II. Opening Moves
Starting off: I hadnât read the pre-game info very well, and assumed that I was starting on an island! I assumed that given the heavy naval influence that I had seen in Sirianâs play-style, the key to this game was to buck my tendency to stay away from naval exploration/expansion. So I begin by beelining for sailing, and start building a worker to build camps on those deer.
My early tech path goes as follows: Fishing â Sailing â Masonry (to nab that marble, that I never really took advantage of) â Archery â Writing â Wheel - Alphabet
My early production order in the capital is: worker â warrior â warrior â settler â archer â barracks â settler ( I meant to just work on the barracks while waiting to grow to size3 before starting on the settler, but I forgot to pay enough attention to switch)
Early exploration: When on large pangea maps I never seem to have more than one spare warrior to explore with, but on this crazy convoluted map my scout pops a 2nd scout right off the bat! One of those scouts goes on to pop Animal Husbandry, the other a map of the area to the west.
My second city (Iâm not going to bother with the Aztec names) went here:
I could have put it one tile east to fit more aesthetically with the capital, but I would much rather have the plains hill and extra sea square than the ice and one fur square. I start the new city on a galley.
Meanwhile, my scouts manage to encounter the Romans, Chinese, Arabs and English before they are consumed by bears and barb warriors alike. At 875 BC I finish alphabet, and proceed to make a series of trades to net me mining, agriculture, polytheism, mathematics, and pottery. This puts me in almost-tech parity. My plan at this point, now that Iâve taken stock of some of the area, is to expand into as many good city locations as I can get, and then to start doing some military fun. This is my plan simply because of a bad assumption I made â the way to level the playing field in these kinds of situations is to go the route that you can leverage the human strategic capacity the most in, aka military. This, I thought, would help nullify the effects of the crazy starting location. Unfortunately, my assumption doesnât hold up to the reality of the situation.
III. Early Expansion and War
My scout and galley exploration has turned out some decent sites for new cities â one or possibly two to the west, and some across the water. I choose west first for the simple reason that my capital is awful at production and my second city only nominally better, so I thought a production city more important than high food ones. Thus, I plop down a settler here:
600BC â Tensions start building here, when Mao asks me to stop trading with the English, and Saladin wants me to stop trading with Mao. I refuse both.
550 BC â Julius gives me Iron Working for Alphabet (which I consider gracious of him, given his Pretaeorians and my lack of bronze or iron at the time). My third city becomes even more powerful, since iron pops up right next to it! What is it that Sirian says? It is better to be lucky than good? Having never been good I lack a basis for comparison, but it is pretty nice to be lucky!
Fourth city pops up on that same spot that everyone put a city â on those two tiles separated from the main landmass.
I love this spot SO MUCH, since a single jaguar got to defend it the whole game. In fact, it is somewhere shortly after this point that I realize that no other civ has planted a city on this big lake, and that the seas would forever phear my two galleys that I built early on. Did this happen in every other game, or did someone see an AI actually try to create a city with naval power? Maybe that doesnât happen in enclosed water spaces like that.
Around 100BC â I finally expand to that fertile area near China. I start with just one jag to defend it there, with the plan to ship in help right away. (An embarrassing fact â it is right about this point that I realize that galleys have a cargo space of 2. I had always thought it was 1. This goes to show how much of an aversion I have to early navy!). My second city starts on the Great Lighthouse at some point in time around here. I figured I should get at least *one* wonder in this damn game.
1AD â Mao, while hungover from celebrating the new millennium, makes an offensive joke about my cannibalistic habits. The resulting tiff breaks out into all out war. Part of why I love the AI is how brilliant it has gotten â instead of just rushing to attack the city I foolishly stuck undefended right in his territory, he takes the time to develop a second front against my third city (the iron city, and also the gateway blocking my homeland peninsula) to strike at the same time.
Uhhhâ¦..letâs whip an archer there. Another thing that Iâve learned about the game from reading reports is just how powerful slavery can be. Iâm still working on how to use it best, but beforehand I wholly ignored it.
A turn later, Alex senses my weakness and piles on: he sends units over to city #5 (the one near Mao).
I quickly get a few more units in boats to try and save my colony. The jag takes care of Alexâs little test, but Mao finishes me off. Fortunately the western front progresses a lot better, and Maoâs initial stack is wiped out in a perfect 5 for 5.
A few turns later I complete the Great Lighthouse, and try for some more military.
The price for peace with Mao and Alex is higher than I am willing to pay, so I pull back, get forges/markets/etc. built in my other 4 cities, and use archers/axemen/jags to defend against periodic Mao units. The big thrust to the war came around 600AD. Mao assembled 4 axemen, 3 spearmen, and an archer right outside city #3 and then asked for peace, with me giving him metalcasting as the condition. I refuse, and my 2 archers, jag, and axeman win every battle. The next turn the âprice for peaceâ that Mao offers me is to give me 140 gold and 3 gold / turn. Upgrade!!!!
IV â Slow Re-Expansion
After the Chinese threat was over, and Alexâs war more and more obviously phony as the turns went on, I focused on improving my economic infrastructure. I also knew that I was screwed if I didnât get a few more decent cities. The Chinese never re-settled that fertile spot (they seemed more concerned with their border with Rome), so I stuck a few spots there, this time pre-loading the area with 5 or 6 military units before bringing the settler. Note that Alex had signed peace with me just before this (giving ME money in exchange!)
Note that I have FINALLY adopted a religion â Mao spread Hinduism to me after our war. Fortunately he was a busy beaver and exported the same thing to Julius and the Malinese. Julius had been fairly friendly with me beforehand for reasons I was never clear on (I thought he was going to be my biggest aggressor, but I think he took too much pity on my starting location to care), but this sealed the deal, and turned the only two civs with direct land access to me into religious allies. A genius move â if only I had pursued a religion earlier and done it myself. Beginnerâs luck that it worked out that way for me, as that diplomatic advantage single-handedly allowed me to win when I should not have by any other means. Thus far in the game I had been staying alive tech wise by researching something advanced and then trading it to the AI to catch up on everything else. It was a constant struggle to not far too behind, but Victoria and Mansa Musa slowly developed a huge tech lead on me. What victory condition was I hurtling towards?
I was still stuck with that assumption that I should take someone on militarily. My thoughts were that, once I got a decent amount of macemen, I could swipe some great spots from Rome or China. I figured Rome at first, since the Chinese had Cho-Ku-Nos and macemen should put me on even terms with Romeâs Prats. But as I scouted their area and military presence, I decided that there was no spot that would be worth the huge undertaking that a war with Rome would be. Plus they were being super friendly, and I didnât want to tarnish that. So then I thought I could wait another hundred years or so and then take on China â but as we had established good relations by then, and I still had a craptastic militaryâ¦.I scrapped all such plans. What that means in the long run is that I spent a great deal of time shuffling military units first west, then down south, only to never use them. I had to find another way to win, and space was the clear answer.
Now I probably should have expanded to the west more â there are some areas along the river there that would have been decent.
However, I felt like taking established barbarian cities in the east instead of bothering to build settlers. It was lazy not capitalizing on every expansion opportunity, but giving Rome that area probably made my life much easier. I went on to build a few cities out east in addition to taking a very nicely situated barb city. (uh, I lost the pic of Visigoth).
(Note: at this point in time I got so into the game on my second play session that I forgot to do any kind of chroniciling or reporting whatsoever. So, no more pictures until basically the end. )
The Chinese and Romans had been taken care of, but I knew that the biggest threat were the English. She had been asking for tribute (I accepted once and denied another time when it would have meant all of my gold), and was friendly with the Mali, so I figured the writing was on the wall. Plus, I had a couple of workers with an accompanying axeman guard that was de-foresting much of the space east of my 3rd city to speed up various builds, and they noticed some English units heading my way. So I did the only thing I could do, and traded a couple techs to Julius to convince him to stop trading with Victoria. This worked, and what it did was send a lot of Vickyâs units back to her borders, but, even better, a couple of hers that were close already were sent to my land! Since Rome had expanded to the point of closing off the few passage points in that crazy terrain, it took Victoria FOREVER to get those units off of my landâ¦.and while they were on my land, she couldnât declare war on me. It was so dirty, and just the beginning of my masterplan to exploit diplomacy as much as possible to squeak by. Victoria took out her frustration by eventually declaring on Mansa Musa.
V. Space
Around when I started entering the Industrial/Modern eras, here was how my civ broke down. I had a few good production cities (Iron city, the barb one I stole, and the two in Chinese territory were decent). The rest were mostly or wholly meant for cash and science. I very singlemindedly pursued the techs Iâd need for space, and was able to let my military lapse to a ridiculous extent due to my geographic isolation and religious ties. I had managed to climb my way up economically (my GNP was #1 for awhile, inexplicably), but Victoria was still a tad ahead of me science wise. Only time would tell if my production focus and human smarts would outdo the AIâs various discounts at spaceship building.
Of course, I wasnât about to leave everything up to fate. My goal for most of the 1900s was to keep the rest of the world in perpetual war to slow down their spaceship launches. I got Rome to go to war with Victoria (who got her units off my territory and declared war awhile back, but was unable to ever reach me), China to war against Mali and Greece.
Saladin wasnât as much of a threat, so I ignored himâ¦although he eventually declared against me, and trashed up my eastern cities pretty bad towards the end. Only Visigoth was of any real importance to me, however, as a spaceship producer.
I did beat everyone to the Apollo Project, but others werenât far behind. First England, then Mao, then Romeâ¦all were scarily fast at building those casings and thrusters. My big gamble was that they hadnât planned ahead well enough to set their most powerful cities on the big units the instant they became available, and had instead passed production off to a weaker city. I was just barely correct, as I was able to steal a space victory out from everyone else.
Everyone had built the 8 cheap spaceship parts, but Victoria was the closest to me in the end.
Pictures!:
Western Half
Eastern Half
VI. Conclusion
My critique of my own game is that I did indeed make some large mistakes. Not pushing for at least one religion hurt my economy. I was able to hold on with heavy sea exploitation and the combo of the Colossus and the Great Lighthouse, but just barely. I was real aggressive about expansion in the early turns, but didnât push enough to get better spots earlier â and when I did grab that city near China, I was so afraid that Mao would snatch it up first that I didnât properly prepare for its defense. My biggest problem was thinking that since this game would be so hard, I couldnât allow myself any âluxuriesâ (early wonders, religions, etc.). I didnât even consider how, say, the Oracle, might just be a good idea to pursue (especially when marble was sitting in my lap!)
However, my playing skills in general leaped up quite a bit during the course of this game. I did better than I usually do in planning for each cityâs future purpose in relationship to my general strategy (it helps when there are only a few viable squares per city!). I used slavery and production micromanagement much more adeptly. And some diplomatic deftness saved my ass big time. To give you a window into how much Iâve improved in just the past few weeks, I shadowed the Epic 1 game around Christmas, and gave up halfway through! Basically, adversity breeds inventiveness, and thatâs why this Realms Beyond community is such an unbelievably rich resource. If you actually read all of this, thanks, and I am excited for future events to come.
Edit: I knew I forgot something - the score! For some reason I can't seem to get a screenshot of my HOF, so - ingame - 2677 total score - 6220. Finish date - 1997 (anyone got a later launch date than that???)