I never thought I'd be posting this report, as I left this game for dead no fewer than three times. I actually got off to a stronger start than other reports I've read today, but the sailing was far from smooth after the start.
Started out with my standard opening build (worker), but a non-standard opening tech. I only go for an early religion if I'm likely to be isolated and can do so without idling my first worker. As this was the case here, Meditation was my first tech, followed by Fishing, Mining, and Bronze. The rush to Bronze was so I could chop a settler in Tenochitlan and a Galley in my second city (and first coastal city!) with help from the whip too (Sailing was my next tech, with help from lake tiles in the capital).
I had been tempted to follow a OCC strategy similar to Sirian's, but reasoned that every one of my (tundra/ice) tiles would be earning one less food/hammer than regular terrain, even with mines/windmills. The lake at the capital, lacking a lighthouse (it wasn't technically coastal) and harbor, would also be suboptimal. The third deer was the clincher - I needed to get oars in the water ASAP!
This required a second city, which I built on the bare tundra by the lake to the west (I realized later that one tile further west would have been optimal to get the second plains hill) with that chopped settler. Note: no Stonehenge, no Oracle - there were higher priorities!
The upshot was that I got that third deer developed very early, powering quick settlers/workers from the capital and a decently early sci specialist academy run in the capital. The third city was the slave's paradise on the hill southeast of the capital (I eventually whipped everything there, including Bank, University, and National Epic! Even with marble, that took 7 citizens).
I don't work Ocean tiles, since they only yield one commerce, so this city was home to 4-6 specialists when it wasn't regrowing pop. I later put another slave colony near the other fish (in the site sealed off by peaks), and these two cities also provided lots of troops via Nationalism.
Anyway, the important thing was the fourth and fifth cities. My fourth city was at the SW corner of the lake, netting both coppers eventually (the western one was workable by the city), with a fish off the coast for the food. After this city built the Colossus, it settled another city three tiles south that got stone, crabs, and later uranium. The fifth city was in the familiar site in the SE by Mao, with sheep and gold workable, and whales evenutally in cultural control.
All these early cities made things tight economically (50% research), but I was able to keep up in tech with the sci specialist run in the capital and some decent trades. Once Colussus came in, I thought I was home free. I conquered to barb city to the west by the iron, founded another city securing the pass to Rome, and took out another barb city to the east by the river with silver and another iron. Got Liberalism, etc, etc...
Maybe the mistake I made at this point was trading too many resources with everyone, giving me worst enemy trading penalties. I'd been on good enough terms with Caesar, but had been unable to coax him into any wars, so there was a clock ticking in my head. I did beeline for Rifling and Nationalism - my favorite tactic on a low-hammer map, but then noticed that I only really had three cities that could easily recoup drafted pop. As my first Rifle headed east to take some more barb cities, Saladin declared.
No sweat, I had a nice tech lead, and no really vulnerable cities. Took out Saladin's initial push, conquered one of his frontier cities, and pushed for his core. And then I discovered Steam Power. No coal. That was bad. None even close (wish I'd noticed that one Sulla got!). Caesar had one behind a second line city. In fact he had three (and wouldn't trade any!). This was very bad.
Sure enough Caesar sprung the sneak. I was able to draft rifles and hold off the attack, but these food-poor cities really couldn't afford to spend another 30-40 turns gorwing back to max pop. Peace with Saladin, buy in Mao and Mansa vs. Caesar.
Oh, and Caesar and I had been trading 4 other resources. This was the first point at which I felt like quitting, but I decided to soldier on and see what happened. This might be my chance to get the coal! My economy was still pretty good thanks to Statue of Liberty and Electricity, which I beelined to get the extra Windmill commerce, then State Property greatly reduced maintenance costs in the new barb cities I had taken in the east, while firing up a bunch of watermills in that part of the world (first they got all farms to get to max pop, then farms were changed to mills - all hills got windmills too).
So the economy was fine, and then Infantry and factories and I took three of Caesar's cities, including Versailles...
But WW was up to 40% culture, and my tech pace had slowed down, and the techs I had used to bring in allies cost me the tech lead. And then Saladin snuck again. So it was peace with Caesar, and back to war with Saladin. Another wave of drafting, this time in the east, fouling up optimized watermill cities, and very nearly lost two cities anyway (I had left my defenses too thin there, thinking Saladin was gassed).
I had gone for Radio (foolishly thinking I could get Caesar's coal via Eiffel Tower culture - those cities ended up with 7000 culture, and still didn't get near reclaiming their western tiles), and as soon as Flight came in Caesar was back to reclaim his cities, this time with the full range of modern techs. He even had fighters to blunt the impact of my bombers, while chewing up my countryside, including the food of my Heroic Epic city - starving it down to unproductivity.
This was the second point at which I felt like giving up, and did for a week or so, until someone in a Civfanatic forums mentioned the game, and I figured I'd see if I could salvage it. I started by giving Saladin back one of the cities from the previous war that contained 5 tanks and 2 Infantry waiting for it to unrevolt.
Once this force got back to the western front, I (barely) managed to raze a couple Roman cities using combined forces (marines vs. artillery, SAM's vs. gunships, gunships vs. tanks, tanks to take the cities) and wasted some bombers going into the teeth of anti-aircraft fire. Once I realized how powerful gunships were for pillaging, the tide turned. Caesar had rails right up to the three former Roman cities, so I had to keep large garrisons in them.
Just as I was amassing a force to take Rome and get the holy grail (coal!), I got the worst imaginable news. Alex had declared. I know Alex. Alex likes to sit back and build stacks of hundreds of units. Your only hope against Alex is that he stays busy with someone else. As I said, in this game, my diplo sucked (although I did end up Sec Gen!), so this was Alex's first war. I shuddered to think how many units he had stockpiled. His first move of the war was to move the dreaded dot, dot, dot stack next to Baghdad. You know, the stack so big the screen doesn't have room for it. It contained at least 20 well-promoted Infantry as well.
This was the third point at which I felt like giving up.
What the heck, made it this far.
I had gone for Fission to get Nuke Plants (lacking Coal), then Rocketry to get Apollo started (Vicky already had it, I had 11 turns to go), then beelined for Robotics for the Space Elevator. As if Alex's surprise wasn't bad enough, I discovered that I didn't have a city at the proper latitude to build the Space Elevator! Was that added in the last patch?
What I did have, however, now, was Mechs. Sure wish I'd had those a few turns earlier vs Rome. but Caesar would finally talk, and WW was already at 40% again, so I had to take peace with JC again (it would last til game's end) and kill at least 200 units from Alex over the next ten turns. Someone's spy had cut off my Oil, but the 4 bombers left over from the Roman war, combined with 7 ridiculously promoted Mechs in a hill city, were just enough to give Alex's unit a nice place to die. I did lose the initial city, but when the human has air, and the AI doesn't: hambuger hill for the AI.
Near the end, Alex brought some tanks and SAM's, but it was too late.
I had no stomach for revenge, however, as it was time for space. Used a Great Engineer for Scotland Yard and kept tabs on Vicky. Max sci (all sci specialists, building research) to get the techs, then max wealth to fund sabotage. Passed the foreign trade route and extra trade route via UN, windmilled everything in sight, and got research down to three turns on the last tech. Took out Saladin's capital when Mao invited me to join him in wiping out Sal (if I'd only had that site sooner!).
Ended up beating Vicky to space by two turns in 1983, in an ending similar to Sirian's, complete with madcap procudtion adjustments in the last city, a well-timed final Golden Age, and three successful (and ruinously expensive!) sabatogue attempts.
Considering that I spent much of the mid/late game running 20-40% culture to keep my lily-livered people happy, I was really surprised to get the win. Just shows how important diplo really is...
I switched back and forth a couple times between Free Market and State Property - Free Market boosts revenues, while State Property cuts expenses - but I should have stayed in State Property, as the trade routes on highland maps are pretty unimpressive, and the extra food from watermills made my 5 (!) cities to the Northeast monsters just in time to simultaneously build the last 4 spaceship parts.
Started out with my standard opening build (worker), but a non-standard opening tech. I only go for an early religion if I'm likely to be isolated and can do so without idling my first worker. As this was the case here, Meditation was my first tech, followed by Fishing, Mining, and Bronze. The rush to Bronze was so I could chop a settler in Tenochitlan and a Galley in my second city (and first coastal city!) with help from the whip too (Sailing was my next tech, with help from lake tiles in the capital).
I had been tempted to follow a OCC strategy similar to Sirian's, but reasoned that every one of my (tundra/ice) tiles would be earning one less food/hammer than regular terrain, even with mines/windmills. The lake at the capital, lacking a lighthouse (it wasn't technically coastal) and harbor, would also be suboptimal. The third deer was the clincher - I needed to get oars in the water ASAP!
This required a second city, which I built on the bare tundra by the lake to the west (I realized later that one tile further west would have been optimal to get the second plains hill) with that chopped settler. Note: no Stonehenge, no Oracle - there were higher priorities!
The upshot was that I got that third deer developed very early, powering quick settlers/workers from the capital and a decently early sci specialist academy run in the capital. The third city was the slave's paradise on the hill southeast of the capital (I eventually whipped everything there, including Bank, University, and National Epic! Even with marble, that took 7 citizens).
I don't work Ocean tiles, since they only yield one commerce, so this city was home to 4-6 specialists when it wasn't regrowing pop. I later put another slave colony near the other fish (in the site sealed off by peaks), and these two cities also provided lots of troops via Nationalism.
Anyway, the important thing was the fourth and fifth cities. My fourth city was at the SW corner of the lake, netting both coppers eventually (the western one was workable by the city), with a fish off the coast for the food. After this city built the Colossus, it settled another city three tiles south that got stone, crabs, and later uranium. The fifth city was in the familiar site in the SE by Mao, with sheep and gold workable, and whales evenutally in cultural control.
All these early cities made things tight economically (50% research), but I was able to keep up in tech with the sci specialist run in the capital and some decent trades. Once Colussus came in, I thought I was home free. I conquered to barb city to the west by the iron, founded another city securing the pass to Rome, and took out another barb city to the east by the river with silver and another iron. Got Liberalism, etc, etc...
Maybe the mistake I made at this point was trading too many resources with everyone, giving me worst enemy trading penalties. I'd been on good enough terms with Caesar, but had been unable to coax him into any wars, so there was a clock ticking in my head. I did beeline for Rifling and Nationalism - my favorite tactic on a low-hammer map, but then noticed that I only really had three cities that could easily recoup drafted pop. As my first Rifle headed east to take some more barb cities, Saladin declared.
No sweat, I had a nice tech lead, and no really vulnerable cities. Took out Saladin's initial push, conquered one of his frontier cities, and pushed for his core. And then I discovered Steam Power. No coal. That was bad. None even close (wish I'd noticed that one Sulla got!). Caesar had one behind a second line city. In fact he had three (and wouldn't trade any!). This was very bad.
Sure enough Caesar sprung the sneak. I was able to draft rifles and hold off the attack, but these food-poor cities really couldn't afford to spend another 30-40 turns gorwing back to max pop. Peace with Saladin, buy in Mao and Mansa vs. Caesar.
Oh, and Caesar and I had been trading 4 other resources. This was the first point at which I felt like quitting, but I decided to soldier on and see what happened. This might be my chance to get the coal! My economy was still pretty good thanks to Statue of Liberty and Electricity, which I beelined to get the extra Windmill commerce, then State Property greatly reduced maintenance costs in the new barb cities I had taken in the east, while firing up a bunch of watermills in that part of the world (first they got all farms to get to max pop, then farms were changed to mills - all hills got windmills too).
So the economy was fine, and then Infantry and factories and I took three of Caesar's cities, including Versailles...
But WW was up to 40% culture, and my tech pace had slowed down, and the techs I had used to bring in allies cost me the tech lead. And then Saladin snuck again. So it was peace with Caesar, and back to war with Saladin. Another wave of drafting, this time in the east, fouling up optimized watermill cities, and very nearly lost two cities anyway (I had left my defenses too thin there, thinking Saladin was gassed).
I had gone for Radio (foolishly thinking I could get Caesar's coal via Eiffel Tower culture - those cities ended up with 7000 culture, and still didn't get near reclaiming their western tiles), and as soon as Flight came in Caesar was back to reclaim his cities, this time with the full range of modern techs. He even had fighters to blunt the impact of my bombers, while chewing up my countryside, including the food of my Heroic Epic city - starving it down to unproductivity.
This was the second point at which I felt like giving up, and did for a week or so, until someone in a Civfanatic forums mentioned the game, and I figured I'd see if I could salvage it. I started by giving Saladin back one of the cities from the previous war that contained 5 tanks and 2 Infantry waiting for it to unrevolt.
Once this force got back to the western front, I (barely) managed to raze a couple Roman cities using combined forces (marines vs. artillery, SAM's vs. gunships, gunships vs. tanks, tanks to take the cities) and wasted some bombers going into the teeth of anti-aircraft fire. Once I realized how powerful gunships were for pillaging, the tide turned. Caesar had rails right up to the three former Roman cities, so I had to keep large garrisons in them.
Just as I was amassing a force to take Rome and get the holy grail (coal!), I got the worst imaginable news. Alex had declared. I know Alex. Alex likes to sit back and build stacks of hundreds of units. Your only hope against Alex is that he stays busy with someone else. As I said, in this game, my diplo sucked (although I did end up Sec Gen!), so this was Alex's first war. I shuddered to think how many units he had stockpiled. His first move of the war was to move the dreaded dot, dot, dot stack next to Baghdad. You know, the stack so big the screen doesn't have room for it. It contained at least 20 well-promoted Infantry as well.
This was the third point at which I felt like giving up.
What the heck, made it this far.
I had gone for Fission to get Nuke Plants (lacking Coal), then Rocketry to get Apollo started (Vicky already had it, I had 11 turns to go), then beelined for Robotics for the Space Elevator. As if Alex's surprise wasn't bad enough, I discovered that I didn't have a city at the proper latitude to build the Space Elevator! Was that added in the last patch?
What I did have, however, now, was Mechs. Sure wish I'd had those a few turns earlier vs Rome. but Caesar would finally talk, and WW was already at 40% again, so I had to take peace with JC again (it would last til game's end) and kill at least 200 units from Alex over the next ten turns. Someone's spy had cut off my Oil, but the 4 bombers left over from the Roman war, combined with 7 ridiculously promoted Mechs in a hill city, were just enough to give Alex's unit a nice place to die. I did lose the initial city, but when the human has air, and the AI doesn't: hambuger hill for the AI.
Near the end, Alex brought some tanks and SAM's, but it was too late.
I had no stomach for revenge, however, as it was time for space. Used a Great Engineer for Scotland Yard and kept tabs on Vicky. Max sci (all sci specialists, building research) to get the techs, then max wealth to fund sabotage. Passed the foreign trade route and extra trade route via UN, windmilled everything in sight, and got research down to three turns on the last tech. Took out Saladin's capital when Mao invited me to join him in wiping out Sal (if I'd only had that site sooner!).
Ended up beating Vicky to space by two turns in 1983, in an ending similar to Sirian's, complete with madcap procudtion adjustments in the last city, a well-timed final Golden Age, and three successful (and ruinously expensive!) sabatogue attempts.
Considering that I spent much of the mid/late game running 20-40% culture to keep my lily-livered people happy, I was really surprised to get the win. Just shows how important diplo really is...
I switched back and forth a couple times between Free Market and State Property - Free Market boosts revenues, while State Property cuts expenses - but I should have stayed in State Property, as the trade routes on highland maps are pretty unimpressive, and the extra food from watermills made my 5 (!) cities to the Northeast monsters just in time to simultaneously build the last 4 spaceship parts.