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Regent Level game for October 2004 Conquest 05 - Inca

Monarch Level game for September 2004 Classic 35 - Ottomans

Monarch Level game for September 2004 Conquest 04 - Mayans

Regent Level game for August 2004 Classic 34 - Zulu!

Demigod Level game for August 2004 Conquest 03 - Byzantines

Emperor Level game for July 2004 Classic 33 - Greece

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Monarch Level game for June 2004 Gotm32 - Aztecs

Regent Level game for June 2004 Cotm01 - Hittites

Emperor Level game for May 2004 Gotm31 - France

Monarch Level game for April 2004 Gotm30 - Spain

Emperor Level game for March 2004 Gotm29 - Egypt

Monarch Level game for Feb 2004 Gotm28 - India

Monarch Level game for Jan 2004 Gotm27 - America

Deity Level game for December 2003 Gotm26 - Han

Demi-God level game for November 2003 Gotm25 - Mongols

Sid level game for October 2003 Gotm24 - Korea

Monarch level pangaea game for September 2003 Gotm23 - Arabs

Demigod level archipelago game for August 2003 Gotm22 - Vikings

Monarch level mediterranean game for July 2003 Gotm21 - Greece

Deity level continents game for June 2003 Gotm20 - Spain
View timelimes, maps, and save files for 93 different players Qsc20 - Timelines

Emperor level Continents game for May 2003 Gotm19 - Ottomans
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Monarch level Pangaea game for April 2003 Gotm18 - Celts
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Regent level archipelago game for March 2003 Gotm17 - Carthage
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Qsc 14
Players Index:

- AgedOneorabi
- Borealirabis
- CartoucheBeerabi
- Civ_steve-arabi
- ControlFreakarabi
- DaveMcWabirabi
- Drewsharkarabi
- Gnidorabi
- GnikDrazilrabi
- Hotrodorabi
- Manokentorabi
- Moonsingerabis
- Phil Tardirabi
- Pygzillarabi
- Zagnutrabi

- Scores Worksheet

last updated by cracker – January 4, 2003

Mighty civ_steve-orabi

civ_steve-orabi developed a plan for Operation Annihilate Xerxes. Only time will tell if Xerxes follows the plan.

4000 BC, civ_steverabi surveys the situation.  River is great, adding commerce.  Nearby cows will provide extra food capability.  Before founding city, use Worker to scout and move to cows (which will be first space worked anyway!)  Coast is revealed, with Whales.  We desire the Whales, so move Settler SE to forest, plan to found capital there.

3950 BC Babylon is founded!  Start on Pottery with 100% Science (20 turns).  Start on Warrior (5 turns); warriors needed for scouting, and MP duty.  Grow in 7.  Worker starts on Road on Cow space to increase commerce.

3800 BC Road to Cows completed.  3 Turns shaved off Pottery Research (17 to 14 turns).  Move Worker 2 spaces NE to G+ space on other side of Babylon.  Decision is between Irrigating Cows or Roading G+; decide to road G+ first.

3700 BC Warrior1 is completed, start on Warrior2; sent off exploring.  Moving SW (on Roads); Dyes are discovered!  Early Luxuries will be a plus!

3600 BC Babylon expands to size 2, set Lux to 10% until MP available; Road on G+ space reduces time for Pottery to 8.  Worker moves back to Cows and starts Irrigation.  Warrior1 is scouting up Coast to West.

3550 BC Warrior 1 sees Hut; left alone for now.

3500 BC Warrior2 built, set Science back to 100% (Pottery in 5)

3450 BC Culture Bound Expands.

3400 BC Worker has finished Irrigation of Cows;  Moves to Wheat space NE N of Capital for Road and Irrigation Work.  Cows and Wheat Irrigated will provide 5 extra food (potentially), allowing fast growth.  Worker sees Gems in Mountains to East (2 nearby Luxuries!)

3300 BC Warrior3 built, just in Time for MP Duty as Babylon grows to size 3.  Start Temple to hold Shields.

3250 BC Learn Pottery, start on Warrior Code, switch from Temple to Granary.  Scouting Warrior sees Floodplains to NNE of Babylon (several spaces away)

3050 BC Babylon is size4; requiring 10% to Lux to keep capital in order.  Whaling begins.  Warrior1 is scouting generally East from coast along Line 4-5 spaces north of Babylon, has seen Grasslands on East side of Mountains.  Worker finishes Road/Irrigation of Wheat, will move back to G+ space to put in Mine.

2950 BC Warrior1 has seen Hut#2 (left alone) and heading more to N and NE sees Incense and more Floodplains.  A traveling historian has given us his list of largest Nations : Indians, Zulu, Persians, Chinese, Japanese and Babylonians.  We are dead last (which is not surprising.)

2850 BC Babylon is size 5, set Lux to 20%.  Warrior1 sees Green Cultural Boundary (about 10-12 spaces NNE of Babylon.)

2710 BC Finish Granary, start on first Settler.  Set 20% Tax (1 gpt growth); 60 Sci, 20 Lux.  Worker finishes mine of G+, will start Roads towards next potential city spaces.  City #2 proposed for Plains space with adjacent Game to NNE of Babylon; City #3 proposed for Floodplains, near Flood/Wheat spaces further NNE.  After that, build East along Floodplains towards Incense.

2670 BC Learn Warrior Code, start Mysticism; Warrior1 Meets Persians: They have all our techs, plus Masonry and The Wheel, and they have 4 cities total.  Nothing worth trading, Xerxes is annoyed.

2630 BC Warrior1 finds deserted Hut (next to Persian Arbela).  Begin Micro-managing Commerce, food and Production in Babylon for Maximum Science, while maintaining content capital and 0 to 1 gpt treasury growth, and build a Settler/Bowman combination every 7 turns while size varies from 4 to 6.  This Settler/Bowman build pattern is continued until 1275 BC.  5 pairs of Settler/Bowmen are built, with an extra Settler built in 1830 BC, and the last Settler built (7 total) in 1275 BC.  civ_steverabi is racing to occupy as much of the fertile Floodplains that lie between Babylon and Persia.

2550 BC First Settler built, begin on Bowman.  A MP Warrior is sent with Settler to found City #2.

2430 BC Ur founded in City #2 spot; starts on Bowman.  Persian culture is detected NW of Ur; They're on downriver location W of Floodplain with Wheat spot that we've surveyed for city #3.  The race is heating up.  Worker1 has connected Ur to Babylon; will next build Road in Game space, and continue on to City #3 location.

2310 BC Warrior1 has scouted back West around Arbela.  A Mountain location allows a distant glimpse of Persepolis, the Persian Capital.  Will scout North, and then back East.  Persians start on Colossus.

2270 BC 2nd Settler is built; escorted by Bowman, it heads to City #3 location.  Ur Production is changed to Warrior; will perform scouting mission to East through grasslands.  Wheat space between Babylon and Ur is shared between the two as appropriate; in general given to Ur to speed growth, but allocated to Babylon if quick growth is needed.

2110 BC Ninevah is founded at city #3 location; starts Temple to combat Persian Cultural influence.  Warrior2, from Ur, scouting East, sees Persian spearman/warrior moving around, keeps tabs on them.

1990 BC 3rd Settler is built; with Bowman heads for space E NE of Ninevah along river.  Ninevah is connected by Worker1 to road network, starts roads E along river.  If we can build along River, we'll block off the Eastern grasslands from the Persians, allowing us to colonize them later.  Checking with Xerxes, he now has IronWorking also (swell!!) and 8 cities, to our 3.

1910 BC Learn Mysticism; Xerxes is not interested in it.  Start on Poly; set Sci to 10% and grow treasury.  Warrior1 has scouted East along top of Persian holdings and seen NE Coastal boundary of our continent.

1830 BC 4th Settler built, will head East along River to found city #5 near incense; Ur has built a Bowman for escort; Persian Spearman/Warrior head towards Ur; some concern, but they eventually pass through.

1750 BC Ashur founded to East of Ninevah along River; starts on Temple.  Ur completes Worker to develop roads and irrigation around Ur and Babylon.

1725 BC Ninevah rushes Temple.  In general, the floodplains cities, which have terrible production right now, will rush a Temple, build a worker, then rush a Settler.

1675 BC Ninevah suffers disease, down to size 1.

1625 BC 5th Settler Built, with Bowman will go N, NW to found city #6 near first goody Hut discovered.

1575 BC Elippi is founded on River near Incense, starts Temple.

1550 BC We trade Xerxes 148 Gold, and 8 GPT for Alphabet; in part this gets us some advancement, and should keep Xerxes off our backs (8 gpt is a lot to lose if we went to war.)

1525 BC Akkad founded off coast to N NW of Babylon, goody Hut gives 50 gold from Khosians.  With development, will be a good production city, starts on Bowman.

1500 BC Ashur rushes Temple, starts on Worker.  (Typical pattern for these floodplain cities)

1450 BC 6th settler built, with Warrior will head West and build city on Dyes space.  Ur changes production to Barracks and rushes; Ur will be set to producing veteran Bowmen for Operation Annihilate Xerxes, as will Akkad and Babylon once growth is complete.

1400 BC Uruk founded on Dyes space, start Temple (to be rushed); now all we need is a road to be completed.  Warrior escort sees land to South across strait, then assumes MP duty in Uruk.

1325 BC Dyes connected, happiness ensues (which ultimately means, more Taxes will be generated.)  Elippi rushes Temple.  Ninevah completes Worker, to develop Floodplains.  Two scouting Warriors have fortified in Mountain spaces on East end of continent.  Along with Floodplains cities, these Warriors maintain a complete ring of observation around the yet to be colonized zones that we want, so we'll know if the Persians try to move in.

1300 BC Incense connected (near Elippi); much rejoicing ensues (and more taxation; Lux is down to 10%).  As part of Operation Annihilate Xerxes, the floodplains cities will be rushing Bowmen; these Luxuries will help in that phase.

1275 BC 7th Settler Built, with Bowman will head East to found next city along coast 4-5 spaces E of Babylon

1225 BC Zulu build Pyramids; Indians build Oracle; Ashur builds Worker, starts Settler.

1200 BC Eridu founded on Jungle Space; starts on Warrior (then will build Temple, with rush when size 2 reached).  Forbidden Palace available message next turn.

1150 BC 8th Settler Built, with Bowman (from Ur) will found in middle of Eastern Grasslands.  Uruk rushes Temple.  Phase 2 of Operation Annihilate Xerxes begins - Babylon will build Workers every 2 turns, 4 to 6 total, to develop roads and mines in nearby grassland; objective is to have Babylon capable of 10+ production before Golden Era starts; with Barracks and Golden Era (20 useable production goal), Babylon will turn out a veteran Bowman every turn.  Supplemental Veteran Bowmen will also be provided by Ur and Akkad, probably every other turn.  This will generate up to an additional 40 Bowmen during a 20 turn period (more can be 'rushed' or built by floodplains cities.)

1125 BC Zulu complete Colossus; Persians start Great Lighthouse (so they're Writing and Map-Making ahead of us on that track.) 

1075 BC Ninevah rushes Settler, to found 10th city in Eastern Grasslands.  Xerxes demands Territory map and 20 Gold; we accede and set high priority to fulfill Operation Annihilate Xerxes.

1000 BC End of recording; Babylon completes 3rd worker in 6 turns.

Near-term plans:  Akkad will complete Barracks next turn; a temple will then be started, and rushed - 4 turns total; Akkad will then build Veteran Bowmen.  Ur is now producing a Veteran Bowman every 4 turns.  After building a few more Workers, Babylon will build Barracks, then Bowmen.  Workers will be added back to cities to optimize Bowman production during Golden Era.  The first phase of the Persian-Babylonian war will start once about 20-25 Bowmen are available for battle duties; this will (hopefully) end with Persian Power broken, most missing Techs traded to me for peace, and maybe 4-6 Persian cities taken.  After a 20 turn peace period, resume hostilities.  Plan is to take Persia out in 2 to 3 phases, depending on Techs available for peace negotiations.  Once continent is totally under my control, we'll see what else the world is doing.

This page was last updated on: January 4, 2003

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