cpp1
Feb 22, 2003, 03:56 PM
DAW1 - Diety, Always War
PTW 1.14f
Game parameters:
- Standard map - only 7 enemies (8 total civs), we are the Greeks
- Continents with 70% (middle) water
- Sedentary barbarians (we have enough problems)
- All win conditions enabled
- Difficulty level: Deity
- 24/48 hours to post "Got it"/play
- I'll start with 20 turns, 10 turns after that. Feel free to only play 5 turns. Fighting can be time consuming and exhausting.
Rules
1) Always war variant (thanks Arathorn!):
- NO PEACE! If we can contact a civ, we must declare war on them -- that turn. Some trading is allowed before the war declaration but only of hard goods (cash and tech, no per turn deals). Similarly, no peace treaty will ever be accepted.
2) Usual exploits are forbidden
I chose the Greeks for one reason, the hoplite (1.3.1). It's the best defender available up till muskets and defense will be essential in this game.
Roster
cpp1 << Just Played
open
open
open
open
Observations
- Putting cities on hills is highly desireable as is putting walls around them. Normally I don't bother with walls but in this game we know we're going to be attacked early and often.
- Putting cities close together so that slow units can get from one city to another in 1 turn is highly desireable. It adds alot of flexibility to defense when you can do that.
- We're going to be way behind in tech, so aiming for the Great Library with a Great Leader might not be a bad plan.
- We must conserve units. Trading 1 for 1 with enemies is not good enough. We need to be in the 3:1 or 4:1 range. We can do this by trying to make sure that our (hit points * att/def value) is twice as much as our enemies (hit points * att/def value) where possible. Also artillery type units and fast units (that can get back to safety after attacking) will probably be key.
This could go down in flames early, but its certain to be a wild ride.
Notes after playing to 3000 BC
I played 20 turns just to make sure we weren't too close to any other civs and to make sure we had a reasonable start for our civ.
We appear to be on an island by ourselves, in spite of the continent setting when starting the game. There is the outline of another civ to the NE of our land, just to the E of the whale. I'm not sure who it is, but I have been delaying contact for now, until we are more settled.
Athens is in a nice location. It has 1 wheat and 2 game tiles near it. Its currently on a barracks place holder until pottery is done being researched in 5 and then can be swapped to a granary. I had to slow the barracks progress a little so it wouldn't finish before pottery is done.
We have 2 warriors out scouting and 2 hoplites guarding Athens. One of the hoplites could escort a new settler.
Save File 3000 BC (http://www.civfanatics.net/uploads3/daw1-3000bc.zip)
http://www.civfanatics.net/uploads3/daw1-3000bc.jpg
PTW 1.14f
Game parameters:
- Standard map - only 7 enemies (8 total civs), we are the Greeks
- Continents with 70% (middle) water
- Sedentary barbarians (we have enough problems)
- All win conditions enabled
- Difficulty level: Deity
- 24/48 hours to post "Got it"/play
- I'll start with 20 turns, 10 turns after that. Feel free to only play 5 turns. Fighting can be time consuming and exhausting.
Rules
1) Always war variant (thanks Arathorn!):
- NO PEACE! If we can contact a civ, we must declare war on them -- that turn. Some trading is allowed before the war declaration but only of hard goods (cash and tech, no per turn deals). Similarly, no peace treaty will ever be accepted.
2) Usual exploits are forbidden
I chose the Greeks for one reason, the hoplite (1.3.1). It's the best defender available up till muskets and defense will be essential in this game.
Roster
cpp1 << Just Played
open
open
open
open
Observations
- Putting cities on hills is highly desireable as is putting walls around them. Normally I don't bother with walls but in this game we know we're going to be attacked early and often.
- Putting cities close together so that slow units can get from one city to another in 1 turn is highly desireable. It adds alot of flexibility to defense when you can do that.
- We're going to be way behind in tech, so aiming for the Great Library with a Great Leader might not be a bad plan.
- We must conserve units. Trading 1 for 1 with enemies is not good enough. We need to be in the 3:1 or 4:1 range. We can do this by trying to make sure that our (hit points * att/def value) is twice as much as our enemies (hit points * att/def value) where possible. Also artillery type units and fast units (that can get back to safety after attacking) will probably be key.
This could go down in flames early, but its certain to be a wild ride.
Notes after playing to 3000 BC
I played 20 turns just to make sure we weren't too close to any other civs and to make sure we had a reasonable start for our civ.
We appear to be on an island by ourselves, in spite of the continent setting when starting the game. There is the outline of another civ to the NE of our land, just to the E of the whale. I'm not sure who it is, but I have been delaying contact for now, until we are more settled.
Athens is in a nice location. It has 1 wheat and 2 game tiles near it. Its currently on a barracks place holder until pottery is done being researched in 5 and then can be swapped to a granary. I had to slow the barracks progress a little so it wouldn't finish before pottery is done.
We have 2 warriors out scouting and 2 hoplites guarding Athens. One of the hoplites could escort a new settler.
Save File 3000 BC (http://www.civfanatics.net/uploads3/daw1-3000bc.zip)
http://www.civfanatics.net/uploads3/daw1-3000bc.jpg