Challenge #6: Ironman

1812AD R.I.P. Good year for music. Bad year for me.

So close, but no banana. __:ar15:_____:banana:__

That’s my last attempt. And I really thought I had it.

Spoiler :
Took a look at 'going big’, 11 cities, playing a real game, etc. But immortal diff and 'always war' meant I was always going to fall. And when you fall, you fall quick. In one city I could concentrate my defence and hang on for ages when the major gunpowder offensive arrived.

Took a look at 'hiding my city' and avoiding all contact with all AI’s. But, as has already been said, the AI’s just use the early years to tech up and then … Bam! You’re dead!


I abandoned those and went with Splattery’s approach:
Single city. Rushed my scouts to find all the AI’s asap. They attacked me with wave upon wave of the early guys and they advanced more slowly as they set their resources against me. I got 60 well-promoted longbowmen together. Lost my first military unit in 1635AD. Fell to riflemen in 1812AD.


Made a few changes (and, I had hoped, advances) to Splattery’s strat:
Spoiler :
- Moved my city 5 squares east to get 4 flood-plains and a gold mine in the fat-cross. pic #1.
Spoiler :
- Got bronzeworking. Chopped Stonehenge 2120BC (for GPP's) plus 4 archers. Then Oracle 975BC and got Feudalism.

- 1 worker. For the chops and 1 solitary improvement: the gold mine. Which was easy to defend and survived the whole game. That plus the gold from 3 super-specialists allowed me to - stay at 100% research (until I finished at Civil Service), promote my archers and not loose any troops for lack of funds.

- Buildings - 1 granary, 1 barracks.

- The hammers from - three super specialist priests, the gold mine and one forest tile that was left to work; throw in +%'s from Heroic Epic and Bureaucracy; plus plenty of whips from 4 flood plains and a Granary, gave me 60 longbowmen.

- That 43 gold/turn, 27 hammers/turn and whips from 4 unimproved-floodplains is really enough to see a single city into the 18th century. You don't need to throw resources in to trying to get more than that. pic #2.
Spoiler :
- Promotions – Super-veterans at the top of the stack got City 1-2-3 > Hill 1-2 > the Combats + Mounted&Melee, but 10 guys at the bottom of the stack, who rarely got touched, just had Combat 1 > Medic*. They kept the super-veterans alive longer, and I figured when I’m down to 10 men it’s as good as over.

- Civics - Hereditary Rule / Slavery / Bureaucracy (dropped vassalage after CS. Decided the +50% commerce to keep units from deleting was the way to go.)

- Tech Route - Arch/Myst/Mine/BW/Wheel/Pot/Poly(enable literature)/Priest/Writing/Monarch/Feud(from oracle)/Alph/Literature(for epic)/CS(for bureau). Masonry as an afterthought.

- I threw up the Wall after the catapults had reduced my cultural defensive bonus to zero. Kept them busy for a couple of turns.

- First knights appeared at 1550AD. Survived them.

- Killed 40 musketmen.

- First riflemen appeared in 1800’s and it was all over.

- In a desperate final move I spat out a settler in my dying years. He successfully did a runner and settled further north. Bought me a few extra turns. (And is also the reason the city in my 1812AD save looks a bit empty. ;) )

(*see 3 posts down re Medic I.)


The key thing about this strat is not just the downgrading of the AI's advancement, but the extra promotions from early (but proportionally weaker) multi-AI assaults. Which add to the promotions gained from a large quantity of angry barbies due to one city and no fog-busting. The last thing you want to do is slow the promotion treadmill.

If you are going to stop at longbowmen you need plenty with the full +250% strength.

At the out set of this challenge I hadn't figured on such a masochistic-beat me!-beat me! approach being the way to go.

I, like many, saw the deluge coming and tried to avoid it, but.... if you want to get tough. Embrace the pain! :hammer2:



---
 
Longbowmen really are no match for Riflemen - I should know, I just rammed a load down Napoleon's throat in a standard Monarch game :D

That'll teach him for declaring war on my friend Liz.

Something I've been wondering about as you're not the first to mention it in this thread: Is there any reason to have more than one medic? Doesn't a unit with medic 1 heal every unit in the same square?
 
Wow, well done Raiser.
First knights appeared at 1550AD.
Huh. I'm replaying my game from 500 AD (not to submit, of course, but I want to know). I'm back to 1280 AD and it's going much better. Biggest problem is the damn knights that keep bypassing my cities to pillage improvements. About 35 turns sooner than you saw them. Maybe introducing yourself to the AIs really is the way to go.
patagonia said:
Something I've been wondering about as you're not the first to mention it in this thread: Is there any reason to have more than one medic? Doesn't a unit with medic 1 heal every unit in the same square?
One medic will heal all units in his square, and multiple medics do not add. The only reason to have more than one is if you're afraid he will choose to participate in combat and get killed.

peace,
lilnev
 
patagonia said:
Is there any reason to have more than one medic?

Well I knew that medics effected all the units on a tile, and I had always assumed that the +10%'s stacked. :crazyeye:

I've not used it much before as it seems very weak. My thinking was an injured guy who would take 4 turns to heal would need 10 medics on his tile (a huge number!) to get the +100% and so heal in 2 turns. So 'recover health while moving' seemed the only decent medic promotion.

Is this promotion as weak as I think it is? For example if a 20 strength guy has taken 6 damage and heals in, say, 3 turns at 2 points/turn in enemy territory. When he gets the effects of Medic I '+10% heal' how much extra health does he get back in the first turn?:
a) +0.2 (10% of the 2 points per turn)
b) +0.6 (10% of the 6 points lost)
c) +2.0 (10% of his total health 20)

:confused:

Can't spot it in the 'pedia or handbook.


LoL. No stacking! Maybe those 9 extra promotions would have got me to 1818AD. :cry:



---
 
thanks for the detailed write-up raiser :)
 
I wanted to second my appreciation for all the extra work people put into these challenges. Every explanation gives me additional things to try out, and I learn a lot. I never win, but hey maybe some day....
 
As I understand it, healing works like this:

Your unit will only heal if it has not moved, fought, or upgraded, unless it has March.

Base rate is 5% in enemy territory, 10% in neutral, 15% in your territory or your city in revolt, 20% in your non-revolting city (not exactly sure about allied territory/cities, units on ships, etc). A medic adds 10% (or a medic II in an adjacent tile), but multiple medics do not stack.

That percentage is multiplied by the unit's base strength and then added to the current strength.

Example: A knight (base = 10) is wounded down to 2.5/10. He's sitting in my non-city territory without a medic, so he heals 1.5 (15% of 10) per turn, taking 5 turns to reach full strength. If a medic were present, he would heal 25% of 10 = 2.5/turn, taking 3 turns.

For example if a 20 strength guy has taken 6 damage and heals in, say, 3 turns at 2 points/turn in enemy territory. When he gets the effects of Medic I '+10% heal' how much extra health does he get back in the first turn?:
a) +0.2 (10% of the 2 points per turn)
b) +0.6 (10% of the 6 points lost)
c) +2.0 (10% of his total health 20)
c) +2.0 is the extra healing he gets from the medic, tripling the base rate of 1 point/turn in enemy territory.

peace,
lilnev
 
When youre building those longbows, take a look in your city screen and youll see you can build a warrior in 1 turn. Build a warrior and give him combat1 + medic. He will never see action and you wont have to waste a longbow on him.
 
lilnev: Thanks for the explanation of Medic 1. I have a feeling this peacenik's combat skills are going to improve after this challenge.

In the future I think I'm going to use a MedicI-little-chariot-dude as a mobile healer a lot more in my standard games.


---


Cabledawg: Good call on the warrior. I'm all for saving production where ever I can. (i.e. not connecting to copper so I can use 'ickle warriors as my Hereditary Rule guys when I'm confident about the peace I've made.)


---


I have the feeling that Splattery wont get beaten by close of business today. So....

:bowdown::bowdown::bowdown: to Splattery. Congrats.


---


And may I be the first to make a couple of suggestions about the next challenge:
1) We've had 'The longest to...' and 'The largest by...'. I'd quite like to play a 'Fastest to...' challenge.

2) We've just done a War :aargh: challenge. I'd quite like the next challenge to include a peacenik :old: option.

3) We've had :gold: challenges and :culture: challenges. I'd quite like to try a :hammers: challenge.


Not sure what exactly. There's:
:hammers::hammers::hammers:The Seven Wonders Challenge - Fastest to own 7 World Wonders.

or

:hammers::hammers::hammers:The Nationalist Challenge - Fastest to build a Forbidden Place, Oxford University, Wall Street and Ironworks.


A national wonder type of challenge has the joy of requiring a goodly number of cities and would get us away from One-City strats.

A world wonder type of challenge has the randomness of the AI's completion dates, but provides an option for the warmongers of stealing the last few wonders from the neighbours.

I like the feel of World Wonders:
- If it was a high diff setting and you could only get 3 of the early wonders which would you go for?
- Would you focus on farming Great Engineers (CoL is no help their)?
- If the start was 10 tiles east to Stone and 10 tiles west to Marble which way would you go?
- What would be the correct target amount of wonders for an interesting challenge?


Difficult choices = Fun :cool:


---
 
In addition to the fine ideas put forth by raiser as well as the idea of Kingmaker, I have a couple to add to the mix:

1. After losing a squeaker and trying his hand at the movie biz, Al Gore decides to escape the planet (Alpha Centauri style of course) and found a new civilization, armed only with the knowledge of Fiber Optics and his greatest creation, the Internet. (i.e. Deity level, lots of civs, first city begins with internet, and some appropriate metric to determine the winner)

2. (my personal favorite) Due to a lot of bad press and indiscriminate warmongering, the black-flag waving culture has been repeatedly put down and denied true-civilization status. Eager to help them shed the "barbarian" moniker, you take on the formidable task of preserving a single barbarian city, warding off less enlightened civs (and of course dealing with the occasional nuisance of random attacks by your protege) until some predetermined date, whereby the largest barbarian city (placed of course by the World Builder in a reasonable location in 4000BC) will be declared the winner.

I did test this several times and found it to be quite interesting. It certainly requires rethinking the game a bit, as it is an unusual task. I would not presuppose that my ideas are good, however, and would appreciate some feedback before declaring the next challenge...
 
Hi guys. First off, I'd just like to compliment you all on these challenges, they're an excellent idea. This is the first one I've played, but I may well try some more later. I might have tried some earlier, but I haven't had net access for quite some time.

Anyway, to get things in order, I guess I should apologise to Raiser for making his feeling wrong (assuming I'm in time for close of business). I've given this a whirl, with some shameless stealing of strategies from other posts in this thread, and just made it to 1830AD.

Spoiler :
I started out by pretty much stealing Raiser's early game: I sent out the scouts, moved to the same spot, and similarly built very few tile improvements, though unlike him I did run a few villages, before the AI stacks hit in force. I chopped Stonehenge and the Oracle, and got Feudalism as seems to be the dominant strategy. Even my tech path was almost identical, though that without intent.

However, I differed significantly in promotion strategy. I believe strongly in the power of Drill promotions on longbows and the like in Always War games, since the main use of Drill is to prevent your units taking damage so that they can fight again much more quickly. Therefore my promotion line for the early units was Guerilla 1-2 (this is slightly more efficient than CG 1-2 in a city on a hill), Drill 1-4, and then rotate the unit out to storage on the gold mine. I did this with I think 6 units, in the end, keeping them out so that other units could level up a bit, defense in depth being vital once the *real* stacks hit in the 1500s and onwards.

Normally with Drill units, a single one fights 5-10 times a turn, and shoots up massively ahead of the others, but this time two did so at once, for reasons unknown, and I ended up with two bows over 200xp simultaneously, before I lost them around 1700. Promotion strategy after returning the bows to the city was CG 1-3, Combat 1-2, Formation, Combat 3-5. I think Formation is vital on Drill bows, since the Knights that ignore first strikes are far the greatest threat before Grenadiers/Rifles, due to the bug that causes the power of first strikes to be added (oddly) to decide which unit defends even if the attacking unit is immune.

After that, it was a simple attritional collapse, with further pairs of the held-back bows stepping up sequentially. I had another 4 reach 100xp each before they died over the centuries. Grenadiers arriving in 1790 spelled the beginning of the end, but an unexpected lull kept me hanging on by a thread until 1830.


A grand total of 1382 enemy units were killed, including a mere 16 Grenadiers. The AIs never reached either Cavalry or Riflemen, which must have made the end easier on me than others. I have no idea why they did not.

Hopefully there's a save from the last turn successfully attached to this, if so just hit enter to die.

Thanks again for the game!

Garath
 
Al Gore's Big Adventure sounds like it would favor warmongers. No need to tech means you could support a large army, as well as working mines instead of cottages. One possible success metric would be earliest spaceship victory. It might turn out to be more luck-based than skill-based, however -- if the second best techer gets beaten up in an inter-AI war, your game will suck.

Back in the present, I'm up to 1480 AD. The perimeter is still holding, against Musketmen for the last 100 years or so. I won't finish it by tonight, but it wouldn't be a legal submission anyway. I think I'm not going to come close to the high scores. It can't be too much longer before I'm facing off against Cavalry or Grenadiers. My research is almost dead, as my economy stopped expanding (and even suffered some pillaging) while my army kept growing. I got Engineering, but Guilds is still ~30 turns away.

peace,
lilnev
 
These challenges look interesting and I enjoy reading the summaries, I would play them myself but Civ crashes whenever I try to load a save that's been downloaded. How about this for a peaceful challenge: Pixel-Kisser, highest number of positive modifiers by a certain date wins. Turning on Aggressive AI might make it more difficult, but it would also lean towards warfare. Maybe making a custom Pangea map with high water level and Montezuma, Napoleon, Genghis Khan, Isabella, etc as rivals, with one or two extra civs above the default for map size.
 
napoleonbee said:
These challenges look interesting and I enjoy reading the summaries, I would play them myself but Civ crashes whenever I try to load a save that's been downloaded. How about this for a peaceful challenge: Pixel-Kisser, highest number of positive modifiers by a certain date wins. Turning on Aggressive AI might make it more difficult, but it would also lean towards warfare. Maybe making a custom Pangea map with high water level and Montezuma, Napoleon, Genghis Khan, Isabella, etc as rivals, with one or two extra civs above the default for map size.

I like the idea, although we don't need to make it harder (so no agressive AI setting, no need to select warmongers only...).
Metric being largest total modifier with one AI. Tie breaker would be largest total modifier with a second AI, then a third...
 
Garath, congrats on a solid score. Do you realise that you get to choose the next challenge if you are the winner?
 
A Variant on "Al Gore's Big Adventure" could be that you only start with Fiber-Optics, and if you want the Internet, you'll have to get off your lazy ass and build it yourself.

This will force people to make decisiond on where they spend their efforts; on a massively expensive, yet massively powerful wonder, or on the necessary things in life like cities and defensive armies. This will probably become a question of how many GEs you can churn out as early as possible, but it would still make you think about your priorities.

As for the topic at hand, I started in on this challenge, but grossly underestimated the AI's tenacity for destroying me, and me alone. Didn't Break 1000 AD :(.
 
Hans Lemurson said:
As for the topic at hand, I started in on this challenge, but grossly underestimated the AI's tenacity for destroying me, and me alone. Didn't Break 1000 AD :(.

hard to break the habits ;)
first run, i got killed in 600 AD
second run in 1100 and a few years AD.

I don't usually wage defensive wars!
Catapults are good when breaking 1 attack wave, but they're no good vs non stop agressors...
That's what i learned here.
(And that "No longbows = early death" in this challenge)
 
Congrats Garath! I'm glad to not have the pressure of deciding on the next challenge, though I must say that I am jealous that your AI didn't build cavalry... :p

Anyway my guess is that you might have survived the grenadiers with a whole bunch more longbows, which might have required you to leave some forests for your ongoing production later. I found in a replay that it is quite possible to build Stonehenge and Oracle while defending yourself from barbs with your starting warrior and one (!) archer until you can build longbows, and all this without chopping a single forest. Were I to have tried it differently, I would have rotated my units as you described to try to get more of them to get the appropriate promotions instead of just having a couple uber-units and a bunch of 5-10xp guys. Very tedious though...

What I did try (and I learned a bit more about the game mechanics from this) was to just let everybody accumulate xp without promoting anyone beyond the freebies from the barracks and H.R. I assumed that the chosen defender would occur randomly from my stack (rather than defaulting to the veteran all the time) and that everybody would more or less share in the xp since the units all had the same defensive ability (except the medic). Not the case - the computer still prefers to defend with the most senior unit, all other things being equal. I ended up with one unit defending all the time anyway... :mad: In a perfect world, the AI should let you as the player choose your defender, but that might end up being a huge player advantage since you could easily optimize your losses (warrior cannon fodder, etc.) It seems like the only effective way of splitting the xp is to move units in and out of the city away from the attackers, but again that is really tedious.

Oh well, congrats again and I look forward to seeing the next challenge...
 
:bowdown: :bowdown: :bowdown: Congrats Garath. I spoke too soon. :D


I considered throwing in the National Epic for one extra great peep, as you did. But I feared it would tip me into an Artist instead of a Priest, as it did with you.

If anyone tries this strat again I'd look at finishing with ironworking instead of masonry and holding the adjacent improved Iron tile for the extra production as well as the gold mine.

Lilnev let us know how your quest for victory goes. If you get a top 3 score in 2050AD I'll buy you a virtual beer.
:beer:


---


Garath, hopefully you'll let us know if you are up for sifting through the ideas and choosing the next challenge. This Friday 27th would be the ideal day for posting as it gives people time to suggest goals and then suggest a leader and settings for the goal that you are leaning towards.

As a finish date November 5th would give the 2 weekends. Sticking to Civ IV vanilla seems to be nice and inclusive.

The challenge you now have before you is to find a game the hooks in the maximum amount of people. Lilnev is winning that challenge with 131 downloads of Ironman . Double the figure of any of the prior challenges.

Good luck.


---

Edited to include the second a's. ;)

---
 
Thanks for the congrats, guys! :D
As I said, it was basically just modifications to your strategies anyway, so the credit is yours really.

I only threw the National Epic in because I'd run out of gpt to support my army: in fact I built too many longbows and had to delete them later when I realised. Had I not built them in the first place I'd have been considerably better off. I'd have gone for Iron Working myself, but I don't think the Iron mine could have been defended like the Gold mine. It would have received incessant pressure due to being on flatlands.

I'd be interested to see the start you've managed, splattery. I didn't think it would be possible to retain many forests whilst still getting to Feudalism on any sort of reasonable timescale. I'm sure a game developed from a start like that would be able to beat my date. I don't know whether I could have held out any better against grenadiers, though, since I couldn't have supported any more longbows than I did for most of the game. Maybe by building fewer earlier and putting in some shields into the Great Library instead for conversion to gold, so more gold is left for going deeper into negative gpt later.

I definitely stand by rotating out longbows as a good thing, though maybe if I were trying again I would take them out even earlier (maybe 30 rather than 40xp), and every so often evacuate my city of all but low-level ones (early enough that knights and such haven't appeared, obviously). Probably a few would be lost in the process, but it would produce a huge number more 10-20xp bows, which have a good chance of surviving those extra few turns at the end once you are reduced to them. The real thing that needs doing, though, is going into the defender selection code and modifying the effects of first strikes on that.

Choosing the next game, eh? As a newcomer to these challenges, I certainly don't know what ideas have already been thrown around, I haven't been thinking of them for a while like some of you. On the other hand, I'm interested in getting involved in the discussion, whether or not I decide to take a casting vote.

I like the looks of a hammer-related challenge somehow, though I think the World Wonder-related one would be likely to work better in that regard than a National Wonder one, since the latter would simply devolve into a commerce race for the enabling techs, I think. I suggest first to own the seven great wonders from the first two ages of tech: Stonehenge, Oracle, Great Lighthouse, Colossus, Hanging Gardens, Great Library, Chichen Itza.

Whether you want to build them yourself or procure them otherwise is entirely the decision of the player, but I would recommend it be held on (at least) Monarch, so as to at least make the player work for it if they want to build them all themselves.

What do you think?

Garath (note second 'a' ;))
 
Top Bottom