DI1- Going where no Civ has gone before; One City Always War!

I think we'll go with Ghandi then. Both Aztecs and Indians have great merits, but it would add a bit of irony if we play as the peace-loving Ghandi in a game where our only goal is to destroy all others!

I will post a screenshot shortly!
 
di1start1uk.png


Behold! Our start position!

We have some hills around us which means we have a decent chance of copper and iron. I seriously doubt that we'll get horses, it seems like a longshot =( The sheep will let our city grow to one more size and we'll eventually grab that incense all the way to the right. If you guys want to stick with this start position, let's go for it! Otherwise I think it's ok if we restart to get a better position.

Should we settle on the hill? It would give us a defense bonus which I think we'll need.
 
DisruptiveIdiot said:
If you guys want to stick with this start position, let's go for it! Otherwise I think it's ok if we restart to get a better position.
It doesn't matter to me.

DisruptiveIdiot said:
Should we settle on the hill? It would give us a defense bonus which I think we'll need.
I normally don't like to settle on a hill, since it cannot then be mined. As I understand the game, you have to have a mine for a new resource to appear. However, the defensive bonus is probably more prudent, given our game parameters. Which hill did you have in mind?
 
Conroe said:
It doesn't matter to me.

I normally don't like to settle on a hill, since it cannot then be mined. As I understand the game, you have to have a mine for a new resource to appear. However, the defensive bonus is probably more prudent, given our game parameters. Which hill did you have in mind?

You automatically get a resource a city is founded on.

I was planning on scouting south with my warrior and seeing if the southern hill has any goodies, if it doesn't I'll try my luck with the north one.

Here goes nothing, I'm starting my turn!

Roster:
Disruptive Idiot--Playing
Methos--On Deck
Rik Meleet
Conroe
 
DisruptiveIdiot said:
You automatically get a resource a city is founded on.
No, that's not what I was talking about. Whenever you build a mine, there is a small chance each turn that a new resource will be discovered (according to the civilpedia). My assumption is that if you do not build a mine, then a new resource will never randomly appear on that tile.
 
Turn 1, 4000 BC
Our mighty civilization will flourish in this fertile valley!
I move our warrior southeast to scout the southern area around us, if it is fertile, we shall found our glorious stronghold ont he southern hill!
There are quite a few hills down there, meaning more chances to get resources! I'll opt to move south with the settler and settle on that magnificent hill!

di4000bc4dj.png


Turn 2, 3960 BC
Delhi is founded! I move our warrior south again to see if anything nifty lies there. Nothing so I'll just move him back to Delhi. We don't need to scout, in fact, we don't WANT to scout :P
I opt for Meditation because it is cheaper than polytheism, better safe than sorry!
I start on an obelisk so that we can get some culture flowing. Our warrior shouldn't have a problem defending until we get an archer. After the obelisk, which is due in 15 turns, I will go for a warrior.

di3960bc2av.png


Turn 3-4, 3880 BC
Move our warrior back to Delhi, that's it.

Turn 5-7, 3840-3760 BC
Fortify warrior and start chilling. Our borders expand on their own but I want another expansion so we can grab more hills and the gold faster, you don't know what treasures may be lurking in them.

di3760bc1cn.png


Turn 8-9, 3720-3680 BC
Chillin!

Turn 10, 3640 BC
They say a picture is worth a thousand words:
di3640bc5mg.png

I start on Hunting because we need Archery ASAP and Hunting is required for Archery. It is due in 5 turns.

Turn 11-14, 3600-3480 BC
Montezuma finds us with a scout, we are automatically pitted into war. Obelisk finishes next turn =)
Good thing it took him that long to find us with a scout, we have some time to form a defense. Hunting is due next turn.

di3480bc9uu.png


Turn 15, 3440 BC
Start on archery and a fast worker. I want to work our sheep so that the city grows faster. It is due in 10 and don't worry, our warrior should do just fine with his +70% bonus (making him more powerful than an archer).

Turn 16-20, 3400-3240 BC
Montezuma's scout shuffles back and forth a bit and Hinduism is founded in a distant land. I did not want to go for it, sorry guys. I want archers more than I want a culture bomb.


That is it. Worker due in 5, archery due next turn and we have secured ourselves a religion. You may not agree with my choices, but once we get archery we can start going on the offensive with warriors. You may be laughing but with archers we will be invincible for quite a while allowing us to find montezuma and wipe him out. We will pillage and rape his lands!
 
Looking good, so far.

DisruptiveIdiot said:
You may not agree with my choices, but once we get archery we can start going on the offensive with warriors.
With Monty being that close, Archery was probably a smart choice. An archer defending a city on a hill will definitely be hard to take down.
 
Got it. Looks like we may get some very early fighting in.

DisruptiveIdiot said:
Hinduism is founded in a distant land. I did not want to go for it, sorry guys. I want archers more than I want a culture bomb.

Understandable. I can see possibly attempting if we had not met anyone, but with already knowing the Aztecs we need to get prepared.

No barracks yet huh? Probably should get a unit or two first and wait on the barracks until Delhi is big enough to build it quick.
 
Conroe said:
Looking good, so far.

With Monty being that close, Archery was probably a smart choice. An archer defending a city on a hill will definitely be hard to take down.

Like I said, our security will be guaranteed once we get archers until the copper wars. We have plenty of hills meaning guerilla is a must for units that protect tiles from pillaging and it gives us a good chance of copper/iron. I want to start pressuring as many civs as possible so that they can't progress in power too much. The longer we deny contact, the more we hurt ourselves, but if we contact too fast, we will die.

Roster:
Disruptive Idiot
Methos--Playing
Rik Meleet--On Deck
Conroe

Here is the save:
 
Don't think, one city always war can grow to a resonable size, because of health and happiness problems. Don't think your (health and happiness) research can keep up with the growth of the researching city. It will work well in the beginning though.

I'd like to be proven wrong, but I really think the only way to win this is an (early) conquest victory on a pangea map.

Defense is not an option, cause AI will pillage every spot in reach.

question: Why does denying contact hurt you??
 
Wasn’t for sure how many turns we were supposed to play so I did 20. Hope that was okay. Seems like games have been going with first turnset is 20, 10 after. You might want to mention DI what you prefer we do. I apologize if I went over.

3200 BC (1): Borders expand, bringing the gold within our borders. Archery>Animal Husbandry. We need a pasture to bring those sheep in.

3040 BC (5): Worker>Archer. Adjust Delhi for faster growth. Move the worker out and realize the only thing he is capable of doing is mining. Why than did we build him?

2840 BC (10): Animal Husbandry>The Wheel. We need the ability to road to connect the resources.

2680 BC (14): Archer>Barracks.

2600 BC (16): The Wheel>Bronze Working

Notes:
-IMO we built a worker way too soon. What’s the point in building a worker when he can’t do anything? We should have built an archer first for defense at least.
-It also would have been wiser to wait the two additional turns before starting the worker anyway. Delhi was capable of making +4 fpt and was 7 food shy of size 4. Had we waited those two turns that would have produced the worker that much faster.
-Since we had the worker I went for some of the worker techs, at least the ones that would connect our resources.
-We’re currently at size 5 and the barracks will be done in 3 turns.
-We have 5 forests so don’t chop any of them. They provide +2 health.
-We’re currently stable health-wise, though the sheep will gain +1 health. Above size 6 and we’ll be unhealthy. I’m not really sure whether running unhealthy equals out.

Here’s the save.
 
Methos said:

Are you sure? We start with mining, I made workers so we could start mining up the hills. Sorry if I didn't make it clear, but I said this round will be 20 turns each and then every subsequent round will be 10 turns.
 
parachute4u said:
Don't think, one city always war can grow to a resonable size, because of health and happiness problems. Don't think your (health and happiness) research can keep up with the growth of the researching city. It will work well in the beginning though.

I'd like to be proven wrong, but I really think the only way to win this is an (early) conquest victory on a pangea map.

Defense is not an option, cause AI will pillage every spot in reach.

question: Why does denying contact hurt you??

Denying contact means the AI won't be in a wartime state of mind, they will expand as usual and tech as usual leaving us behind. If they're at war with us they will focus on military which makes sure they won't get too far ahead of us.
 
DisruptiveIdiot said:
Are you sure? We start with mining, I made workers so we could start mining up the hills.

I did do some mining. Mined a hill plus the gold. Probably should have noted that better in my turnlog.

DI said:
Denying contact means the AI won't be in a wartime state of mind, they will expand as usual and tech as usual leaving us behind. If they're at war with us they will focus on military which makes sure they won't get too far ahead of us.

Didn't think about the not meeting AI's would allow them to expand more. Interesting tactic!
 
lurker's comment: Please don't forget the people with bad internet connections and use *.jpg pictures. 500k per picture causes huge load times ;)
 
IHT - : State of the nation Check: All looks good. I do slow down in growth a bit for extra hammers. We are on the limits of our health due to floodplains.
I do see the Aztec borders.

1 - 2400BC: sheep connected. Extra health.

3 - 2320BC: Barracks finished. As a Aztec unit is visible, production is set to archer. In our screen we see we've met Saladin. He's the one that founded Hinduism. We are already at war with him. I can't remember doing that, so I check our log. It says that we declared war on him the previous turn. ??? Is this intentional due to the AW rules ??

6 - 2280BC: Judaism founded in a far away land.

8 - 2200BC: Bronze is learned. It seems we have no source of copper, so I start in Iron Working. Switch to Slavery.

9 - 2160BC: Archer ready. Start on another Archer. I fortify the archer without promoting him.

10 - 2120BC: Aztec scout stays close to our borders. Send in an archer to scare him away and scout a bit.

11 - 2080BC: Archer trained. Another archer ordered.

12 - 2040BC: Scout enters our lands. Archer kills him, promoting to level 5.

13 - 2000BC: Montezuma's borders expand and are now clearly visible.

IBT: According to Lord McCauley we are hopelessly last in Advanced-ness.

14 - 1960BC: Archer -> Archer. The newly trained archer goes out scouting.

15 - 1920BC: Spices detected just outside our borders.

16 - 1880BC: Archer -> Archer. The newly trained archer goes out scouting. Hut detected.

17 - 1840BC: Hut gives us 83 gold. Sugar found, not too close to our borders. I don't think we'll ever connect it.

18 - 1800BC: Archer -> Archer. The newly trained archer goes out scouting. Gold connected. Archer attacks Aztec scout and barely wins. 1.2 / 3. But he does get a 5th and6 6th experience point.

19 - 1760BC: Set archer to heal. 6 turns.

20 - 1720BC: Archer -> fast worker. Scouting archer spot barbs and Copper. It's in Aztec lands. We might need a culture bomb to get it.

Just a thought; how can we ever win a conquest victory if our capital isn't coastal so we can never build boats ?

1720_BC.jpg
 
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