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

DisruptiveIdiot said:
I'd like to note that promotions don't heal all the way, they heal half-way to full health,
You are, of cource, correct. Not sure what I was thinking about when I wrote that. :crazyeye: I guess thats what I get for trying to post at 2AM.

DisruptiveIdiot said:
we might want to snag the Great Library if we want more research. It would also be great to get representation and caste system so we can beef up science even more.
I had looked at going for the GL. My concern, though, was that we needed Alphabet before we could research Literature. Alphabet gives us no near-term advantages.

Now, Caste System, on the other hand, I forgot to consider. I believe that CoL is researchable now. My research thoughts were Monarchy to get Heridatary Rule, which will give us happy faces to allow more growth. We are going to have to do it sooner or later. However, Code of Laws for Caste System may be a better near term strategy.

I look forward to seeing what you decide. Good luck and have fun playing with those cats! :lol:
 
Roster:
Disruptive Idiot--Playing
Methos--On Deck
Rik Meleet
Conroe

I'm going to stick with hereditary rule so we can grab the two pop points we can't get because of happiness. After that I'm going to go for the great library because we have all the weapons of war we need for a while. After that let's go for macemen.

We have a big problem coming up however, we don't have horses! That means we'll be at a severe disadvantage when knights come around. However, we will make due!
 
Just to let you folks know, I will be unavailable during the Thanksgiving holiday. I will be available again on Sunday (Nov 27). Please skip me, if necessary.
 
Our fearless leader has apparently gone AWOL. I saw in LK111 where he said that something had come up. That was a week ago. I hope that he is OK. Not sure where we go from here? :confused:
 
Kept building cats and moving them to the Aztec city. As each one got there I slowly brought it’s defense bonus down to +0%. During this time I had also been bringing troops over in preparation. Once the defense bonus was gone I sent the cats in for collateral damage. It was rather hilarious as the cats not only did collateral damage but also destroyed each archer they went up against. All those troops I sent over did nothing but watch the cats destroy the city themselves!

While the cats healed I sent several troops north towards the American city of Bantu (sp?). Several cats went there as well. On my last turn I managed to destroy that city too.

Currently Delphi is set at no growth. Once we get Hereditary Rule I suggest switching back to growth to get to max population.

We might want to stop building troops. I’m not for sure but we’re currently at -7 gpt and I’m wondering if its due to the amount of troops we have.

Here’s my turnlog:
Spoiler :
Turn 115 (0 AD)
Swordsman promoted: City Raider I
Swordsman promoted: Combat I

Turn 116 (25 AD)
Swordsman defeats (3.66/6): Barbarian Archer
Delhi finishes: Catapult

Turn 117 (50 AD)
Delhi begins: Catapult
Swordsman loses to: Aztec Jaguar (1.00/5)

Turn 118 (75 AD)
Swordsman defeats (6.00/6): Aztec Jaguar
Axeman promoted: Cover
Axeman defeats (3.40/5): American Archer
Catapult promoted: Barrage I
Swordsman promoted: City Raider I
Swordsman promoted: City Raider II
Catapult promoted: Barrage I
Axeman promoted: Combat I
Delhi finishes: Catapult
Christianity founded in a distant land

Turn 119 (100 AD)
Delhi begins: Colosseum
Catapult promoted: Barrage I
Swordsman promoted: Combat I
Swordsman promoted: Combat II
Swordsman promoted: City Raider II
Axeman defeats (2.65/5): American Spearman
Delhi begins: Catapult
Axeman loses to: American Catapult (5.00/5)

Turn 120 (125 AD)
Swordsman promoted: Combat II
Delhi finishes: Catapult

Turn 121 (150 AD)
Delhi begins: Catapult
Catapult promoted: Barrage I

Turn 122 (175 AD)
Delhi finishes: Catapult

Turn 123 (200 AD)
Delhi begins: Swordsman
Catapult promoted: Barrage I
Catapult defeats (0.60/5): Aztec Archer
Catapult defeats (4.00/5): Aztec Archer
Razed Tenochtitlan
Methos: The Aztecs are now destroyed!

Turn 124 (225 AD)
Delhi finishes: Swordsman

Turn 125 (250 AD)
Delhi begins: Swordsman
Swordsman promoted: Combat I
Swordsman defeats (0.12/6): American Archer
Swordsman defeats (5.22/6): American Archer
Razed Bantu


Here’ the 250 AD save.

Roster:
Disruptive Idiot- Skipped, as he's missing
Methos- Just Played
Rik Meleet- Up
Conroe
 
Methos said:
Axeman promoted: Cover
Axeman defeats (3.40/5): American Archer
Axeman defeats (2.65/5): American Spearman
Axeman loses to: American Catapult (5.00/5)
I was really starting to like this little guy. Sorry to see we lost him. At least he went down fighting!!!
 
Conroe said:
I was really starting to like this little guy. Sorry to see we lost him. At least he went down fighting!!!

Yeah, I thought about pulling him out of there due to his already low strength, probably should have. He definitely went down fighting.

I guess this is one of those learning experiences where you (read: I) learn not to engage the enemy when not at full strength.
 
IHT: Checking the economy. We are indeed paying unit-upkeep, but not a lot. I'm going to heal all units, unite all units and then strike at America further.

1 - 275 AD Swordman ready in Delhi. Starts Hanging Gardens. We are already paying for unit-upkeep and the extra health HG generates is welcome. The 1 pop extra is good as well and we aren't desperate for units right now. It's a gamble, but I think we can afford it.

2 - 300AD We spot an American galley with a settler and an archer off Washington. Not important.

3 - 325 AD Our cat finds Arabian units in the fog of the forest near former Azteca. There are many and many of our units are still healing. Pull back the units to counter this thread.

IBT: Our brave sword kills an axeman, then dies to a 2nd. More Arabian units appear.

4 - 350 AD The battle is hard, but we manage to throw back many Arabian units.

IBT: Monarchy comes in. Choose Feud as next tech. Adopt Hereditary rule.

5 - 375 AD Heal our units and prepare for the Arabian attacks.
IBT: no attacks.

6 - 400 AD Catts attack and do damage. Kill off Arabian swords for the loss of some of our swords.
IBT: an Arabia axe kills itself on one of our Axes.

7 - 425 AD Kill the last Visible Arabian. Regroup to heal. We are down to 4 swords, 2 catts, 1 archer and 1 axe; not counting defense units in and around Delhi. We need more -and better- units.

8 - 450 AD Aristotle; a great scientist, is born in Delhi. Construct an Academy with him. +4 culture +50% science is good; as our city is at 21 beakers per turn. Feudalism research drops from 38 to 25 turns.

10 - 500 AD Hanging Gardens build in Delhi. Starts on Axemen (enemy swords are very very irritating). Our empire has half a million souls. Dead souls soon, if we don't build more units. I see Arabian borders where Azteca used to be. Move in my SoD.

----

We can afford to build more units than I previously thought, we will get money from city-razes. So I suggest we go full speed onto unit-building.
Promotions: It is smart to promote as late as possible for 2 reasons. 1: you get to choose the promotion you really need. 2: promoting a unit heals it halfway. So it's preferable to have a unit damaged without promotion than with a promotion. It sure sounds strange, but it is true.
We need more medic units. That becomes available with Combat I. So if you have a choice; I advise Combat I for more units.

>> The Save <<
 
Got It! :bounce:

Rik Meleet said:
Kill the last Visible Arabian. Regroup to heal. We are down to 4 swords, 2 catts, 1 archer and 1 axe; not counting defense units in and around Delhi. We need more -and better- units.
Good job :thumbsup: on the Arabian front! I'll see what I can do about more units, better units may be a bit more difficult. :D
 
Lurkers Comment: Great idea for a game, guys! If anyone wants to try this at home I can recommend Saladin. Not only are his traits and starting techs perfect for OCC, but he also has a UU that requires no resources. It's not ancient era, though.
 
Hey everyone, just letting you all know that from December 4th until December 11th my wife and I will be taking a Carnival cruise in the Caribbean. I will not be able to play my turns during that timeframe. There is internet on the ship so I might check up on the games once or twice but nothing more.

Note: Please skip me as of this post and all days up until December 12th. Our returning flight lands around 10:30 pm on the 11th and we are not expecting to get home until 2 or 3 am on the 12th. So anytime from the 12th on I will be able to resume play. Thanks!

:wavey:
 
Situation Assessment: The year is 500AD. We are researching Feudalism, which is due in 23 turns. Our city is at population 10, and growth is stagnant. Health is 12=12 and happiness is 12>10. The city governor is currently off. We have 1 citizen specialist. Production is set to Axeman, due next turn. The treasury is 278 gold pieces at -2gpt.

Homeland defense consists of 4 archers. One archer is guarding our gold, while the other 3 are garrisoned at Delhi. Our 3 workers are doing various tile improvements, including 1 forest chop.

Our army is at the gates of the Arabian city of Kufah. It appears to be newly established on the rubble that was once Tenochitlan. Our army consists of 4 swordsmen, 1 axeman, 1 archer, and 2 catapults. One of the swordsman has a Woodsman II promotion, allowing for movement of 2 in the forest and jungle.

Objectives: I think Rik was correct when he said we need more units. More to the point, I think we need more armies. We currently have 1 army in the east. We need at least two more armies: a Northern army and a NE army.

Our other problem is city growth. Hereditary rule did wonders for the happiness problem, but the health issue remains. Our research is a pathetic 29 beakers; and that is after a +85% boost from our buildings. Our finances, however, are in order. At -2gpt, we have 139 turns before we run out of money.

DI1_500AD_Opening.JPG


Turn 0 (500AD): Turn on city governor and set to emphasize research. This drops feudalism down to 17 turns from 23 turns. Axeman still due in 1 turn. Population growth will be in 8 turns. Change Research to Pottery, due in 2 turns.

Turn 1 (520AD): Delhi completes the axeman and starts training another. The axe just built is sent to join the Eastern Army.

We begin the assault on Kufah with a Shock-promoted, Combat II swordsman versus Saladin's Combat I swordsman. At odds of 7.2 to 4.8 it should have been an easy win. But, our swordsman barely survived. Kufah's only defense is a Combat I chariot, which is attacked by our Combat II Swordsman. The odds this time are a slightly improved 7.2 to 4.0, as we defeat the chariot and burn Kufah to the ground. At this point, our army consists of 2 units (out of 8) that have full health/strength. They are going to need some R&R before marching.

The razing of Kufah reveals that Saladin has a pair of Combat II axemen enroute to reinforce Kufah. Wondering what else lies in the fog, I decide to use our Woodsman II swordsman to do some scouting. Holy Criminy, Batman!! :eek: I think this game may be over soon. Sal is sending army consisting of a swordsman, two axemen, a chariot, and a spearman. One of the axemen has a Shock promotion.

IBT: A Japanese warrior and archer appear out of the fog NE of what was Kufah. Sal's army appears to be marching to Delhi.

Turn 2 (540AD): Pottery is learned and we return to research Feudalism, due in 17 turns. The axeman destined to join the Eastern Army is reassigned to the defense of Delhi. Our archer defending the gold is ordered north to assist the axeman. Our Eastern Army continues to heal.

IBT: Well, Sal's Army is definitely Delhi bound. Our corn is pillaged

Turn 3 (560AD): Another Axeman is constructed for the defense of Delhi. The two Axemen are promoted to Combat I. They will be defending from a forest giving them +50% defense bonus. Not sure if Sal will attack them or just flank them to Delhi. The archer, which had been guarding the gold, is now there and is promoted to Combat I with Shock. I queue up a catapult, which will be done next turn (complements of a forest chop).

IBT: Wow, what a fight! Sal brings his Shock-promoted axeman up first. At 5.5 to our 6.75, our axeman successfully defends the forest. Next, Sal brings up a Combat I swordsman. It was a suicide mission (7.2 to 10.5) against our Axeman. Finally, Sal brings up his chariot against our Shock-promoted Archer. Oh, this was such a smart move, even though the odds of 4.4 vs 4.8 were still on our favor. His chariot retreats before the death blow would have been dealt.

Unfortunately, Sal has even more troops. Another chariot and spearman appear out of the fog.

Turn 4 (580AD): The catapult completes. I queue up a spearman to counter the chariots that Saladin is throwing at us. By turning off the city governor, the spearman will be ready next turn.

Our forces are in bad shape. I don't see how they will survive another assault without some rest. So, I pull back off of the forest to defend the iron tile. This buys our troops one turn of healing in exchange for the loss of the forest defense bonus. At this point I'm thinking, this may be the critical mistake that costs us the game. The two axemen are given Shock promotions, while the new catapult is given a Drill promotion (we may need that first strike).

DI1_580AD_Retreat.JPG


Meanwhile, our Eastern Army is 3/4ths healed (all but 2 swords). I leave the two swords to finish healing and send the rest of the army after Saladin's Army.

IBT: Our old buddy, George, founds Chicago near where Bantu was located. It is being defended by a Spearman and an Elephant. Meanwhile, a Malinese Axeman is spotted.

Sal, on the other hand, did as expected and moved his forces forward into the void I had left.

Turn 5 (600AD): Our spearman is trained. Another axeman is queued up and the city governor is turned back on. I turn off emphasize research and set for no growth. Once the corn gets hooked back up, we can build a granary and grow to population 12 quite easily.

DI1_600AD_StillAlive.JPG


I then send our Woodsman II swordsman (erroneously labeled Eastern Army in the above picture) to clear away the fog of war and see what else may be coming our way. Unfortunately, I did not realize that C4 had an "Auto-Attack" feature.:eek: Our swordsman attacked one of Sal's axemen in the jungle. If I had been asked whether I wanted our 6.0 swordsman to attack Sal's 10.5 axeman, I most likely would have declined! :rolleyes: Needless to say, this unit has given us his last intel report.

IBT: Sal does not attack? Interesting. He does, however, consolidate his forces on one of our forests. I believe he wants to do some pillaging.

Remember the two swords that weren't quite healed? The ones that I left behind in a forest? Well, Saladin has sent 2 horse archers after them. And, not to be left out, Tokugawa has sent an archer and a warrior.

Turn 6 (620AD): With Sal's forces in the forest as they are, it would be suicide to attack him. And I'm pretty sure he wants to pillage our mine on the hilltop. It may be possible to set a trap using our iron as bait. He would definitely pillage the iron, and we may have to go without for a turn or two, but it may be worth the risk to get his forces on flat land. I move our forces onto the hilltop. This leaves our iron undefended. My guess is he will go for it, leaving the forest bonus behind.

DI1_620AD_SetTrap.JPG


Alrighty then, our wounded swordsmen have two choices. Run like dogs, or attack. I am pretty confidant that they could take out the Japanese forces, but they would be guaranteed a death from Sal's horse archers. Personally, I don't think trading swordsmen for warriors and archers is a good deal. They run!

Meanwhile, the rest of the Eastern Army is one turn away from attacking Chicago. However, a Mali axeman stands ready to defend George's latest villa. I wonder if George appreciates the sacrifice that Mansu Musa is making? Our axeman attacks in a 6 to 5 skirmish that is easily won. Next turn, Chicago!

IBT: Sal does as expected, and pillages our iron.

Turn 7 (640AD): Delhi trains a new axeman. Since iron is no longer available, a catapult is queued up. But, now to see about taking back our iron. First off, our one available catapult suicides against the stack causing collateral damage. Unfortunately, not nearly enough as I would have hoped. Next, our wounded axe defeats one of their wounded chariots in a 5.2 to 3.4 matchup. Then another wounded axe easily takes down one of Sal's Axemen in a 5.0 to 3.2 battle. Now, in a 4.4 to 3.9 matchup, our 100% healthy spearman dies against Sal's wounded spearman. This one kind of surprises me. Now, I really wanted to save our last 100% healthy axeman for a melee unit, but I am forced to take him against a half-strength chariot. Well, our axe barely defeated the chariot in what should have been a 5.0 to 2.9 cake walk.

Well, after it is all said and done, Saladin still controls our iron with two wounded spearman.

Meanwhile, up in the "Windy City", an elephant is a formidable force. I suicide one of the two cats against the elephant. Not sure how effective it was, though. Oh, how I wish I had a suicide spear! I decide to gamble with the RNG and use our Shock-promoted swordsman to attack the elephant. The odds were 6.6 to 6.2 in our favor, but our sword did not stand a chance. Before dying, our sword did manage to rip both tusks off of the elephant. Our axeman easily obliterates the defending spearman, while our in-need-of-a-promotion catapult decimates what was left of the elephant.

Now, in the end, Chicago may have been burned to the ground, but the Eastern Army is no more. All that remains is a cat, an axe, and a bow.

IBT: Sal's spears take off running in two different directions, thus freeing up our iron. Meanwhile, his horse archers are approaching from the east.

Turn 8 (660AD): We easily take out one of Sal's fleeing spearmen (5.2 vs 2.4). The rest of our forces are set to heal. Task the 3 workers to reconnecting the iron. Unfortunately, I don't think it is going to be done in time to build a spear before the horse archers arrive.

IBT: The horse archers turn and head for the gold mine. Pillaging the gold will delay their arrival in Delhi.

Turn 9 (680AD): The catapult is built and another is queued up. With the overflow, it will be done next turn. In the meantime, one of our swords gets to finish off the last fleeing spearman.

The only forces still threatening Delhi are the two horse archers to the SE. Unfortunately, I do not have any forces that will get there in time to prevent the pillaging of the gold mine.

IBT: Not sure what happened. Without pillaging anything, Sal's horse archers retreated. However, two more horse archers appeared out of the fog from the NE. From the SE, a barbarian swordsman emerged, as well as an American scout.

Turn 10 (700AD): Catapult built, begin training a spearman. Pulled back some of our forces still needing to be healed. Moved forward our currently healed defense forces: 2 cats and an axe. Unfortunately, the horse archers are out of reach. Maybe next turn...
 
Not sure who is going to follow me, DI or Methos. Or are Rik and I the only ones left playing? Unfortunately, whoever inherits this turn will find our forces in a bit of a disarray. They are all in and around Delhi. Our 3 workers are hiding inside the city; they have movement left if anyone is brave enough to let them out.

DI1_700AD_Update.JPG


I've been micromanaging the governor trying to squeeze out any extra commerce towards our Feudalism research. You'll need to watch it, or we will end up taking 3 turns to build units instead of 2 turns. Speaking of which, after we switch to vassalage, we may want to research literature. The Heroic Epic would be looking pretty good right about now! That assumes that we live long enough to actually build it.

Reading back over this, I am struck by the fact that I did not achieve either of my objectives: to build another army and to grow the city. This, of course, is due to the fact that I spent the entire turn set on the defensive. Militarily, we lost 5 to their 13 units; although one of our loses was, from my perspective, a game bug. Economically and geographically, we are in the exact same position as when I started this set.

>> the save <<
 
Conroe said:
Not sure who is going to follow me, DI or Methos. Or are Rik and I the only ones left playing?

I'm not sure about DI, since we haven't heard from him in a while. It may be just you and Rik until I get back.

I'm currently at a relatives house getting ready to head to the airport, so no civ disk here. I think my wife would be rather urked if I would have tried to bring civ along with us. Ha!

If DI doesn't show up it looks like its just you two. You two could play or just wait for me to get back. Totally up to you guys. See you in a week.
 
Hope you have fun on your trip, Methos!
:beer: :dance: [party]


If DI doesn't show up it looks like its just you two. You two could play or just wait for me to get back. Totally up to you guys.
I'm in no big hurry, myself. I think we should give DI at least a day or two to see if he shows up before making any decisions.
 
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