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

Turn 0 (900AD): We have a Warrior queued up with no shields invested. I change this to an Archer (as DI founded Delhi on a hill) and pony up the premium to pop rush him. It cost us 2 points and Delhi is now size 8. The Archer should be trained before combat begins. Now, I've never tried this, but the game options screen has a checkbox to auto-promote units. I'm hoping that our new Archer will get some sort of useful promotion before combat begins -- this should be an interesting test.

Our fortified units still have movement. I decide to attack! Saladin has 5 healthy units gaurding our iron mine: 3 Horse Archers, a Swordsman, and a Chariot. I decide to sacrifice one of our wounded cats on this stack. The results are not what I had hoped for from a +50% collateral damage catapult:
DI-1_900AD_CatResults.JPG


Well, here goes!

IBT: Oh great, Saladin has elephants! A War Elephant and a Catapult show up to the party! They used roads that we [read: I] built to get here!

Now the real excitement begins. Saladin attacks using his wounded stack at the iron tile. It is totally unbelievable! We take down that whole stack without a single loss!
- HA killed
- HA killed
- sword killed
- HA killed
- chariot killed

Mansa Musa decides to turn tail and run. I guess he figures he's not needed now that the elephants and cats are on the scene. Lastly, Napoleon attacks with his one wounded axe. It is easily taken down.

Turn 1 (920AD): I cannot believe we survived the turn! And, without a single loss! Incredible! Not sure if we will be able to repeat, though. Our four archers range in health from 1.9 to 2.9, although the catapult is back to full health.

Here's how things look, now:
DI-1_920AD_Win1.JPG


I queue up another Archer. With the overflow, it will be trained next turn. And, Delhi will also grow to size 9 next turn, as well.

Oh, I should note that auto-promote worked beautifully. It gave our Archer(s) City Garrison promotions. Just in case that was a fluke, though, I turn the option back off. Nothing remotely healthy will be able to attack us this time around. And, I don't want to end up with a pinch promotion!

IBT: Nobody attacks! Another of Sal's elephants shows up. But, it looks like Napoleon has had enough. He starts withdrawing his troops. Tokugawa, on the other hand, intends to attack next turn. His archer and warrior have arrived at the gates of Delhi.

Washington adopts vassalage. I think that is meant for us. Speaking of which, Feudalism is due in 1 turn! About time!

[civ4] decided to point out that we have "much unimproved land around Delhi" and suggest we train a worker! :lol:

Turn 2 (940AD): :hmm: Hmmm ... Archer or Worker ... Well, if we had one more worker, I could run out and mine that hill in 1 turn. (Seriously! For future reference, you want 4 workers on an OCC/AW game). I instead opt for an Archer. It will be due in 3 turns. But, it would have been possible with a 4th worker to run out and mine a hill and get back to Delhi before being captured. With the overflow, we could have gotten this Archer in 2 turns before the mine was pillaged.

Everybody, except for the Shock Archer, is back to full health. They will be needed because the elephants will arrive in 2 turns. I consider giving our newly trained Archer a Combat I promotion, setting him up for an eventual Formation promotion. But, with that Catapult coming I decide not to take the chance and go with City Garrison.

IBT: The Elephant and Catapult are moved within striking distance. We easily crush Saladin's lame attack with his wounded Swordsman. Tokugawa's Archer is also easily defeated. He moves his Warrior to a hill.

From the SE fog, Napoleon brings in a couple of Axemen. One is Combat IV and the other Combat III. It now appears that he wasn't retreating, but just consolidating forces.

Turn 3 (960AD): Feudalism is learned. I queue up Metal Casting (forge) which is due in 19 turns. Note that in hindsight, I wish I would have selected Civil Service, instead. I revolt to Vassalage. Our next Archer will start with 2 promotions.

Since this Archer is due in 2 turns, I pop rush it for 1 point. It was at this point that I noticed that we never got around to building a granary. Oops! We are back to size 8 and growth is suspended in favor of shields. We should have enough overflow for another Archer after this. I turn auto promote back on.

DI-1_960AD_Elephants.JPG


Saladin has an Elephant, a Horse Archer, and a Catapult sitting on the iron tile. I decide to use our last catapult against this stack. Needless to say, the catapult did not survive the elephant, but did manage to bring it down to 6.8 from it original 8.

IBT: Saladin uses his catapult to bombard our defenses down to 51% (from 60%). No attacks. His second (and healthy) elephant is now on the scene.

Turn 4 (980AD): I wish I would have waited before using the catapult. Oh well. Our newest Archer gets a City Garrison II promotion. I queue up another catapult, due in 2 turns. We could have had another Archer in 1 turn, but we already have 6 healthy Archers.

IBT: Our defenses are bombarded down to 42%. We defeat both of Sal's War Elephants and his Horse Archer. Incredible, I say! Washington has shown up with an Elephant and Catapult of his own. They will be here in 3 turns.
 
Turn 5 (1000AD): I'm starting to think I might survive! Hopefully, I'm not getting overconfident. At this point, I also remember that Feudalism brings in Longbowmen. It will cost 600 gold to upgrade all six, and we have 259 in the treasury. Turning research off, we generate 13gpt. I set it at 30%.

I upgrade 2 Archers now, and will do another in 4 turns. And I learned a valuable lesson. Our City Garrison III Archer was 1xp away from a promotion. The upgrade wiped out ALL of the accumulated extra xp. He is now 7xp away with 10/17 points. I choose the second Archer more carefully to not lose so much experience.

IBT: Our defenses are bombarded down to 33%. I really wish we had something to go after that Catapult. Our Longbowman defeats a Swordsman.

Turn 6 (1010AD): The Catapult is ready. The auto-promotion gave him City Raider I. :aargh: I queue up another cat and turn auto-promote off.

IBT: Our defenses are down to 24%. Nobody attacks. Two more War Elephants and another Catapult will be here next turn.

Turn 7 (1020AD): We will have another cat in 2 turns. I decide to pop rush him for 1 point, hoping the overflow will net us another Archer. In 2 turns, we will have enough gold to upgrade to another LB.

BTW, if we do manage to survive this, I've built up 23 turns of unhappiness, so far.:whipped: But, since we are now size 7 it doesn't matter at the moment. :lol:

IBT: Defenses down to 15%. Nobody attacks. Reinforcements have arrived.

DI-1_1030AD_Reinforcements.JPG


Turn 8 (1030AD): This next turn may be the last. I promote our newest catapult to Barrage II. I queue up an Archer, due next turn. We now have 2 Longbowmen, 4 Archers, and 2 Catapults. Everyone is healthy except for the City Garrison III (5.6/6) Archer. Hopefully, healing takes place before combat.

Now, about those 2 Catapults. I use our City Raider first. He does a pretty good job, but leaves an Elephant and a Horse Archer healthy. But, get this -- he withdrawls! Our next cat isn't so lucky. Not only does he not survive, but he doesn't even scratch the paint on that healthy elephant. Oh well.

IBT: No bombardment? We still have 15% defenses. Our still wounded LB takes out an Elephant. Then, they throw a suicide cat against us. Six units have suffered collateral damage. Another Elephant is killed followed by a Horse Archer and a Swordsman.

Turn 9 (1040AD): Have you been keeping score, so far? Other than the suicide cats, we have not lost a single unit! Absolutely incredible! I should probably stop here because my luck has got to run out at some point.

I promote our newest Archer to City Garrison II and upgrade him to LB. I decide to leave research turned off. We can upgrade another in 8 turns. We have 1 gold coin in the kitty, BTW.

IBT: First up is a Catapult. It withdraws before dying. We kill a Swordsman and an Axeman. Then the unthinkable happens. A Swordsman kills one of our Longbowman. I probably jinxed myself with my earlier comments.

Turn 10 (1050AD): Our defenses have creeped back up to 18%. And my turn is finally over. Next!
 
DI-1_1050AD_Update.JPG


Well, I guess I achieved my objective. We are still alive. :lol: Not sure for how long. Our defense forces consist of 2 wounded LB's, a wounded Cat, a wounded Archer, and 3 healthy Archers.

Saladin is finally running out of troops. His remaining forces are wounded and not a large threat. Watch out, though, for a couple of Horse Archers that he is healing NW across the river. Napoleon's forces, on the other hand, are quite healthy and numerous. Fortuntely, they are also mostly Spearmen. Washington has an approaching 5 unit stack (near Seattle) that includes another Elephant and Catapult.

Don't know if you want to consider pop rushing the queued Archer. We are down to size 7. Rushing now would only cost 1 pop, and the overflow is carried to the next unit. It is effective on the cheap Archers, but not much else. If we do survive, all of this pop rushing has probably crippled us too much. It might be different if we had a granary. Oh, as you can see in the picture, growth is turned off.

Good Luck to you!
 
Nice to know about the xp lost when upgrading. I recall reading that you don't lose promotions but don't remember anything about extra xp. Thanks for the insight!

Hmm, I'm amazed we're still alive.

About the only way we're going to get ahead of this is if we can push the fight to them. If we can push them back enough to retake the iron than we may actually have a chance.

Roster:
Methos-Crippled
Conroe-Dying, but not dead
Rik Meleet- in our death throes, Up

Rik, are you able to take it? You stated you were busy.
 
Methos said:
Hmm, I'm amazed we're still alive.
You and me both! If you'd have told me I would be playing 10 turns, I would have laughed my head off. If I knew I was going to go all 10, I definitely wouldn't have started so late. I thought it'd be one turn then off to bed. After all, how long would it take to press enter, take a screenshot, and then upload it, right? Nooooo. I drank so much coffee this morning trying to stay awake that I'm jittery this afternoon.

Methos said:
About the only way we're going to get ahead of this is if we can push the fight to them. If we can push them back enough to retake the iron than we may actually have a chance.
Frankly, I don't see us pushing them back. Our Archers are useless outside of the city walls. On the other hand, if they were to run out of troops and get busy building banks, universities, wonders, and such, then you're right, we could get our breather and rebuild an iron-based military.

To that end, I do think Arabia is running low on forces. Our next battles will be with the French, with the Americans on the way. The French seem to prefer Spearmen, with a few Axemen thrown in for good measure. I'm not concerned about the spears, and fortunately the AI doesn't appear to be using a Cover promotion on his Axemen (that I've noticed, anyway). Japan and Mali have been no threat whatsoever.

If we do manage to take the war to them, I think we have to go after Saladin first. And, if you believe that it is a real possibility, we should probably be researching Civil Service instead of Metal Working. We don't have to build anything for bureaucracy like we do with the forge.

That would be a real hoot if we could come back from this one!
 
Rik Meleet said:
Take it Methos. I should -hopefully- have a chance to play again by wednesday, which is 6 days from now...

Six days, huh, the question is whether we'll still be alive by then. :D I wasn't able to play yesterday, but I will today.
 
Turn 165 (1050 AD)
Methos: Looking at the stack knocking on our door I can only assume Napolean will attack us. Everyone else seemed rather wounded. I guess that's a good sign.
Methos: Looking at our 'guests' coming in from afar doesn't look very good at all. Man we are so screwed!
Longbowman defeats (2.28/6): Malinese Swordsman
Longbowman defeats (3.60/6): French Swordsman
Archer defeats (0.60/3): French Axeman
Archer defeats (0.75/3): French Spearman
Longbowman defeats (3.60/6): French Spearman

Turn 166 (1060 AD)
Longbowman promoted: City Garrison III
Methos: Wow! They just threw practically the whole stack at us, and we nearly wiped it out!
Methos: I hate to just sit here but I'm totally at a loss as to what to do.
Delhi finishes: Archer
Longbowman defeats (4.62/6): Arabian Horse Archer

Turn 167 (1070 AD)
Delhi begins: Catapult
Archer promoted: Combat I
Archer promoted: Shock
Methos: I upgrade the new archer in the hopes of using him as an assault force later. Once we have the cash to upgrade him it should make a fairly formidable longbowmen.
Delhi begins: Archer
Methos: Decide to switch and build one more archer. This time promote him to a medic to help speed up healing.
Longbowman defeats (5.82/6): Malinese Swordsman

Turn 168 (1080 AD)
Delhi finishes: Archer
Longbowman defeats (5.10/6): French Swordsman
Longbowman defeats (5.34/6): French Axeman
Longbowman defeats (3.90/6): French Axeman

Turn 169 (1090 AD)
Delhi begins: Catapult
Longbowman promoted: Guerilla I
Archer promoted: Combat I
Archer promoted: Medic I

Turn 170 (1100 AD)

Turn 171 (1110 AD)
Heron (Great Engineer) born in Delhi

Turn 172 (1120 AD)
Methos: We now have a Great Engineer. IMO I believe we should join him as a super specialist, but I'll wait to discuss it with everyone.
Delhi finishes: Catapult
Longbowman defeats (5.28/6): French Swordsman
Longbowman defeats (6.00/6): French Axeman
Longbowman defeats (5.28/6): French Axeman

Turn 173 (1130 AD)
Delhi begins: Catapult
Catapult promoted: Barrage I
Catapult promoted: Barrage II

Turn 174 (1140 AD)
Longbowman defeats (6.00/6): French Swordsman
Longbowman defeats (6.00/6): French Swordsman
Longbowman defeats (5.28/6): French Swordsman

Turn 175 (1150 AD)

If we merge Heron as a super specialist he’ll produce +3 hammers and +3 beakers. If we use him to learn a tech we’ll know Metal Casting. IMO the super specialist would probably be our best option.

After this turnset I realize that lasting it out until 2050 AD is possible. I didn’t lose a single unit the entire turnset. With our very promoted units, plus the medic, we can easily stand off their armies without much problem. Now, if our friendly neighbors manage to get further ahead in the tech line than we’re going to become toast. It appears as if these wars are stunting their research tremendously. It’s currently 1150 AD and War Elephants are the toughest opponents we’re seeing.

One of our longbowmen now has four promotions. The fourth one I chose as Guerilla due to the +20% hill defense. That unit is now at +145% due to his bonuses and tile bonus. I don’t believe that includes our cultural bonus. Our other longbowmen is one point from gaining his fourth promotion.

The archer medic definitely helped out on the healing. Makes me wonder if a second medic also adds the +10% bonus.

I have an archer with Combat I and Shock. I was thinking of upgrading him to a longbowmen and using him as an assault force. We now have two cats (with a third on the way) and few units to start working on taking it to them.

I hate to sound negative, but I don’t really believe we’re going to get a breather here. Any assault force we build up and send is going to need continued reinforcements or were going to be right back where we are.

Here’s the 1150 AD save.
 
Methos said:
If we merge Heron as a super specialist he'll produce +3 hammers and +3 beakers. If we use him to learn a tech we'll know Metal Casting. IMO the super specialist would probably be our best option.
I think you are probably correct. The only other possibility that I can think of is that wonder that give +100% production of military units. However, my recollection is that it is too far down the tech tree to be available now.

Methos said:
After this turnset I realize that lasting it out until 2050 AD is possible. I didn't lose a single unit the entire turnset. With our very promoted units, plus the medic, we can easily stand off their armies without much problem.
We have lost a single LB in the last 20 turns. I am coming to the same realization. IIRC, it was DI that said that Archers defending a city on a hill would be virtually indestructible. It looks like he was right.

Methos said:
One of our longbowmen now has four promotions. The fourth one I chose as Guerilla due to the +20% hill defense.
:goodjob:

Methos said:
The archer medic definitely helped out on the healing. Makes me wonder if a second medic also adds the +10% bonus.
I think I read somewhere that they are not cumulative. I think the second medic is just backup in case the first one is killed.

Methos said:
I have an archer with Combat I and Shock. I was thinking of upgrading him to a longbowmen and using him as an assault force. We now have two cats (with a third on the way) and few units to start working on taking it to them.

I hate to sound negative, but I don't really believe we're going to get a breather here. Any assault force we build up and send is going to need continued reinforcements or were going to be right back where we are.
Is taking back the iron the first step? Its a shame that it is on flat land with no defense bonus. How do we defend it once it is reclaimed? Or do we really need it? Can a promoted LB be effective in the field against melee and mounted units?

I think you are correct. Unless we figure out a way to take the initiative, this is just going to stagnate here. I guess we need to start by turning research back on (or did you already?) and building Longbowmen.
 
Conroe said:
I guess we need to start by turning research back on (or did you already?) and building Longbowmen.

I left science at 0% to build up our treasury. I figured building a quick archer than promoting him would be just as easy. Now I'm not so sure.

Pro: In the time we can build a single longbowmen we can build an archer and a cat, plus build up enough cash to upgrade the archer. So approx. the same amount of time to build a LB we can have a LB and a cat. Basically we're gaining a cat this way.

Con: Our research is nil.

I believe we need to turn research back on. Off hand I can't remember but surely there is more units we can build that don't require a resource.
 
I would rather wait on Rik rather than just skipping him. If he doesn't grab it by tomorrow, then I will go ahead and play.

As for just ending it, I must confess that my interest has waned since Thanksgiving when DI bailed on us. If this game is playable, though, I wouldn't mind giving it a try. Mind you, I still think we are going to lose, but being wrong is something I'm good at. :D

If this game is salvagable, I think we should try and recruit a couple more people so that absences don't bring this down to a 2 person SG. But only if they understand that at any moment we are 1 turn away from being Game Over.
 
Turn 175 (1150 AD)
I agree with the Superspecialist. I put Heron to work. Research drops to 65 turns. Looking for options to use our fast workers, but since there are fast units near Delhi. Change Delhi to Citywalls. 50% defense is a lot.

Longbowman defeats Swordman, horsearcher, 2 war elephants and 2 catapults.

Turn 176 (1160 AD)
Both longbowmen are damaged heavily, but there are virtually no enemy units around Delhi. Give 1 longbowman +20% hill defense. Upgrade a 7/10 archer with City garrison I and II to Longbowman. Send out the workers to improve safe lands.

Longbowman defeats horsearcher

Turn 177 (1170 AD)
All is going well. Workers are still safe. Walls due in 2 turns. The only problem is the SoD of 3 war elephants, 1 horsearcher, 2 longbowmen, 1 sword, 3 cats and 2 chariots next to Delhi. I order Our cats to attack. They both die, but 10 units in the Saladin SoD are damaged. And our 3 Longbowmen are as good as healed.

Longbowman defeats 2 catapults, 2 war elephants, 1 horse archer, 1 longbowman, 1 swordsman,

Turn 178 (1180 AD)
Our top longbowmen now has 31 experience points. Promote him with Guerilla II (Double movement in hills +30% hill defense. He is a power-defender.
Our workers are now under threat. Move them back into Delhi. Mansa Musa now sends his SoD.
1 war elephant, 1 cat, 3 horse archers, 2 swords, 1 axeman and 1 spear. They won't be a match for our top Longbowman.

Longbowman defeats 1 catapult, 1 war elephant, 3 horse archers, 2 swordsmen, 1 axeman.

Turn 179 (1190 AD)
Delhi builds citywalls. Now catapults.
Our top longbowman is now a bit damaged, 4.1 out of 6, with 36 experience points. I renamed him "Disrupting Idiot 1".

 
Merzbow said:

:lol: And I'm guessing you were hoping to join, huh!?! It would happen just as we asked for new players we end getting whipped! :lol:

Well, it was still a fun game! I enjoyed it.

Thinking on it it's apparently obvious that cIV AI's send troops in mass whereas cIII didn't. Once we lost our foreward movement the game was lost. The computer was sending troops in mass from every AI at once.

What do you all think? What else caused our downfall?
 
Back
Top Bottom