mm15: Berserk Bismarck- AWM-1CC

P.S.

GreyFox, I'm prefectly happy to stick with the original roster from now on, as it will not require Mark to edit it.

P.P.S.

Oh, and Confucianism got founded by Elizabeth on my last turn.

P.P.P.S.

Gotag, you are on!
 
I have a slightly different take on the research path. While CS is a typical goal in 1CC this is not a typical game and I really don’t think it will help us that much. Since we are running a specialist based economy we would benefit very little from the commerce boost. As far as shields, yes this would be nice but we can get a 25% boost with our cheap forge and that takes us up the path to caravels. I would beeline this way for 2 reasons. 1 the circumnavigate bonus would be very nice. 2 and more important getting the AIs into war mode will really help. If we can find the leaders and put a little WW onto them it would really help slow them down. Our other big advantage is that we do not have to worry at all about WW once we get globe theater. Finally the harbor gets us 2 health I think as we should have access at some point to 2 sea food. I’d advocate drama after lit and then head down the path to caravels. Don’t forget this is a archi map. Also, yes divert to get monasteries this is important.
 
Excellent analysis, Mark!

I tend to think of Bureaucracy as a given in a 1CC game but you are right - although nice, it won't be as necessary for us here due to our Great Person push (hmm... come to think of it, could you imagine running Pacifism in an AW game? Probably not but just thinking about it is amusing enough!).

Obviously, we still want Civil Service, if only for macemen but that can wait.

Looking over Tech Tree, I would still consider picking up Mathematics after Literature for a Hanging Gardens attempt but it's nowhere near as crucial as Great Library, so feel free to disregard.

Long-term, a run to Liberalism with a view to pick up Astronomy as our free tech would be perfect for us. Scientific Method will kill us science-wise (a drop of about 20% in research output is not unexpected) but we can get to infantry without it.
 
I beg to offer another consideration. IMHO, if we are pushing for literature for TGL, it would be kind of wasteful not to push one tech further for the free artist. Granted, artist specialists are useless, but IIRC, all super specialists give some beakers.

Picking up mathematics is okay (but for different reason ... Music require Maths ;)). And of-course one should not forget construction. Not as useful to us is in 1.6.1 maths will increase our chopping efficiency (not useful because we definitely want preserve all our trees in the BFC, and there isn't that much trees outside the BFC). Hanging gardens loses some of its worth in an OCC game, so I will treat it as a nice-to-have. TGL on the other hand, is a must-have.

I agree with Mark on the need for at least Compass to get caravels. Drama I think could wait a little bit until happiness is really hurting.
 
Posting a got it.

A specialist city requires a rather largish food surplus and um we cannot even farm and have only atm +3 food. We stall with 2 specialists.

No sailing and no lighthouse on an archy map. Both Great lighthouse AND Colossus have been built. Colossus means somebody not only has metal casting but they have already built a forge.

We have 1 warrior and 2 scouts and no barracks. Is this not AW? I've circumnavigated the map with a work boat. I expect visitors soonish.

Yeah the GL is a great idea but.. we have no marble so it's going to take a while. (never mind if we want to build it in a timely fashion our research goes down the tubes, better hope we get a great engineer) In the mean time where are we going to get units? If a Galley showed up in the next, oh say 60 turns with 2 archers on board we're dead. They could pillage the hell out of us even if our heroic warrior actually scared them off from attacking.

It's 600BC, we are researching writing that takes 17 turns. Lit after that is 25 turns. Archery 7 turns, farming 7 turns, 13 turns for copper and 25 turns for iron. Yes we will dramatically speed up research once we get some scientists but without big food bonuses we can't build jack at the same time. Look at the numbers I've posted, drop Archery and farming and assume an instant 200% increase in research speed and we are still 40 turns away from just finding iron.

I'll play the cards I'm dealt and MM like an anal accountant. I'm whacking the game at immortal so I've got the chops but I think we're dead.

Gotag
 
I don't think we are dead, but yes, we are indeed pathetic in warring units. I thought the idea is not to out match everyone in terms of units but to initially out pace in terms of tech beofre going into warring mode.

Which was why we don't explore ... to avoid meeting other Civs until we are ready.

But I do admit that having only one unit is a bit of a :smoke: could have and should have build one or two more units in between the wonder push.

But what do I know, I still play chieftian :lol:

--
 
First off, my post was not meant as a critisism of anyone. If it came across that way I apologise.

It isn't so much the lack of units as it is the quality of the units we can build. As I said we are ~40 turns away from getting to the point where we can start our worker mining iron (and roading) so that we can build something other then a warrior or chariot.

We would need to detour once for Archers and twice to get HAs. Now HAs are great supression units and are something I'm considering but if I do that, I'm repudiating the previous couple of turnsets and risk falling between two stools.

Anyway, I'll shut up and get my turns played.

Gotag
 
Gotag, I wouldn't worry about the enemy finding us so much. Most likely, it will be a single galey coming, maybe a galley with an archer and a settler. We are able to build chariots, which can do just fine against them.

Yeah, we are taking a risk here. Life's full of them, especially when you are playing a crazy bunch of guys who are too afraid to leave their city but not afraid to take on the whole world. :)

On an unrelated note, I changed my mind about Hanging Gardens. We don't really have that much of a health issue, and our chances to get them are quite low anyway.

I would suggest farming up the riverside grassland and mining the grassland hills up north to give us greater spread of tiles to work.

If I could hazard a guess, it would be that whoever took Oracle, grabbed Metal Casting as a free tech, and built Colossus - a perfectly valid gambit. As for Great Lighthouse, it's enabled by a very early tech, and is useless for us, so I wouldn't worry about that either.

Getting Music, while a fine idea, will only grant us a Great Artist - debatable whether we want him that much (only +3 research beakers... although with all the modifiers it will be +6 soon enough... hmm...).
 
Well first off this is a very good team and I like a lot of discussion. This is really unexplored territory. IMO at this early stage we do not have to worry about land military and chariots will be enough. I think our decision to get religion and build the pyramids and Parthenon were correct. Also going to lit for GL and the GP doubling wonder are obvious. After that is where it becomes less clear. Sailing for sure for the LH and galleys is a must. Then if you get right down to it our best play might be drama->philo to run pacifism. We are a specialist economy and the sooner we build up the specialists the sooner we are at peak performance. Perhaps we can contact everyone with galleys perhaps not. We should send a fishing boat out to look around while we wait. I would usually go straight to education for oxford. Perhaps that is still the way to go as in looking at the research path caravels will take a lot of time to research to. This is all about research efficiency IMO. I do not fear fighting the AI if we have equal or superior units. If we fall behind in research we are done. So the question is in my mind whether going straight to caravels and then astronomy w/o picking up edu first is better than the typical 1CC way. The advantage is getting the circumnavigate bonus and getting the Ais at war sooner and maybe starting to send out some troops to harass the tech leaders and induce some WW. The disadvantage is delaying Oxford. By the way if we do go to edu we can get to CS through feudalism rather than CoL. TheRat is a big warmonger and an advocate of taking it to the AI ASAP. It certainly does seem to slow them down which we may need to do as I said one of our advantages is we don’t have to worry about WW.

PS I also do not think a music diversion is worth it. The artist is not a great specialist for us to justify an expensive tech. We need scientists and engineers.
 
In for a pound ;)

Much micro which is a pain in an OCC. I was hoping for a break and breakhead fest :lol:

Preturn, changed tech to sailing (8). While a seaborne invasion isn't to be feared, if our crabs get pillaged we are truely boned. In addition, we really really need more food to pull this off. Maxed what food we have we grow in 9.

575BC Library -> Chariot.

Reconfigure the city to max science. Sailing in 4. Worker to build mine on grassland hill. This is important for later.

550->525 clicking

500BC Chariot-> Rax (placeholder)

We got a great engineer (Imohtep) and man I thought long and hard here. At max Sci we get Lit in 19 turns straight. In that same amount of time he gives us (before bonuses) 114 beakers and 57 hammers as a super specialist. Not only that but we can probably build outright the GL. Had a smoke and a think and merged him.

475BC, Sailing->Alpha (5) change rax to lighthouse and MM the city so lighthouse in 4 and alpha in 6.

450BC->400BC Clicking

375 Lighthouse->Galley

MM the city to get 2 scientist back

350 click

325 Alpha->Med in 2

300BC

Something odd happened and I'm not sure what. Med is still in 2 for some reason. Ah well MM city for max hammers and med still in 2

275BC Galley->Rax

Max food, grow in 2

250BC Med->Lit (7)

225BC Grow to size 8, mm city to stall (happy limit) 2 scientist, change Rax to Monastary in 4, Lit in 6 and Great Leader in 4

175BC->150BC click

125BC Great Artist born, sleep as he discovers us Lit(1) and I'll leave him for Mark

100BC Lit->BW (feel free to change this as it's just starting but we may want 1 forest chop if it can happen fast enough)

I MM the city for max hammers with GL in 9 turns and stalled. The great Artist will now discover Drama or he can be merged for the beaker/coin bonus. The Rax is due in 1 turn so you may consider getting it first but I'm not sure how much time we have for the GL.

Best of luck!!

Gotag
 
Woobi is up.

I would say merge all GP but we really need a scientist for the academy. On second thought we could go drama ->Philo to and run pacifism and maybe snag taoism, artists are the worst possible GP fo rus. Now that we can grow it might be worth building the globe theater and growing. I wouldn't chop. We will get the Library I would think working max science/then shields. we really need a scientist for the academy.
 
I think the GArtist might be better wasted on Drama then as SS.

Great turns, Gotag, goodjob getting us a barracks ... or nearly (with 1 turn). Feling safer already :D

Good job with the MMing as well. That's one thing about OCC, you have enough time to go MMing .. to optimize Food/Production/Commerce as the situation fit.

Although I agree with not chopping, but we need the BW to discover copper (do we have one? spoiler ... :mischief:) or at least lead us to IW for the much needed axes.

--
 
Well a skip would put me up but I can't play till Mon so Woobi has till then.
 
Well, this was mostly hitting enter so I played 20 and I guess we should do another round of 20 each. By then I assume we will have some fighting.

So here is what I did. Very strange in AW. I used the artist to get drama and then went full on to Philo. It may seem crazy but we might as well get the theaters and maybe Taoism then I would run Pacificism for a while to up our GP production. Built the Great Library the GP doubling wonder. And then I got another damn artist that I merged. If we keep getting artists we are doomed. After Philo I would say we need Agriculture to irrigate where we can and then CoL to run caste system with Philo. Maybe then run up to the naval techs and pick up our forge and get some caravels out. It will at least reveal our Iron so we can build some better units. We really need caste system and Pac to crank as many scientists as we can so we will keep up in tech. The key will be how advanced the AIs are when we meet and whether we get Scientists or damned artists.
 
Mark1031 said:
Built the Great Library the GP doubling wonder.
You mean the Nat. Epic? (or Parthenon? which gives +50%).

Mark1031 said:
After Philo I would say we need Agriculture to irrigate where we can and then CoL to run caste system with Philo.
Argi? AFAICR, there are no river whatsoever in the island we are in ... I might have remember incorrectly though ... next player need to verify (which I well remembered this time it is Maksim and not me :D)
 
In the year 400 AD, the people of Germany rejoiced. Although they have sworn to eradicate the rest of the world without ever setting foot outside the fair city of Berlin more than four millennia ago, they were a peaceful bunch, since they never actually met anyone. They were on the verge of discovering Philosophy, and becoming the wisest people in the whole world!

Little did they know that soon (well, in the next four hundred years!) everything would change.

Fifty years passed, and Philosophy was indeed discovered, its adherents establishing a new religion – Taoism. Almost immediately a great revolution occurred. Yet unlike all the other ones, which normally involve civil unrest, blood and bald, bearded people carrying logs, this one was spear-headed by hippies.

For the next twenty-five years, the citizens of Germany smoked pot, grew long hair, danced around campfires, and generally haven’t produced anything except an anthology of bad poetry.

In the year 475 AD the Pacifist party came to the fore in the Senate. Immediately, great people began to gather around Berlin (66 Great People points!). The Senate debated well into the night what the next public project should be. Although the prospects of both a Taoist monastery, and the Globe Theatre were tempting beyond measure, in the end the Senate decided to build Angkor Wat.

[Why? Because it gives more of great person points, thus allowing us to quicker generate GPs (non-artist ones!). It gives us the possibility of three priest specialists, and makes them as good as engineers. Meanwhile, the Great Prophet super-specialists aren’t too bad either, as they will each give us some gold – which can be used to finance an army while running 100% science in Pacifism.]

Meanwhile, the scientists, attracted by the greatest library in the world, had a debate of their own. Should they study Agriculture, or Mathematics, or investigate the intricacies of compasses? In the end, cooler heads prevailed (though not before the regrettable incident concerning the Head of Research of Pointy Sticks). They directed the research into Agriculture, then Bronze and Iron Working, and finally Metal Casting.

In the year 540 AD, a scientist was born in Berlin! He immediately proceeded to build an Academy. He was followed by a great artist in the year 680 (or 700?) AD, who joined the city to become a productive specialist.

Also, sometime in the seventh century, the German Chancellor went to cook some food, and forgot to save beforehand. So if you see a reload from 600 AD, that would be it – not that anything actually happened during this century!

This was all soon to change in the year 700 AD, as we met Cyrus of Persia, and immediately declared war on him. Our Galley has been exploring a bit and ran into two of theirs a bit north of our borders, skirting the edges of our very own island. Though we fought valiantly, and destroyed one of them, the second sank our ship and is approaching fast. We have almost completed a second galley of our own to fight off the evil Persians – it should be able to intercept them before they have a chance to attack our seafood.

I have finished at year 800 AD – a turn short, but a nice round number at least.

And for Jerry’s final thought – who would have thought that one can play a one-city always war game, and go into pacifism, and it would actually make sense?! Not me, that’s for sure! :crazyeye:
 

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Great report! :)

I see we only have a charriot and a warrior ... time for Germans to pick up a sword or an axe now that an enemy has been identified.

After that perhaps the globe theatre ... we are now stagnant at pop 8 due to happiness limit.

We also need caravel to form the first line of defense. Far easier to sink a galley with two axemans then to try to kill them with charriots.

--

I will if I can get to it tonight ... maybe not, my home comp is a bit unstable.
 
Executive Summary

Played my 20, and things are heating up!


Initially

Someone told us that we are hopeless. Duh. You wait and see.

mm15-AD0820-most-powerful-civ.jpg


Seeing that cyrus's galley is still near the capital, I parked our completed galley near it, luring it to attack ...

While defending, Galley defeats (1.24/2): Persian Galley

Moral of Story: Its better to defend rather than attack when strength are the same.


Great Persons

Throughout my turnsets, two great persons were borned. They are all merged.

mm15-AD0860-great-scientists.jpg


mm15-AD1030-great-artist.jpg



Research

Machinery was in, I go for Compass then Optics to get ourselves caravel for better defending f our waters. In archipelago map, navy formed the first line of defence.

Thereafter, I went for Mathematics and started construction on my last turn.


Production

I built us a forge, some swords, some axes, one more galley, and one more charriot. I have also built a theatre, and attmpting to start the globe theatre. But I have to switched to caravels ....

Important: I started to allow Berlin to grow when I started building the theatre, thinking that by the time Berlin grows, the Globe Theatre will be finished. However, circumstances forces me to switch production, so next player may want to watch the growth of Berlin, and timed it to occur exactly the same time when the globe theatre is completed.


Military

Why am I forced to switch prouction? Why did I build swords, which is not a good defensive units?

Reason: we met Saladin .... or rather, Saladin met us ...

mm15-AD0920-saladin-city.jpg


:eek: ... and it later turns out to be a new city ...

mm15-AD1030-saladin-city.jpg


The longbowman wasn't there when I started marshalling troops ... it was 2 archers. Apparently Saladin spent some gold uprading it to longbowman.

Meanwhile, Cyrus also decided to crowd into our island ...

mm15-AD1020-cyrus-settler.jpg


I started to take down Saladin's city first:

mm15-AD1060-attack-saladin.jpg


Yeah, the odds suck. But I have no choice.

Turn 166 (1060 AD)
While attacking, Swordsman loses to: Arabian Longbowman (3.96/6)
While attacking, Axeman defeats (2.70/5): Arabian Longbowman
Axeman promoted: City Raider I
While attacking, Axeman defeats (2.30/5): Arabian Archer
Razed Basra

The reason why I sacrificed the sword is because (1) the sword has a better chanc eof surviving, and (2) we need axemans to grow in expereience for better defense aganst enemy mele units.

Later, Saladin decided to send in 3 galleys, and there goes my newly built galley ....

Turn 169 (1090 AD)
While defending, Galley defeats (0.86/2): Arabian Galley
While defending, Galley loses to: Arabian Galley (2.00/2)

But don't worry, our caravel is due to be out next turn!

Situation at Berlin:

mm15-AD1100-capital.jpg


Situation of the new Cyrus city:

mm15-AD1100-cyrus.jpg


Note the fully-loaded Saladin galley ... guessed it was meant to reinforce the now gone Basra.

Spoiler :

Turn 150 (800 AD)
Berlin finishes: Galley

IBT:

Turn 151 (820 AD)
Berlin begins: Forge

IBT:
While defending, Galley defeats (1.24/2): Persian Galley

Turn 152 (840 AD)
Hypatia (Great Scientist) born in Berlin

IBT:

Turn 153 (860 AD)
Berlin finishes: Forge

IBT:

Turn 154 (880 AD)
Berlin begins: Theatre

IBT:

Turn 155 (900 AD)
GreyFox: start theatre, set Berlin to grow
Tech learned: Machinery
Berlin finishes: Theatre

IBT:

Turn 156 (920 AD)
Research begun: Compass
Berlin begins: Axeman

IBT:

Turn 157 (940 AD)
Contact made: Arabian Empire
Berlin finishes: Axeman

IBT:

Turn 158 (960 AD)
Berlin begins: Swordsman

IBT:

Turn 159 (980 AD)
Tech learned: Compass
Berlin finishes: Swordsman

IBT:

Turn 160 (1000 AD)
Research begun: Optics
Berlin begins: Axeman
Berlin finishes: Axeman

IBT:

Turn 161 (1010 AD)
Berlin begins: Galley

IBT:

Turn 162 (1020 AD)
Valmiki (Great Artist) born in Berlin

IBT:

Turn 163 (1030 AD)
Axeman promoted: City Raider I
Berlin finishes: Galley

IBT:

Turn 164 (1040 AD)
Berlin begins: Swordsman

IBT:

Turn 165 (1050 AD)
Swordsman promoted: City Raider I
Tech learned: Optics
Berlin's borders expand
Berlin finishes: Swordsman

IBT:

Turn 166 (1060 AD)
Research begun: Mathematics
Berlin begins: Chariot
While attacking, Swordsman loses to: Arabian Longbowman (3.96/6)
While attacking, Axeman defeats (2.70/5): Arabian Longbowman
Axeman promoted: City Raider I
While attacking, Axeman defeats (2.30/5): Arabian Archer
Razed Basra
Berlin finishes: Chariot

IBT:

Turn 167 (1070 AD)
Berlin begins: Globe Theatre
Axeman promoted: City Raider II
Axeman promoted: Combat I

IBT:

Turn 168 (1080 AD)
Berlin begins: Caravel
Tech learned: Mathematics

IBT:

Turn 169 (1090 AD)
Research begun: Construction

IBT:
While defending, Galley defeats (0.86/2): Arabian Galley
While defending, Galley loses to: Arabian Galley (2.00/2)

Turn 170 (1100 AD)


The Save (Gotag is UP):
 
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