Minou
King
- Joined
- Apr 19, 2013
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- 845
One City Challenge: T254 Violent Science Victory with Norway (Deity, Standard Continents)
After enjoying a peaceful OCC game with China, here is a violent game with Norway. As expected, the victory time was faster (26 turns in this case) thanks to pillaging. However, due to some poor decisions that led to extreme war weariness and a surprisingly close brush with defeat, this time is probably almost 20 turns worse than it would have been with better play.
Part 1: Opening Moves (T1-30)
The early game goals are going to be different this game compared to the peaceful China game, as we will skip most wonders and instead focus on getting up an army for some pillaging.
Here’s the start. With Piopiotahi, this spot is an obvious great one for a normal game but in OCC it has a few drawbacks. We will be stuck with lots of desert and ocean tiles, and the natural wonder itself will mean 3 unworkable tiles. This would never matter in a normal game, but being limited to one city unworkable tile hurts in OCC. Not complaining of course - the early culture bonus is more than worth it.
Here is our city, founded T3 after moving the Settler southeast onto the coastso we can build Longships right away. Founding right next to Piopiotahi is great because it gives the city a free 2c/2g base yield, and allows us to also work the wonder-boosted Cattle tile immediately for faster growth. The Warrior pops a hut for a Scout the same turn the city is founded, and the Scout meets Kumasi - the early culture rate is going to be insane this game! First build will be a Builder to improve the Cattle and Marble.
The early game goes very well, as we already have the Astrology boost from the opening and our Scout finds a “new continent” quickly. Code of Law arrives super early at T6. The Warrior clears a camp of for MT boost T8, while the Scout pops a hut for Craftsmanship boost (a waste since the Builder would have secured it soon anyway) the same turn. A third hut yields 40g, and a fourth provides an Envoy on T17 and a fifth provides a Trader on T27.
Kumasi becomes our vassal on T15 thanks to the first contact envoy, an easy quest (Writing boost), and the Mysticism envoy. They instantly provide 1DF per turn for a nice extra source of income and more critically a supply of Horses, since we have none in our own borders. Between the DF sales and the bonus gold from Piopiotahi, we can levy 5 Warriors from Kumasi on T16 for an early pillaging war against Germany.
The Ancient Era military is rounded out by a Slinger who scores the Archery boost T23 and two Longships, rapidly pumped out with Maritime Industries and Norway’s shipbuilding boost. They head east and west into the open ocean to go meet more city states and hopefully do a few coastal raids. Thanks to all the bonus culture from Piopiotahi Amani is recruited super early on T22, followed by Pingula on T32.
The Warrior and Scout quickly make contact with Germany and Cree, the two other Civs on the continent. Neither of these neighbors is ideal. Germany will likely go after some of the local city states which means we will have to liberate them later, and Cree spams Mekawap improvement which are no good for pillaging. There are also three other City States on the continent, Armagh (met T15), Auckland (T22), and Mexico City (T25).
Auckland is very exciting to meet, since we have 12 water tiles in the our third ringborders - Amani heads there immediately!
Domestically, the biggest issue for the Ancient Era is Housing. Since we moved off the river the capital only has 4 base housing, and so we bump up against the Housing cap quickly before getting a Granary up T35. The one Wonder we really need in the early game is Oracle. With our military needs met by the levy, the One City starts building the Oracle on T29. Thanks to the two Industrial city states and running Autocracy a few turns, the wonder is completed in just 17 turns.
After enjoying a peaceful OCC game with China, here is a violent game with Norway. As expected, the victory time was faster (26 turns in this case) thanks to pillaging. However, due to some poor decisions that led to extreme war weariness and a surprisingly close brush with defeat, this time is probably almost 20 turns worse than it would have been with better play.
Part 1: Opening Moves (T1-30)
The early game goals are going to be different this game compared to the peaceful China game, as we will skip most wonders and instead focus on getting up an army for some pillaging.
Spoiler :
Here’s the start. With Piopiotahi, this spot is an obvious great one for a normal game but in OCC it has a few drawbacks. We will be stuck with lots of desert and ocean tiles, and the natural wonder itself will mean 3 unworkable tiles. This would never matter in a normal game, but being limited to one city unworkable tile hurts in OCC. Not complaining of course - the early culture bonus is more than worth it.
Here is our city, founded T3 after moving the Settler southeast onto the coastso we can build Longships right away. Founding right next to Piopiotahi is great because it gives the city a free 2c/2g base yield, and allows us to also work the wonder-boosted Cattle tile immediately for faster growth. The Warrior pops a hut for a Scout the same turn the city is founded, and the Scout meets Kumasi - the early culture rate is going to be insane this game! First build will be a Builder to improve the Cattle and Marble.
The early game goes very well, as we already have the Astrology boost from the opening and our Scout finds a “new continent” quickly. Code of Law arrives super early at T6. The Warrior clears a camp of for MT boost T8, while the Scout pops a hut for Craftsmanship boost (a waste since the Builder would have secured it soon anyway) the same turn. A third hut yields 40g, and a fourth provides an Envoy on T17 and a fifth provides a Trader on T27.
Kumasi becomes our vassal on T15 thanks to the first contact envoy, an easy quest (Writing boost), and the Mysticism envoy. They instantly provide 1DF per turn for a nice extra source of income and more critically a supply of Horses, since we have none in our own borders. Between the DF sales and the bonus gold from Piopiotahi, we can levy 5 Warriors from Kumasi on T16 for an early pillaging war against Germany.
The Ancient Era military is rounded out by a Slinger who scores the Archery boost T23 and two Longships, rapidly pumped out with Maritime Industries and Norway’s shipbuilding boost. They head east and west into the open ocean to go meet more city states and hopefully do a few coastal raids. Thanks to all the bonus culture from Piopiotahi Amani is recruited super early on T22, followed by Pingula on T32.
The Warrior and Scout quickly make contact with Germany and Cree, the two other Civs on the continent. Neither of these neighbors is ideal. Germany will likely go after some of the local city states which means we will have to liberate them later, and Cree spams Mekawap improvement which are no good for pillaging. There are also three other City States on the continent, Armagh (met T15), Auckland (T22), and Mexico City (T25).
Auckland is very exciting to meet, since we have 12 water tiles in the our third ringborders - Amani heads there immediately!
Domestically, the biggest issue for the Ancient Era is Housing. Since we moved off the river the capital only has 4 base housing, and so we bump up against the Housing cap quickly before getting a Granary up T35. The one Wonder we really need in the early game is Oracle. With our military needs met by the levy, the One City starts building the Oracle on T29. Thanks to the two Industrial city states and running Autocracy a few turns, the wonder is completed in just 17 turns.