GA I - Korean Infantry

Ginger_Ale

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GA I - Korean Infantry

Here are the settings for the game:

Civ: Korea
Version: Conquests 1.22
Map Size: Standard
Formation: Continents, 70% Water
Barbarians: Roaming
Age/Climate/Temperature: 4 billion/Normal/Warm
Difficulty: Monarch

The Variant: We may not use units with more than one movement point (Horseman, Tanks, Cavalry, etc.). This will be easier in the start of the game, but towards the end, it'll get harder. Now, I know what you are asking - why this variant? I'm doing this so the H'Wacha will have more use. It wouldn't be able to keep up with Knights/Cavalry, but with this variant, it will be at the same pace as our other units.

So, let's have some fun! :)

Roster (FULL):
Ginger_Ale
Admiral Kutzov
DragonRunner
Smellincoffee
Opac
danz
 
Alright, glad to have you AK. I just saw your thread about SGs below Demi-God level, so I guess this one is for you. ;) Any particular place you want to go in the order?
 
If I was rational, I would say, not first. Since the men in the white coats keep chasing me down the hall, I'm willing to go first or last or somewhere in the middle. yes, I'm one of those hippie weapons freaks who can have lot's of fun if you gits on me bad side.. :lol:
 
Sure, I'll try. I haven't done a SG before, but there's a first time for everything. Infantry variant sounds good. We'd have to conquer the world before tanks come out, because the only thing we'd be allowed to use is TOW infantry, and that's not a great unit. :(
 
Sounds interesting. Korea is one of my favorite civs. :)
 
I'd like to join if you will take a SG newbie. I've beaten Emperior several times thought so that should not be big issue, but if you take me i would like to be placed near the end of the roster since the most lacking part of my gameplay is the opening. :)


Edit: It wont be impossible to wage a war succesfully near the end of game thought, stacks of artillery can do the job of the tanks, eventhought it probably requires quite bit more effort shield-wise. Usually the game is decided before the era of tanks rolls in thought.
 
Sure, Opac and DragonRunner!! Btw, Smellincoffee, are you signing up? Looking forward to some good civving.

Yeah, stacks of artilery, TOW, and bombers should do the job. Ok, without any objections from anyone else, I'll start the game tonight in a few hours by playing 20 turns, then we'll all play 10. Any comments before I start?
 
Ginger_Ale said:
bombers should do the job.

If we were not to build any fast moving units, I'd also prevent us from building bombers either as they move more than 1 tile per turn and are rather overpowered aswell, but either way is fine for me.
 
Good point...I think we still can do a good job without bombers (if we get to bombers, well, good luck us, as the world will have Mech Infantry and all :eek: )...what does everyone else think? I'm fine with going without Bombers on Monarch...shouldn't be too hard.
 
lurker's comment: Marines will be very important. The boat's movement will make up for your lack of fast moving units.
 
Yep, I'm positive it does. So, I guess we'll not use Bombers/Airplanes in this game.

I'm starting the game now, I'll have a save and screenshot in hopefully under 2 hours.

@Tomoyo: Yep, and in C3C they get a bonus when attacking by sea.
 
Btw, Smellincoffee, are you signing up? Looking forward to some good civving.


Yup! Sorry I didn't make that clear. :)
 
I'd like to give this a try. I'm also pretty tired of the horse/tank route. This variant will force us to be more cautious, since our units won't be able to withdraw if they have a bit of bad luck. And we won't be able to respond to incursions very fast, so choke points, roads, and naval transports will be more important than ever!
 
danz, I'm fine with letting you join too, as long as everyone is happy with it. Ok, now the roster is *finally* closed. :) Btw, ships are excluded from the variant (otherwise we couldn't reach other continents).
----------

Turn 0 - 4000 BC
We move our worker NW, settler N, so we can settle by the sea and away from the BG we started on.

Turn 1 - 3950 BC
Worker roads game on forest. Settler settles. Seoul: Warrior.
Science: Writing, 20%, + 2 gpt.

Turn 4 - 3800 BC

IBT: Seoul: Warrior --> Warrior.

Turn 5 - 3750 BC
Warrior explores and continues to do so for the rest of the turns I play ;).

Turn 7 - 3650 BC
Worker finishes roading game, goes to BG tile.

Turn 8 - 3600 BC
Worker roads. Warrior pops goodie hut: We get maps and spot another goodie hut West of Seoul.

Seoul: Warrior -> Warrior.

Turn 10 - 3500 BC
Meet a Hittite scout. They are up Pottery, down Bronze Working. No trades possible.

Turn 11 - 3450 BC
Worker mines BG.
Warrior pops goodie hut: 25 gold.

Seoul: Warrior -> Curragh.

Turn 12 - 3400 BC
Warrior pops goodie hut: Maps.

Turn 15 - 3250 BC

Seoul: Curragh -> Settler.

Turn 17 - 3150 BC
Worker moves to a grassland tile, next turn he'll road it.

Turn 20 - 3000 BC
No moves done this turn. Advice: Settler near our silks, and continue to explore and look for trades.
Have fun! :)

Screenshot:
ga1-screenshot.JPG


Save: Click here.

---
Order:

GA - just played
Admiral Kutzov - UP!
DragonRunner - on deck
Smellincoffee
Opac
danz

Enjoy, comments are always appreciated, including dotmaps and settler locations. :)
 
got it. here's my pre-flight thoughts before looking at the save. Settler goes NW of silks to bring in whales when borders expand (as opposed to When Borders Attack which is on Fox tonight at ten, BTW). No OCP in this game. Unless things appear out of the fog, build pattern will be cxxc with some offsets for targets of opportunity. Hittite have 3MC as UU so no wheels for them unless it's really really worth it. Are we doing the philo gambit? What's our freebie to be? Haven't decided whether to expand S or SE. Will make that decision when next settler is ready. And finally (audience lets out great sigh of relief), just to be clear, no bombers? Please sir may I have fighters for recon?
 
Yeah, no bombers. Fighters for recon? Fine by me, I guess, as long as for no bombing.

I was thinking NW of the silks too, then grabbing the hill SE of Seoul to get a canal city. First I would go south, to grab land before the hittites, then fill up land in the peninsula area.

About writing: the only reason I researched it was so either a) we could go for Literature and TGL, or b) there are many techs that branch off of Writing. Another reason is that some of the techs via that the AIs don't research right away, unlike Iron Working, The Wheel, Horseback Riding, etc. It'll allow us to try to get to Writing first so we can do some trading. (If we do get Philo, I would go for Literature - a good trading tech, or else Currency/Construction - high AI value).
 
In our city placement, let's try to make sure we don't miss out on any whale or fish resources. They don't matter at the start because our city borders can't reach them, but toward the middle and end of the ancient age, you can really notice the difference between a city that's working a grass or coastal tile and one that's working a juicy bonus tile. As cities grow and there is more competition for workable land, coastal cities that can rely exclusively or almost exclusively on their coastline will give more breathing room to the interior. But, they can't do that and be useful if all they can reach is 1/0/2 (or 2/0/2 max with harbor) tiles, because they don't produce any shields and they can't work hills and mountains without starving.
 
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