GR20 - Genocide AWE vs 30 Civs (try 2)

Greebley

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I went with Sumerians. I really don't want to play the Iroquois/Celts/Chinese yet again and wanted a Agri civ. Maya with its slaves is a poor choice for Genocide (but not AW). That left Sumeria, Aztecs, Incan (did I miss one?). Decided on Sumeria.

Map: 250x250
AI: All 30 opponents
Civ: Sumeria
Continents
70% water
Sedintary Barbs
Emporer
Random for wet/dry, etc.

24 hours for I got it. 5-7 days to play (give a status report if going over 5) up to 10 turns.

Genocide Rules:
Our people have zero tolerance of anyone not native. This means:
1) Declare war immediately with no trades or checking diplomacy.
2) We must never have a foreign citizen in our cities.
This is different: If our city is taken we can take it back, but must immediately abandon if there is a foreign citizen No foreigners means we can keep the city
3) We do not accept cultural conversions of course.
4) Foreign workers must immediately be slaughtered. No moving them or doing anything else but disband them on the spot.
5) We can never look at diplomacy. No checking what techs they have, etc. (That implies we are talking to them). Also no checking with assist type programs (of course).
6) We cannot build the intelligence Agency Spying means living with the other civs to get the information. This we don't do.
7) We can look at F7, F8, F11 This is mostly for gameplay reasons. Not sure our civ really could figure out what wonders were built, and other things from these 3 screens, but then that is true in the real game as well. How would we know that some civ we never met built the pyramids? Or that we were 20th in pop when we know noone?
8) We are going for Conquest. All victories are turned on, so we need to avoid domination and other victory conditions.
9) We can keep captured artillery type units. For catapults, trebuckets, cannon, Artillery, etc, we are stealing the equipment and manning it ourselves.
10) We can build the Great Library. The assumption is we are taking/using the books of the enemy (but probably rewriting them so they are our own).

Some repercussions:
We have to build every worker and every settler for our cities.
We have no way to steal maps and will have to do our own exploration. We need to find islands ourselves. (unless we go for satellites again)

New order semi-random. I put NP and Elephantium at end since they are not currently Avail.

Roster:
Greebley
ThERat
markh
M60A3TTS
Elephantium
Northern Pike

I played the first 20 turns and will post below - No contacts yet. The start is almost too good, after I got a number of dud starts (I really wanted a river is that too much to ask?)
 
So nothing really happened in the first 20 turns. I built 2 Enkidu and then a Settler.

If you look at the picture, the Capitol has 3 Cows and a Grain near it, our second town has 2 Cows. There is also Ivory for the SoZ wonder.

I would put the next town at the mouth of the river 3 away from the other two cities grabbing that whale.

If we ever want to pump out workers, we could build a worker every turn in the capitol with a Granary when we get Monarchy. At size 6 we can easily get to 10 shields and 10 food. As a despot I think we would either a food or shield short - one BG and we could have done it.

GR20_BC3000.jpg
 
Good luck this time around! Your location looks really promising.
 
now this looks promising. :goodjob:

I would go for WC, then alpha and maths for SoZ. We can build very cheap spears and with archers, we should be fine for the time being.

Sumer looks like the predestined wonder city...even the suggested city at the rivermouth would be great as it can steal the cows.

got it...tonight
 
Greebley said:
(did I miss one?).

Well, you did miss the Dutch, but like said in he last thread, you want a civ with an ancient UU.

The Javelin Thrower would indeed have been useless in Genocide, though I suppose you could have kept Enslaved Barbarians, as they lack a nationality... :mischief:

As for the choice between the traits and UU, the Scientific trait and Enkidu were almost surely the best among the civs you picked among.

GREAT start. You'll get a few real great core cities and the SoZ- just what you need.
 
now this looks promising. :goodjob:

I would go for WC, then alpha and maths for SoZ. We can build very cheap spears and with archers, we should be fine for the time being.

Sumer looks like the predestined wonder city...even the suggested city at the rivermouth would be great as it can steal the cows.

got it...tonight

I think we need Masonry too for Math which we could go for after WC so we can start a prebuild.

I have played AW with the Dutch and they are a pretty decent civ if you get the Great Library. I did consider them too - probably my second choice.
 
Played 20 turns as little happened. We got WC and are now heading for masonry on the way to mathematics.

We met the Portuguese who come with their scout, but no units yet. We grow like weed and I suggest to peel off a few more workers to improve land faster. We should not forget to start a pre-build on time, but this can still wait.

I think we should settle the ivory soon as high growth means high lux. I employed scientists frequently as it does hardly affect growth or unit output.

save


gr202150.jpg
 
I got it. Will settle at the ivory next. Do we go straight for SOZ, so start a prebuild right after masonry comes in ?
 
I would use Sumer for the prebuild and we got to time the prebuild. Research times for alphabet and mathematics can be long, so don't start too early. Of course, if the enemy shows up with units, we might get an early GA as well.
 
If the forest N of the Ivory is on the River, I would definitely settle there. We have some other spots on rivers and may want to go for those first.

I think we can expect a Golden Age. I would keep our Capitol's population in the 4-6 range so we get many shields from it.

Agree with ThERat on the prebuild.

Roster:
Greebley
ThERat - Just Played
markh - Up
M60A3TTS - On Deck
Elephantium - Out until the 12th
Northern Pike - Out until the 6th+
 
IBT : Sumer : Enkidu -> archer
Ur : settler -> enkidu

1) 2110BC : just moving units, archer reveals another two cows in our East

IBT : a Hittite scout appears from the SE

2) 2070BC : kill the scout

IBT : Ur : enkidu -> settler

3) 2030BC : just moving units

IBT : the Portuguease welcome party appears from the SE (5 warriors)

4) 1990BC : moving units

IBT : Sumer : archer -> worker

5) 1950BC : found Kish : barracks

IBT : the Portuguese warriors come into striking distance

6) 1910BC : kill three of the warriors leaving two that can attack exposed archers only, so we do not get golden this early (3-0)

IBT : both warriors die attacking one of our exposed archers, promoting our archer elite (5-0)

Ur : settler -> enkidu
Sumer : worker -> archer

I stop here for some dotmapping. We have some options.
 
great job in preventing a GA using archers. I also think the red series would be fine. Start to hook up the ivory as soon as possible.
 
If the westernmost red dot (at the foot of the mountain) isn't on the river, I'd move it one tile NW, onto the riverside forest. In this location the town would still be CxxC with respect to the capital, which should be good enough when we're under so little pressure.

When you integrate all these comments and suggestions, I think you'll find that the team agrees with the red-dot sites, except that we want every one changed. :lol:
 
IBT : the Portuguease welcome party appears from the SE (5 warriors)

6) 1910BC : kill three of the archers leaving two that can attack exposed archers only, so we do not get golden this early (3-0)

lurker's comment: Wait, what? were they Warriors or Archers? :confused:
 
I agree with Mumpulus. Red ivory will go 1NW. This fits better. It will be our next settlement.
 
continued

7) 1870BC : just moving units

IBT : nothing

8) 1830BC : not much

IBT : Ur : enkidu -> archer
Lagash : barracks -> enkidu

9) 1790BC : moving units

IBT : masonry -> alphabet

Sumer : archer -> archer

10) 1750BC : found Umma -> barracks
 
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