GR18-AWM Genocide Variant vs 30 Civs.

Quick update: I've played 7 or so turns so far, I've lost more than a few units, taking some risks to gain the high ground at places, but I should be able to move forward a bit more.

Highlights:
- the first knights have shown up
- our research is picking up, the AA should be behind us by the end of my set
- the jungle is very annoying
 
Ya, losing units is always good for research :lol:

More seriously, I think when unit costs are really high it is best to use the units to make progress. This is better than not building more units or killing science even more. I remember when we were first learning AW (this was Handy, TMcC, Barbslinger, and I) had a few games after we mastered getting few losses, but hadn't yet mastered balancing research - the games literally stagnated. The point is that higher losses isn't always bad if it gains us something. At least that is my take provided we don't lose units that are necessary for our survival.
 
Thank Greebley, I appreciate you saying that. I have enjoyed these games, but the last 3 to 4 weeks have been too rough and I felt I was not able to carry my fair share.

I am hoping all my medical issues settle down and I am reading all the posts.
 
I've left 2 worker-crews active, and 2 cats. Here's why:
  • The Viking worker crew should be fine moving SE of Blur to road, with cover from just the 2 units in Blur. I think most of the Viking units are near Chonju right now. But there may of course be some attackers left in Birka that could reach you then. There's not really a pressing need to road there, because no settler is near. I would have them do something else, but wanted to leave you the choice (I've made enough crazy choices in my last turn as is).
  • The northern crew could start a mine or something someplace safe. However, I would not commit them this turn but rather move them next to Ship Song, so they can jump in next turn to where the Mayans are now, to lay some roads.
  • The Otto cats can be used if you cover with the army in Hammer Song, which should be fine, because it can't be reached (I haven't seen a single horse from the Otto's although they do have a horse source still under Izmit). There are a few more fortified in that town if you choose to do that. I wouldn't though, to let the army rest. The cats can be moved to More Armies, to be more central. The easternmost cat has used 1/3 movement point to check for enemy units in the mountains.
Then an overview of the tactical situations, in order of movement:
  • Mayans: Only moved towards Pyongsong the very last IT, which was unfortunate but didn't stop me from going bananas and founding another town. I expect them to attack, and we may loose Pyongsong, but I was feeling lucky. Odds are still (lightly) in our favor. What they have in that triangle is probably the bulk of their attack force.
  • Celts: I stopped the fresh Celts dead in their tracks by founding Medievawon. Their previous stack got decimated, so everything you see here has only appeared during the last IT. Before that, they didn't show many new troops, so after you clear these, it'll probably be a bit quiet on that side for a few turns.
  • Spain: Are sending archers and landing the occasional spear, but are really not a factor at all.
  • Zulus: You don't see them now, but they are constantly sending troops, Impis, MDIs and the occasional horseman. They arrive from NW of Oijongbu.
  • Dutch: Have had a bit of a revival at one point. They're coming at Hamhung mostly.
  • Russians: They're one of the more dangerous opponents. I've killed 3 knights so far (regulars still). They're sending stacks of 4-6, MDIs and pikes. I've been working on them which is why they look a bit less threatening right now, but there are probably more of them nearby. They seem to follow the road by Den Helder.
  • Ottomans: Have been running in circles mostly, and the result is a huge stack. It just came off Witness Song mountain, where the single redlined MDI is now. That was because I moved 2 healthy armies in. I expect them to move there again now that the armies have gone for Bingol. It should be possible to raze Bingol (I just killed 2 pikes there) and still get an army in to turn them around yet again. Leaving open Weeping Song will probably also help. If you do get Bingol, you may find some workers inside that are not to be exterminated. :rolleyes:
  • Vikings: They move towards Viki almost exclusively, with the occasional spear incursion between Blur and Sariwon (there's 1 spear there now). I lost a few units trying to gain control of Viki Mountain, but now they can be easily handled. Keep enough cats in the neighborhood to ping them, and attack when they move towards Chonju.
  • Sumerians: Evidently, they're to our east. They haven't been sending too much, and slow movers only. Quite manageable.
  • Hittites: They are also strong like the Russians, sending lots of MDI, but not as often covering them with pikes. No evidence of horses yet.
  • Carthage: Only came back into the picture over the last few turns. I don't expect them to attack the army in Dyes Town, 3 other swords were in attack position during the previous IT, but they moved past. However, if the others weaken the army, they probably will attack. Everything around there has been pinged though, so it should be fine.
I'll give some more details and post pictures after my report. That'll only be in a few hours though.
 
We're at turn 237. Gr17 was practically a certain win by this point, in fact after 1250AD we saw this:
Greebley said:
Our meeting of enemies has been just about perfect (for us that is) which means it will be an easier game.

Let's see if we can win this game too, where our meeting times have been far from perfect.

0) 1220AD
Rename Haeju TEMP to Just Plain TEMP, because there's another Haeju now. I agree with M60 that we've been settling very close, but I'm sure he's noticed it hasn't been easy to move forward. Rat has been settling at distance 3, and I'll try to do the same. Still, I think the area south of Pyongsong has a lot of free space that we shouldn't waste, so I'll still found there. It'll be CxxC with 2 out of 4 towns ;).

I plan to push forward towards the Vikings, so switch Oasis from walls to catapult. Nampo is at max food and pop, so switched to worker. Whip the rax in Dyes Town.

I reread Rat's report, see nothing on activity in the Cheju region, so move settler out with spear cover, and also block the Otto pike so it has to move north into our cat range. Cheju cat moves to Resertification mountain to cover more tiles.

The MGL moves north, I'll see what to do with it later, but he'll definitely be more useful there.

IT
A single Zulu vSword dies at Westwall, 2 Hittite rMDI and 1 rLB die at Dyes Town, all on armies. One Spanish landing at Paegam. [4-0]

Nampo: Worker > Swordsman
Cheju: Swordsman > Spearman
Namwon: Walls > Barracks
Paegam: Swordsman > Worker
Dyes Town: Barracks > Spearman
Viki: Catapult > Catapult

1) 1230AD
vSword kills landed rSpear. vSword kills Dutch vArcher, move settler into place. *Sword kills Sumerian vLB. vHorse dies on redlined Enkidu. Army looses 7hp to kill a vSpear in Amsterdam, this is not going to work. I pull in some cats. vSword kills Impi. vHorse dies on 2hp vSword, dig up *Horse to kill him. Armies kill 2 Hittite pikes. Army kills redlined Sumerian MDI. Our MGL rushes a marketplace in Westwall.

eSword kills Otto pike. Army kills 2 units in Riza. eSword kills the horse-killing Enkidu. I don't know for sure why the settler south of Cheju is off roads, but I'm guessing it was intended to found in an ICS-like way? :) [17-2, 2e]

IT
2 GSs that earlier decided to retreat to heal now attack our single vSword covering a settler. One retreats, one dies, our sword promotes. An Otto rMDI kills our eSpear covering a settler. The Hittites now decide to bypass Dyes Town. Zulu MDIs show up. A single Viking landing at Paegam this time. [18-3, 2e, 1p]

Seoul: Swordsman > Swordsman
P'yongyang: Horseman > Worker
Westwall: Marketplace > Library
Some Song: Settler > Swordsman
Iron City: Settler > Settler
Chonju: Catapult > Catapult
Just Plain Temp: Catapult > Catapult

2) 1240AD
Join a worker in Seoul, it is finally at 15spt now.

vSword kills Impi that infiltrated despite being redlined. vSword kills Zulu sword. Army kills Zulu sword and moves into Oijongbu to defend against the MDIs. Army kills Jav and sword. vHorse kills landed rSpear. Army kills Mayan vSword and Jav and gets an internal promotion. eSword kills redlined Hittite archer in the jungle.

Army kills pike and spear and razes Riza, no gold, kill two slaves. Army kills 2 vMDIs in the open and covers the cats that bombed Riza. Other army kills 2 rMDIs in the open. vSword kills redlined rMDI that was lured by our uncovered settler.

14 cats only hit a Viking stack 3 times, no attack.

vSword finally kills Sumerian pike that had come as far as Taejon. Fresh vHorse dies on redlined Dutch rSpear. eSword kills him. I have to retreat a settler SE of Resertification. vHorse kills Dutch archer. Army kills rGS. [38-4, 4e, 2p]

Found Ship Song :cool:, start walls. Found Weeping Song :cool:, start cat. 12gpt gained in total. Once again, pretty close to existing towns, but in this desert, there's little use having a lot of tiles available.

Suwon Again is in danger this turn.

IT
A vGS kills a vSpear in Ship Song. A Dutch rArcher dies to an *Sword in Kumgang. 2 Sumerian vLBs die to eSpears in Suwon Again. The first Russian units show up (pikes and MDI). A single Spanish archer lands at Paegam. [41-5, 6e, 2p]

P'yongyang: Worker > Horseman
Wonsan: Settler > Settler
Pusan: Swordsman > Swordsman
Ulsan: Swordsman > Swordsman
Paegam: Worker > Swordsman
Kumgang: Catapult > Catapult

3) 1250AD
vSword kills landed archer. Army kills rPike in Kafa.

Cats again don't do very well on the Viking stack, which is slowly growing. I want to gain control of the mountain between Viki and Chonju, so I decide to attack: eSword barely kills 2hp vSword, vSword dies on 2hp vSword and promotes it, vSword dies on 2hp vSword and promotes it, so I stop. Stupid cats. Move settler forward and cover with 2 horses.

eSword kills Dutch archer, *Sword kills Enkidu, eSword retreats yellow rGS. Army kills fresh Sumerian vMDI that came from the east. vSword kills Celt rArcher clean.

Army kills Hittite vSword to make way for the army from Dyes Town to move into Pyongsong to avoid a Russian attack there. Cats do well at Dyes Town to ping all 5 Hittite MDIs there. vSword kills Zulu MDI and promotes, vSword kills another. [51-7, 8e, 2p]

I stop for the night.

IT
Well, this wasn't a nice way to start the day. A Mayan spear pillages the tile north of Pyongsong, which was expendable. An rGS dies on our eSpear in Ship Song. No landings at Paegam this time.

But then it turns bad: the Ottos have way more units in Bingol then I thought and attack our settler stack. A vMDI kills our vSpear, an rMDI dies on our vSpear without making a scratch and promotes our spear, an rMDI then kills it, a vMDI just kills our vSword and we loose 3 workers and 2 settlers.

The Vikings also attack our settler stack, and retreat one of the horses. The 3hp eSword kills an eSpear in Viki. The rest of the stack retreats to move towards our exposed horse, but 3 more swords land on Viki Mountain.

Finally, 2 Hittite vLBs die on the army in Dyes Town. [55-11, 9e, 3p]

Seoul: Swordsman > Swordsman
Chinje: Spearman > Spearman
Taejon: Swordsman > Swordsman

4) 1255AD
Found Blur :cool:, start walls.

vSword kills redlined Otto spear. Army kills the redlined Otto MDI that took our people. eSword barely kills yellow Otto rSpear at Resertification, vSword barely kills a redlined vSpear.

Army kills an rPike and rSpear in Kafa and razes it for 1 gold. Kill 6 slaves, and get to keep 1 cat.

vSword kills Enkidu. vHorse kills Dutch archer and promotes. *Sword kills Sumerian MDI, army kills another.

Bombardment reveals at least 4 spears in Amsterdam. Also redline a fresh vGS there.

This time, cats do succeed in redlining all 5 Viking swords on Viki Mountain. 3 vSwords make three clean kills, 2 of them promoting.

Army kills two Hittite LBs, *Horse kills another. 3hp eSword tries to at least wound the one remaining Hittite MDI that could be a problem, but fails and even promotes it. I have to move another army into Dyes Town, which leaves Namwon very vulnerable, so I have to pull back the army from Pyongsong. vSword then fails to kill redlined rGS on Pyongsong mountain and even promotes it. I decide to have another go at it, and a *Sword barely kills him. [72-13, 10e, 6p]

More Armies won't be on the front, so switch to catapult.

IT
A vGS retreats on our eSpear in Ship Song, 2 Russian vMDIs die on the army in Namwon. The Vikings now really seem to prefer landing on Viki Mountain, only one spear this time though. Other civs move about a lot, mostly to our advantage. [74-13, 10e, 6p]

We get Construction and go for Map Making in 7 at 50% and -5gpt.

Nampo: Swordsman > Swordsman
Inch'on: Swordsman > Swordsman
Kaeson: Spearman > (Harbor)
Sariwon starves because tiles are blocked.

5) 1260AD
Another vSword dies on a redlined spear on Viki mountain. Redline again, and a eSword finally takes that mountain.

Army kills Otto MDI. Other army kills Pike. I have to leave the captured cat behind, but I don't disband it because it's not on a road, so I can probably get it back next turn.

eHorse kills Hittite MDI at Kumgang. Army kills Sumerian MDI and Dutch archer.

Catapult stack at Amsterdam again proves useful to redline a GS, army kills another.

eSword kills Jav, vSword kills sword, vSword kills Hittite pike. [84-14, 13e, 6p]
 
The north:
gr18_1260AD_north.jpg


Pretty quiet for the moment. The army in Dyes Town will heal, and all should be well...

The east:
gr18_1260AD_east.jpg


Not too easy to keep Haeju safe, because there's no road yet. Luckily it takes some time for the GSs to infiltrate, which gives us time to selectively bombard them, and take them out as opportunity arises.

The south:
gr18_1260AD_south.jpg


Just gained control of Viki Mountain. Hopefully we can hold Chonju hills, and then the Vikings will have to move onto flat land to threaten us.
 
IT
Not a single attack. The Celts move deep, which is good for a change, because we should be able to take on that stack. The first civ to show Knights are the Russians. The Dutch have mounted a sizable stack at Hamhung (4 attackers), which will be difficult to handle. The Vikings drop wounded units in front of Viki Mountain. The Ottomans capture the catapult and are smart enough not to move it.

Seoul: Swordsman > Swordsman
P'yongyang: Horseman > Horseman
Hyangsan: Settler > Catapult

6) 1265AD
Redline the GS stack, eSword kills one, eSword kills another, vSword kills a third, and vHorse takes care of the last one. Move a roading crew into position at Haeju. Armies kill 1 Sumerian MDI and 3 more GSs. vHorse kills spear. Army kills 2 vSpears in Amsterdam, 2 turns to go I think.

vSword takes out Russian MDI, *Horse kills LB.

vSword and vHorse kill 2 Viking spears. Armies kill 2 Otto MDIs and a sword. Found Hammer Song :cool:, start walls.

eSword kills Enkidu. [103-14, 16e, 6p]

Switch Resertification to barracks, because it can grow and be productive.

IT
A Zulu vMDI kills an eSpear in Oijongbu, a Russian vKnight dies on our eSpear in Pyongsong, an rKnight kills an eSpear. The Vikings land even more wounded units south of Viki Mountain, and units are moving onto flat land at Chonju. The Zulus have horses. [104-16, 17e, 6p]

Pusan: Swordsman > Worker
Suwon Again: Barracks > Swordsman
Cheju: Spearman > Library
Ulsan: Swordsman > Swordsman
Some Song: Swordsman > Swordsman
Taegu: Swordsman > Spearman
Just Plain Temp: Catapult > Catapult

7) 1270AD
Haeju road completed.

Army kills Otto pike and recaptures the catapult. 3hp vSword dies on redlined MDI, *Horse has to kill it, but I can still rest the other army, which was my aim, because there are about 10 MDIs on their way.

2 eSwords kill Viking spear and sword. The Viking situation is more under control now, but they'll probably go for Blur now, so it's bit of a juggling act. The Viking spears are real rock-dodgers. Cats go 4/13 in total.

eHorse kills Celt archer at Kumgang. eSword kills Dutch spear.

Cats at Amsterdam have nothing better to do this time than bomb away at the city, revealing only two remaining defenders. I go ahead with the slightly wounded army, kill 2 spears, and:
gr18_amsterdam.jpg


Disband 7 slaves. Found Song of Joy :cool:, start catapult.

Army kills GS and covers our Amsterdam cats. Another army kills the Sumerian archer and the second GS. You see that 13hp army next to the Sumerian MDI? Well, before that MDI is gone, 9hp have gone with it. That certainly complicates matters, and the Dutch archer lives for now.

vHorse kills Russian knight. vHorse kills Jav. *Sword kills Spanish archer. vSword kills healthy Zulu horse clean. [120-17, 21e, 6p]

Switch Ship Song to catapult.

IT
A Mayan vSword kills an eSpear in Pyongsong, a Spanish archer pillages near Oijongbu and they land a spear at Kaesong, a vImpi dies on our eSpear in Oijongbu.

Then the attacks on Dyes Town start: a Russian vMDI dies, giving our army an internal promotion, but inflicting some damage. A rMDI also dies. Then the Hittites start: an rMDI, vMDI, rMDI and vMDI all die but slowly bring our army down. The very last attacker, an eMDI finally kills the army :(. Dyes Town holds with 2 units inside, but its future looks very bleak all of a sudden. [127-23, 22e, 7p]

Seoul: Swordsman > Swordsman
Wonsan: Settler > Settler
Paegam: Swordsman > Spearman
Sumeriwon: Swordsman > Swordsman
Oijongbu: Catapult > Catapult
Haeju: Walls > Catapult

8) 1275AD
6 MDIs are ready to attack Dyes Town, 2 stacks with single pike cover. This will be a tough nut to crack with no army near. But I'm due a few leaders, so who knows...

vSword kills Impi to make way for the cats. They go 5/7 to ping 3 MDIs on one Russian stack, 2/3 to damage the Hittite eMDI, and 4/5 on the other Russian stack.

Start leaderfishing: eSword kills Mayan sword, eSword kills Dutch spear, then run out of elites or (more ironically) out of enemies to kill.

2 armies kill 2 GSs. vSword kills Dutch archer. vSword kills landed spear at Kaesong, and a around Blur vSword kills the one remaining healthy Viking sword that could attack after the other units there were pinged.

Army kills 2 Otto MDIs at the expense of only 1 hp. [137-23, 24e, 7p]

Cross fingers for Dyes Town and press enter...

IT
One Russian rMDI dies on our vSword in Dyes Town inflicting no damage, the others retreat. The Hittite 2hp eMDI decides to take on our vSword covering some cats outside Dyes Town, but dies and promotes it.

The Ottomans no longer seem interested in the west side, and move toward to mountains again, maybe it's our exposed workers they're going for.

The Vikings attack our spear on Viki mountain with a vSword but fail, and a 3hp vSword dies on our vSpear in Blur and promotes it. [141-23, 24e, 9p]

P'yongyang: Horseman > Horseman
Pusan: Worker > Swordsman
Chinje: Spearman > Swordsman
Nampo: Swordsman > Swordsman
Kumgang: Catapult > Catapult

9) 1280AD
Found Witness Song :cool:, start walls, army moves onto Bingol Mountain.

vSword kills Otto spear, vSword first redlines Viking spear but ultimately still dies, vHorse finishes him. Cats do well this time, so we can attack a little: vSword kills spear, eSword kills spear, eSword kills sword and finally:
gr18_viki_sword.jpg


Obviously, this leader is born at exactly the opposite side of where we need him, but you won't hear me complain any more than that :).

Army kills pike in Mugla, move other army to Cheju because going around that way for Bingol is faster with the Ottoman traffic congestion on the mountain ridge.

vHorse kills Jav, *Sword kills Sumerian MDI clean. vSword and eSword kill 2 Dutch archers.

No problem at all to redline units around Dyes Town this time. eSword proceeds to kill Hittite MDI clean. vSword kills Russian pike clean. [153-24, 28e, 10p, 1l]

IT
No combat, and the AI is moving in patterns that are very convenient. One of those nice moves is the Mayans clearing a spot for us to settle. :D

Seoul: Swordsman > Swordsman
Oasis: Catapult > Worker
Taejon: Swordsman > Worker
More Armies: Catapult > Catapult

10) 1285AD
*Sword kills Dutch archer.

At Dyes Town: eSword barely kills Hittite LB. I can't redline 3 Carthaginian rSwords.

*Sword dies on Zulu vMDI, taking off only 1 hp and promoting it. vSword barely kills him. vSword kills Impi, vHorse dies on vHorse, *Horse finishes him. Two vSwords kill 2 Carthaginian swords. Northwest area clear. [160-26, 29e, 10p, 1l]

Switch Dyes Town to worker.

Hammer Song has an 11hp Army and a spear inside, with 4 MDIs threatening it. Other than that, everything is pretty safe.

IT
Again, not a single attack, just the expected landing. Now, there really is some carnage ahead...

We enter the Medieval Age, and draw... Monotheism :(

Suwon Again: Swordsman > Swordsman
Hyangsan: Catapult > Catapult
Ulsan: Swordsman > Library
Inch'on: Swordsman > Library
Some Song: Swordsman > Swordsman
Paegam: Spearman > Settler
Chonju: Catapult > Catapult
Dyes Town: Worker > Spearman
Viki: Catapult > Catapult

11) 1290AD
Found Medievawon :cool:, start walls. Army kills a GS there. Found Gone Bananas :cool:, start walls. Army kills Russian rKnight there, eSword kills Russian MDI.

eSword kills landed spear, vSword kills archer, vSword kills archer. vHorse kills Otto MDI.

At Kumgang, eSword kills Sumerian MDI, vSword kills LB. *Sword kills Dutch archer.

Armies kill 2 rPikes in Bingol.

eSword kills Hittite pike and we gain:
gr18_new_mayor.jpg


Name this victorious unit the mayor of the new town we can now found: Bingo :cool:

Cats do terrible on a small Carthaginian stack. I have to go ahead now, so eSword kills rSword, vSword barely kills 2hp rSword. vSword kills Mayan vSword.

eSword kills Viking spear. [177-26, 35e, 11p, 2l]
 
32 units built, along with 12 new cats, should be ok to replenish the losses. Too bad about the settlers and workers I lost, but we'll recuperate them soon, and they'll come in handy to support our expansion in that region.

3 enemy settlements razed, and 9 new towns settled, and all those losses don't feel so bad after all.

The west:
gr18_1290AD_west.jpg


Spanish, Zulu and Carthaginian (look closely, from Den Helder) advances as marked.

The north:
gr18_1290AD_north.jpg


Site indicated by question marks must be their cities. I'd definitely go for the Mayan city soon, to remove cultural pressure. Red are settling spots I'd propose, along with road segments that we need first. I'm hoping the coast runs as drawn in blue (the graphics indicate so).

The east:
gr18_1290AD_east.jpg


While we wait for the north to be roaded and explored, the army in Song of Joy can heal and then sweep here to make room for us. I've pillaged the road to Haarlem just last turn. There is 1 Sumerian MDI in the fog next to Haarlem.

The south:
gr18_1290AD_otto.jpg


It will take some planning to take out that stack, and if they would dance around it bit more, that would definitely make things easier. Remember there are horses where indicated, so knights may not be far off.
 
My 5 cents on how to proceed:

Cent 1 - research: Feudalism for better units, then Monarchy for less corruption and better core production, then straight to our UU. I think we can only truly pick up speed with cavalry, not with knights (too expensive now).

Cent 2 - strategy: As soon as the Vikes have MDIs, I'd send an army towards Stavanger, then continue along the coast to find and slowly raze their core before they get to invention. The Otto's have that mountain ridge which really makes it difficult to progress there. Maybe taking away their horses is feasible, but I wouldn't go too much further without decent support by new towns. We have more time with them, Sipahis are a long time away.

Cent 3 - builds: I'd not build aqueducts until we get close to being monarchs, let's time it exactly. Courthouses in the river towns should get them to a decent level of bpt/gpt production.

Cent 4 - expansion: 3 SW of Hammer Song, 3 SW of Sariwon, replace Stavanger, 2W of Birka, then further from there. 2 rings in the Dutch desert. The red dots in the north if they don't lengthen our front and/or add more jungle. I'd hold at the Spanish front, develop those towns a bit, get an army, then see what the lay of the lands is over there. It think our front line will get longer there.

Cent 5 - city specialization: don't let our good producers (Seoul, Ulsan, P'yongyang, Some Song, Pusan) build settlers, just skim off workers in a well-timed fashion. Wonsan was size 3 when I got it, which is no good for fast settler production. In 2 turns it will be back to size 4 to start on a fresh settler, which allows for a 4-turn cycle. We do need more settlers now, but I think we have enough other towns to do that. Do MM every turn. :goodjob:
 
lurker's comment: Hey, is it possible to get a zoomed-out picture of all of Korea right now? It might allow some people (me) to see the big picture a bit more easily.
 
Tremendous play in a tough situation over the last month, gentlemen. :goodjob:

Vmxa, I'm sorry to hear about your health issues. I hope things improve for you soon.

I regret having to say this when we're short of players, but August 20 would be a more realistic date for me to resume playing than August 15. I will be back from my travels on the 15th as planned, but I'll then be immediately subjected to a visit by family members.
 
I agree with M60 that we've been settling very close, but I'm sure he's noticed it hasn't been easy to move forward. Rat has been settling at distance 3, and I'll try to do the same. Still, I think the area south of Pyongsong has a lot of free space that we shouldn't waste, so I'll still found there. It'll be CxxC with 2 out of 4 towns ;).

Sorry, but IMHO the level of difficulty doesn't enter into it, you either allow ICS or you don't. And given the level that's gone on here, I just see this game tainted by it. But that's just one person's opinion and in the end it's a matter for you all to agree on what's allowed.
 
It's their game, they made up the rules. ICS isn't pretty, but even the GOTM's don't rule it out. My opinion is that with 30 opponents, you need everything just to survive. Everyone has different styles and everyone has opinions, and theres no "right" way to play civ 3, and thats the beauty of it.
 
BTW, you can sell off a bunch of walls in uneeded cities...
 
Don't you get gold back?
 
lurker's comment: (Question) I've followed all of these ultra big AW games (I still haven't decided which is more impressive, the skill or the patience it takes to play these), and this seems to be the toughest yet (what do I know, really, I'm just judging these by how fast the purple grows and the number of enemy units killed, I may be wrong) even tougher than the AWE game. Would you blame it on the particular map and civ or is it the genocide variant that makes this game difficult? Thanks.
 
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