GR18-AWM Genocide Variant vs 30 Civs.

Sending across armies should be judged depending on enemy ship numbers.

I'd also invest a while longer to jack up our unit support. I wouldn't mobilize, it decreases flexibility on won't gain us much.

We need some faster progress soon. Our landings so far weren't sufficiently concentrated, true. Shipping is the main problem for now IMO. I'd go for flight asap, and invest shields in a better fleet (disbanding and rushing) in the meanwhile.
 
Building more Frigates doesn't seem effective to me however. They just get killed by attack 4 units without much benefit.

Rushing and disbanding to build disposable Frigates to get some Armies across 20 turns early is a waste I think. That strategy should be used when we get Destroyers.
 
As Greebley well knows, I am not a fan of making many frigates in a game like this one. You can make a stack of say 6 to use as cover for transporting. If the stack is much smaller it will not make it.

Otherwise you really have to wait for DD's.
 
I've played six turns so far--mostly buildup, railing, and MM, since sending off an expeditionary force covered only by four frigates hasn't looked feasible at all. I hope to fit in one more session, but whether that happens or not I'll post within twenty-four hours or so.
 
1932 (1): We bombard and destroy a Portuguese stack of eight, mostly inf, landed next to We Need A Harbour on Silk Island (8-0).

Research down to 40%, Steel still due in one turn.

Sending a recon ship three tiles out of Western Shores is enough to reveal two enemy ironclads, six frigates, and a Carrack, along with transport vessels. I doubt that sending out a convoy defended by just four frigates is going to be a viable option this round.

There aren't a lot of targets for our Hwach'a on the home continent, but we do sink four Greek frigates (12-0).

I merge eight workers into core cities with low natural population growth.

Steel --> Refining, due in eight turns at 50%.

We settler-abandon Glacier Lake, a hill town with no prospects.


1934 (2): We wipe out another four Port units landed next to We Need A Harbour on Silk Island (16-0).

We sink four enemy ships, all transport types and all apparently loaded, off Silk Island (20-0). In the process a Hwach'a generates a Great Leader.

We ride down ten enemy units, six American and four Egyptian, landed in the mountains between Bad Town and Move East, gaining another Great Leader/army in the fighting (30-0). We then sink six enemy ships, including an American ironclad, off the same coast (36-0).

We send a (probably loaded) Persian caravel to the bottom off our east coast (37-0).

We found Little Gidding on a river in the far NW.

We worker-abandon Mountains of Moo, another hill town with no future.


1936 (3): On Silk Island we found East Coker, which will give us a port one naval move from our home continent once we have transports--and which cuts the round trip to two turns already, as long as we load our galleons offshore.

Off Silk Island we hole a Port galleon, probably loaded (38-0).

On Silk Island we trample six enemies, landed as usual next to We Need A Harbour (44-0).

Probes this turn reveal three enemy ironclads and four frigates just off Western Shores. Sending an expeditionary force off now is still out of the question.

We smite five enemies landed just E of Move East, now that we’ve occupied the mountains just to the W (49-0).

We perforate two Aztec frigates off Eastern Sea (51-0).


1938 (4): No landings last IT, so no ground combat.

Little enough sea combat, too; we consign one Man-O’-War to the deep, off Western Shores, and that’s it (52-0).


1940 (5): We slay three Chinese units landed next to Move East, gaining our third GL/army of the round (55-0).

Off the coasts of our continent we account for five enemy ships (60-0).

No action on or around Silk Island.

The folk of Go West are upset by propaganda.


1942 (6): We obliterate eight Chinese units landed next to Move East (68-0).

Along the coasts of our continent we dispose of two enemy ships (70-0).

Off the shores of Silk Island we eliminate seven enemy ships, three of them transport vessels and apparently loaded (77-0).

The Mongols and the Japanese show up during the IT, so we’re finally at war with the whole world.


1944 (7): We expunge three Chinese units landed next to Move East, generating our fourth GL/army of the round (80-0).

We eliminate five enemy ships along the coasts of our continent (85-0).

On Silk Island we strike down three Jumbos and two Inca units, landed next to East Coker this time (90-0).

Around Silk Island we deal with two enemy ships (92-0).

We’re able to found a free town (in terms of the global city limit), The Dry Salvages.

Twenty-one normal elite victories this round generated three Great Leaders. A minimum of four victories by elite Hwach’a produced a fourth GL.
 
We built close to sixty aqueducts this round, with twelve more due to complete this IT, and our unit costs are down to 11 gpt. To get full benefit from the ducts, I have our science camps set for population growth rather than maximum research. So we’ll have plenty of latitude to employ more scientists for the drive to Combustion (meaning destroyers and transports) after we discover Refining in two turns.

We have plenty of galleons available now for ferry service between the mainland and Silk Island, with seven on station and another seven on the way. Note that we have galleons in transit fortified in various towns along the coast from New Seoul to New Pyongyang, but they’re all visible. We still have just one frigate available to escort the galleons, but they only have to move one tile off our continent before going into port on the island on the next turn, and the enemy hasn’t tried to attack them. If things get more dangerous, we can just load units into the ferries on the turn they sail, so that we can’t lose ground forces at sea; all this costs us is that the units can’t move once they reach port on the island.

We won’t have a safe way of getting transport vessels to our jumping-off point on the island’s west coast until we have a strong flotilla of destroyers. When we send off our invasion force, it should be as large as possible, with an escort that can’t possibly be overwhelmed. This is much more important than just getting some units onto the other continent as quickly as possible. We normally reach a point in these games at which we can take ten enemy cities or more per turn, so we still have adequate time, but we can’t afford setbacks.

This is my list of towns needing railing (and possible jungle clearance) next turn, generally because they’re working unrailed tiles or soon will be: Ticky-Tock, New Cheju, Holy Cow, Kuagone, Men Without Hats, Noodle Noodle, New Incho’n, Emily’s Song, Room Service, A Night At The Opera, The Cocoanuts, The Airport Taketh Away, Won On Won, Jungle Mountain, and Chemistry.

Seoul is running a food deficit to cut a turn off its time to complete an army.

As usual, I’ve left various units with their movement to call attention to them, or to their stacks.
 
The ferry route:

GR18-1944AD.JPG
 
I am willing to bet that meeting AI in 1942 AD is a record for the latest meeting in any SG.

I had been wondering if our UU could get us leaders. BTW how can you know if a Hwacha are elite?

I like the setup to get across.

About 10 turns to Destroyers; it sounds like ThERat will get the first turn with some action.

We should decide if we want to disband units to get our first destroyers. We especially have a big stack of our UU. Do we want to start disbanding some? I definitely want to keep some for the ability to kill units, but now we can build artillery, the artillery can bring it to 1 hp for our UU to finish it off. I would say we should keep at least 10-20; more if we haven't been building much artillery (we need enough fire power to sink stacks of ships), but otherwise we should rush in the towns.

We can build artillery in the next 10 turns to allow for more UU disbands.

We should also set up pre-builds of destroyers for coastal towns so that it doesn't take as many shields to complete them.

Roster:
Greebley
NP - Just Played
markh - Up
ThERat - On Deck
Mumpulus
 
lurker's comment: Destroyers and Transports (and Cruisers) come with Combustion, not Mass Production. Mas Production gives Carriers, Battleships, and Subs.

BTW, how many civs are left?
 
20 civs and a lot of map to cover still, in, how many turns? Doesn't seem like too many... :blush:
 
I had been wondering if our UU could get us leaders. BTW how can you know if a Hwacha are elite?

The game system doesn't do anything directly to let us know the experience level of Hwach'a. But sometimes the 'promoted to Elite" message will come up when we destroy an enemy unit with a Hwach'a from a stack of two or six, say, which have already fired. Then we can use the naming function on the next turn to label the Hwach'a in those stacks as having a 50% chance of being elite, a 17% chance, or whatever is appropriate.

The problem with disbanding Hwach'a to build destroyers is that we'd like to send almost all our artillery to the other continent, especially since it looks as though cav armies versus infantry will be our basic attack over there. So with Hwach'a doing all the work of defending our continent and the island, we'll probably want to keep quite a few. If the pressure on our coasts diminishes we may be able to start disbanding them, but I don't think a mass disband to get several destroyers at once would serve our interests.

Choxorn, thanks again for your attentive reading. ;) I've made the correction.
 
Lurker Comment Just over 100 turns left. Going to really have to crank out units like mad. One thing that will help is having air transport with flight. Then the only units needing transported by boat will be armies, artillery, and workers. Realistically, the only techs really needed will be the next 3. Once you get them and the one freebie, I'd lower the science slider dramatically, use your specialist farms for science.
 
lurker's comment: They won't need just Combustion, Mass Production, and Flight. They'll also need Amphibious War in case the AI has any one-tile islands (Marines can be useful in Trans-Oceanic Invasions anyway), and Motorized Transportation.

I would also advise them to get Fission so the AI's don't decide to end the game with Diplomacy.
 
Lurker Comment Just over 100 turns left. Going to really have to crank out units like mad. One thing that will help is having air transport with flight. Then the only units needing transported by boat will be armies, artillery, and workers. Realistically, the only techs really needed will be the next 3. Once you get them and the one freebie, I'd lower the science slider dramatically, use your specialist farms for science.

Actually you can send worker via airfields in C3C.
 
lurker's comment: They won't need just Combustion, Mass Production, and Flight. They'll also need Amphibious War in case the AI has any one-tile islands (Marines can be useful in Trans-Oceanic Invasions anyway), and Motorized Transportation.

I would also advise them to get Fission so the AI's don't decide to end the game with Diplomacy.

If there is around 100 turns left, the AI is not going to get the UN researched, let alone built. This is Monarch.
 
Lurker comment Once they get the 3 I mentioned, they'll get one freebie, maybe Fission will be the freebie. Amphibious Warfare will be 4 turns, most likely. They might want some other modern ones, but that would require normal research rates til the very end, and without several hundred tanks and bombers, they won't win. It's gonna go right down to the wire nonetheless.
 
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