GR18-AWM Genocide Variant vs 30 Civs.

Preturn: Put the workers lying around to work - Put some on automated wetland clearing since its easy. I also like rails on the coastal squares.

Some MM to allow Ulsan 3 turn destroyers, but without starving. Pusan had extra shields and could work more coastal squares using seoul to swap.

IBT: Minor landing. Flight in 5. Build First Tanks.

1966 AD: Attack the town, but still lots of units in it.
Upgraded some more Galleons to get across more units.

IBT: No landing. Bombardment minor. Army built in Seoul (for tank army).

1967 AD: New Transports will head across. Have first tank Armies. Send over empty armies for Tanks air lifted.

1968 AD: Landing of 4 Infantry are Killed. Stocking up Tanks to Airlift Across. May build town over there next turn and see what happens.

1969 AD: Move onto a Hill to try to build a city on the far shore.
Minor landing.

1970 AD: Build Fort Foothold and will see what happens. Start bombing around the town to slow the incoming troops.
Landings Galore got propoganda'd and is very unhappy. Moved an Army in to suppress some.
Minor landing.

IBT: a number of Byzantine Cavalry show up (about 26) Also several stacks of Arabian units

We got Ecology as our free tech which is very nice for us. I go for Rocketry next to get Aluminum for Modern Armor. We are less than 20 turns away from MA because of this.

1971 AD: Bombard and kill a number of the Byz Cavalry (all damaged). Kill some Arabian Cavalry. Ship across large numbers of Tanks and Infantry.

GR18_AD1971.jpg


Rocketry in 7

IBT: Some attacks but the Infantry Armies hold off units that attack.

1972 AD: Land the empty Armies and start filling them with Tanks (Fill 6)
Send them on the offensive.

IBT: More units swarm toward us. The teams that go first tend to block the rest.

1973 AD: Tank Armies take out Delhi. Replace with another town.

GR18_AD1973.jpg


IBT: New Poyang is having difficulties with Propoganda.

1974 AD: Kill more units. Some Tanks are now Elite.
Found the first Lux on the new continent.

1975 AD: Take out Madras which is only guarded by 3 units with tank Armies Replace with another town.
Get a leader when bombarding with a Hwach'a. Both leaders are shipped to transports to get to the front.

Notes:
I did not go through every town for a final MM.

Mostly the last few turns I have been killing large number of units. I have been averaging over 30 the last few turns.

You can see a lux on the final map south of our town.

GR18_AD1975.jpg


The Save
 
this looks excellent :goodjob:

I guess what will keep us from faster progress is the fact that there are no rails around and we can't just use slaves to do the job...we need modern armor armies for the fast speed.
 
wow I never knew you could get a MGL by bombing a unit to death wow! :) nice progress
 
lurker's comment: Have you ever used Bombers? :p
 
Fine work. :thumbsup: I like your peninsula of airfields. :lol:

We can found a free city before we hit Enter.

There's a Portuguese destroyer visible off Airfield Peninsula in the far NW, so we can't assume our destroyers are basically invulnerable any more.

Greebley, thanks for the quick turnaround. But I don't have much free time this weekend, and I've been known to take more than two days in any case ;), so I'll leave this for Mumpulus to pick up on Monday.

Mumpulus, please leave me with at least ten settlers on the enemy continent. Tactical settlers will be even more important than usual for fast progress when we have to raze every enemy city.
 
We several workers over there already, but I haven't really been able to road yet. We do have the Harbor for rails already.

As NP mentioned the NW is the Airfields.

We have some Settlers over there but we will likely need more. I would switch some towns to settlers. NP is right in that this will speed up our advance.

The Variant (we have to Raze) will slow forward progress.

Check to see if any Hwach'as are free to sink the Destroyer. That is the first we have seen.
 
Nice progress. This looks to be headed towards an exciting finish, with about 290 cities to raze in 75 turns. Good luck!
 
0) 1975AD
Found Thanks NP. Sink that destroyer. Switch quite a few cities to settlers.

IT
Huge infantry stacks approaching...

1) 1976AD
Start work with artillery on the huge stacks outside our foothold, while moving roading crews and armies into place to move forward.

IT
About 30 Portuguese infantry and guerilla die on our two armies on the airport, then some 20 more decide to turn around. 3 German fast movers die on the walls of Fort Foothold.

Production in Ulsan has been sabotaged.

2) 1977AD
Kill 3 rifles and raze Karachi. Found Karachigon on our own continent.
Kill lots of units in Bengal and raze it. Found Bengalgon on our own continent. We will have controled roads out of Fort Foothold next turn. We have 6 settlers on the other continent now. We will also gain our fourth lux next turn, and a fifth is spotted. Science down to 10%.

IT
I forgot to turn battles back on, but I don't think there was anything outside bombardment.

Rocketry is in, start on Synthetic Fibers.

Propaganda in New Pyongsong.

3) 1978AD
Kill 4 rifles and raze Calcutta.

Build a colony on the spices and found Incense Town.

Gain a leader from an infantry attack on an English MDI.

Kill 4 infantry and raze Incan Alexandria.

gr18_alexandria.jpg


Kill 2 rifles and raze Fustat.
Kill 5 rifles and raze Muscat.

Gain another leader from a tank while clearing German units around Incense Town.

Kill 4 rifles and raze the current Indian capital Bombay.
Kill 5 infantry and raze Elephantine.

Use a first combat settler which allows me to kill 4 rifles and raze Bangalore.

Continue clearing out German units and get a third leader from a cavalry this time.

Every available and sufficiently healthy unit attacks to clear some more Germans. I abandon our temporary town. Because of the luxes, I can ship over about 15 cavalry that were serving as MP on the home continent.

The current situation:
gr18_1978AD.jpg


I press enter and then realize I forget to found towns... oh well, the AI may not have many settlers at hand anyway.

IT
About a dozen units die at Incense Town, three knights die on the infantry army on the spices colony, and a single knight promotes a veteran infantry on our railroad.

4) 1979AD
Kill 5 infantry and raze Pi-Ramesses.
I loose a completely healthy cavalry army on a rifle in Damascus (size 9 on grassland). 4 more cavalry armies finish the job though.

While clearing a path to reach the next Arab city, an infantry yields another leader. Gain 2 more leaders after that.

Kill 3 rifles and a healing LB and raze Baghdad.
Kill 4 rifles and raze Mecca.

Rush a few more settlers, and don't forget to found new towns this time. For lack of settlers on our own continent, I have to do this on the other continent (there isn't too much good room on our continent either). If I counted correctly, we didn't loose a founding opportunity.

IT
About 5 fast units manage to attack at several places, but they all loose.

The Greeks try to plant a spy.

5) 1980AD
Gain a leader clearing out one of the many units surrounding our towns.

Kill 3 rifles and a healing cavalry and raze Kufah.
Kill 6 rifles and raze Medina.
Kill 6 infantry and raze Edfu.

Kill 6 rifles in Arabic Jaipur but it holds. I waste a few attacks on an Indian stack that's in the way of a feasible route for an extra army to have a try, when I notice a better route. Kill 4 more rifles, still no luck. Another army kills a rifle and an MDI. 4 MDIs later and Jaipur is finally razed.

Kill 2 rifles and 2 healing cavalry and raze Aden.

Wines are within reach now.

Gain another leader from an infantry on our home continent. Found some more towns there in the end.

> Save <
 
lurker's comment: It appears as though the AI's on this continent were more into wars then the AI's on your continent, judging from the large number of cities they have that are on another civ's city list.

Speaking of cities, how many are left?
 
It was hard for the AI on land to get into wars as they were all at war with us. There was a bit of it early in the game though. The other civs knew nothing of and hence had many animosities with their neighbors I am sure.
 
lurker comment Since you have so much ocean to explore for hidden islands, I'd build some jet fighters for recon, and maybe a carrier group defended by 4 cruisers and a destroyer. One carrier with 4 jets flying recon can bust a lot of fog every turn. I'd hate to see you guys lose because of some stupid 1 tile island with a town out in the middle of an ocean.
 
Now we're really rolling. :goodjob:

With seventy turns left, we basically have to average four cities razed per turn. With fifty-six armies already, that's certainly feasible.

I don't think Mumpulus mentions this in his report, but we've found the Mongol/Japanese island.

I've got it.
 
lurker's comment: Remember the no espionage rule?
 
When I posted it was almost 3am. I don't understand how you guys manage such a quick turn-around :). So I didn't really provide the full details last night. Let me give some more now:

  • As NP already noted, we found the Mongol island not too far southeast of Busy Buzzies.
  • I also played with the idea of using jets for recon; I think we should do that.
  • There aren't many fast movers around; cavalry tends to ignore infantry covering workers.
  • I haven't tested what happens with big slow mover stacks when they get close to an easy target (didn't expose easy targets).
  • We may have reached a new coast in western Arabia, which would put Egypt and India on a peninsula we can seal off.
  • I left an army on our home continent; I would start a new campaign in France when we can get two or three infantry/tank armies. The Mongols can probably be handled with MA (showing muskets IIRC).
  • There aren't 10 settlers on the other continent right now, but there are many more than that very close to arriving. I also kept a few at home this time (it was kind of stupid that I forgot to do that on turn 3).
  • All that infantry we built still comes in very handy to kill weak defenders and gain leaders.
  • We should disband lots of MPs at home, especially after we get wines, to reduce support and to gain shields for builds. There were 2 small landings on the home continent, and 1 small landing on silk island. We no longer have a sufficient number of artillery pieces at home to sink all enemy naval units, but I thought this was secondary to get rolling on the other continent. I've been using artillery on the other continent for defense only.
  • Defense on the other continent has been very easy; with about 10 tanks produced per turn, thing will only get easier. New tanks can kill a landed unit on our continent before airlifting.
  • I left some units unmoved to show the situation.
  • Our shipping lane between silk island and the other continent has been completely clear for the entire duration of my turns. The destroyers near our new towns are the first we have seen there.
 
lurker's comment: It's Sattelites that gives the full World Map (and ICBM's :nuke: :evil:), not Space Flight.
 
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