GR18-AWM Genocide Variant vs 30 Civs.

lurker's comment: Wow, 5 more destroyed civs? :eek:

Correct me if I'm wrong, but I think the 13 remaining AI civs are Greece, Egypt, France, Germany, China, Inca, Portugal, Byzantines, America, Aztecs, England, Mongols, and Persia.
 
The list of 13 civs is correct.

If anyone is curious about the power graph, here it is.

Note that Egypt has 88K out of 100K for a culture victory. We should keep an eye on that and see how much they are getting per turn.

GR18_AD1994.jpg
 
lurker's comment: I like how the graphs of the AI civs on your continent seems to make a steady U-shape, and slowly go inward towards each other until they are all gone in the early 1800's!
 
Just so long as someone else has more than 50K, we are ok. Plus this map will require them to get something like 120K and twice the next civ.
 
I can't believe that Egypt is still so strong. In fact I thought that they are out of the game when I took their last holdings in the south. Suddenly came the huge stacks of cavalry and infantry (took care of quite a few of them). I believe that they sent home quite a few wounded cavalry northwards.

Now that we have sealed off the land, they should come back from the north. Anyway, if the next player really puts in the effort, I am pretty certain, that we can clear the continent in 10-15 turns. Our modern armor armies are so powerful, I have no qualms letting them attack even with yellow health.

We do have around 30 settlers and with rushing, we can easily get 10/turn in addition. The new continent should be able to support more rushed settlers soon
 
Lurker comment: They probably conquered a large area up north and still had tons of troops there, I have noticed that AI troops tend to hang around where they are at the end of a war. When suddenly theres another war, a flood of units can show up suddenly. With a map this large, there may be 20 or more cities left up there.
 
Remember that they can only lose one unit per turn, so if they are down to OCC or even only a settler, they kept all their units.
 
Just so long as someone else has more than 50K, we are ok. Plus this map will require them to get something like 120K and twice the next civ.

It says 100K on the victory page. I think it might be because is it a modified map and thus the default rather than the 'huge' value.
 
They probably conquered a large area up north and still had tons of troops there, I have noticed that AI troops tend to hang around where they are at the end of a war. When suddenly theres another war, a flood of units can show up suddenly. With a map this large, there may be 20 or more cities left up there.
well, it's not that we just declared war on them. Anyone playing AW games should be aware of the initial stacks that one has to face.
I guess they signed peace somewhere (remember England/Arabia/Germany fighting) and then sent the troops southwards.

Remember that they can only lose one unit per turn, so if they are down to OCC or even only a settler, they kept all their units.
Yes, but to fight Egypt for something like 6-7 turns, razing their cities and then suddenly face huge stacks that appear out of nowhere is pretty unusual.
 
I think I will need a skip. I will not be able to play in the next 2 or 3 days. Too much work at the moment.
 
Well I built our 86th Army so that means 344 cities now in 1995 (3 leaders so far in 1995) - after 3 hours of play I am still on the first turn what with trying to familiarize myself with everything and trying to maximize our use of Armies on attack.

I am using a bunch of our cash reserves to speed up MA builds; we have several empty armies (9) with 19 MA from the first rushed IBT, so we are still short. I don't think I will be able to get 3 leaders a turn every turn due to lack of enemy units which may be good as I am unsure I can rush 12MA a turn to fill them.

Started sending Transports around to where we will need them later for the other island continents.
 
Sounds good. :goodjob: I'm glad you're pre-positioning transports, and for areas which are just too distant, we'll soon have the option of turning research off and rushing ships where they're needed.
 
lurker's comment:
Remember that they can only lose one unit per turn, so if they are down to OCC or even only a settler, they kept all their units.
:confused:

Can you explain this, please? It seems like you are saying that Egypt will attack and if it loses one unit attacking, it will stop attacking. Which seems to be an odd behavior.

 
Lurker coments: I think what vmxa meant is that an OCC will only lose 1 unit per turn(to lack of unit support, not enemy action) even if it is far above its unit support. So when you whack an AI down to an OCC, if it has a large stash of troops elsewhere, they can show up as a still potent force.
 
lurker's comment:
Lurker coments: I think what vmxa meant is that an OCC will only lose 1 unit per turn(to lack of unit support, not enemy action) even if it is far above its unit support. So when you whack an AI down to an OCC, if it has a large stash of troops elsewhere, they can show up as a still potent force.
Oooh! :wow:

I wasn't aware of that.

:hatsoff:
 
yes that is what I was saying. Until you dispatch the civ, it gets to use those units, even if it cannot pay for the support.

You see this a lot at the highest levels, where you have a large stack of units let and they have one town or a settler on a ship. Those units can still do damage, until you eliminate the troops or the civ.

Once you do that the troops disappear. I have used that to save many a town facing more units than it could handle. I just busted the last town and goodbye.

In a recent Sid game I surrounded some 900 units of mostly infantry and them starting killing the towns. Last one razed and the troops were gone. It is an exploit, no doubt, but they had over 2200 units and I did not want to kill them all by hand or use nukes.
 
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