GR18-AWM Genocide Variant vs 30 Civs.

Looks like just the same rough ride without a breather...

Our Holiday Roster:
Greebley - Out until 26th or 27th Aug
NP - Can play the 20th - up?please confirm
markh - just played
ThERat - on deck
vxma - on indefinite skip
Mumpulus - away from 25th Aug til 1st Sep.
 
Mark, you mentioned twice about getting workers back, what do you meant? we are not allow to have slaves.
 
Lurker comment I know what he was talking about. When the Ottomans captured the worker/settler stack, they took your workers, and when he captured the city, he got them back.
 
The north looks really, really bad to me. How many catapults do you have up there?

For some reason, I used to think that all catapults would do is allow me to kill units a bit more easily or prevent my stacks from being attacked. But now I think they have a lot more utility, they can move and bombard every turn without needing to heal. And they can cause unit cycling and pillager delay.

All you need is 1 catapult and 1 spearman and you can defend a town from 3 enemy archers until reinforcements arrive. When one enters, he is bombarded to 2/3. That one retreats to heal and another enters. Another bombard to 2/3. A third archer enters. 2nd leaves. And 1st fortifies. Then as the 3rd archer leaves 2/3. The 1st is able to reenter. It's an interesting defense. You may be able to use it against the Medieval infantry. 1 Pike and 1 trebuchet (after feudalism and engineering) can defend a newly settled town just about anywhere on the map.

Also, you might want to try CXC. That way the artillery units are always defended and can hop from town to town and bombard as necessary. 1 catapult should be able to reach and bombard for 3 towns ideally. And don't forget to bombard passing ships if they haven't dropped off their units yet.

1320 AD and no Feudalism = very, very slow tech rate. Well, good luck, and don't run out of funds. IIRC, you got Monotheism as a free tech. You should not want to try Chivalry even though it would be an immediate option. You may want trebuchets instead of catapults so that all the units you can build will be decent. (Archers for minor offense, Trebuchets for bombard, Pikemen defense, Medieval onslaught....)
 
The north looks really, really bad to me. How many catapults do you have up there?

Quite a lot. Don't know the exact number, but at Dyes Town there are enough to wound any threatening unit, so there are no attacks usually. Basically we just hold Dyes Town and Westwall with cats, a few spears, swords and 2 armies. Trebs would be nice, but still I think chivalry is the way to go. Once we got knight armies we can do a lot more damage. Engineering -> Military Tradition is a very long way in our situation.
 
I've played to the beginning of the 1340 AD turn. Nothing dramatic has happened, but it's certainly difficult. The Sumerians have appeared in force on our thinly held eastern flank, so we've had to construct a serious defense there. The Zulus are showing up in the north, so we're actually fighting all the enemies we know--it's not a question of Printing Press and contacts traded overseas. The worst thing is that we're defending our position more by pinging enemy units than by destroying them, and I've never seen that end happily.

Am I right to assume that if our city total falls below the minimum needed to support our armies, the game system won't deprive us of an army? Somehow I've never encountered that situation.

I'll post in about two days.
 
lurker's comment: It's not uncommon in "loose" 5cc games to get a second army by capturing some cities during one turn, so I think you're OK.
 
Am I right to assume that if our city total falls below the minimum needed to support our armies, the game system won't deprive us of an army? Somehow I've never encountered that situation.
I'll post in about two days.

You are right. We will keep all our armies even if our city count falls below the limit.
 
Thanks for the confirmation, gentlemen.
 
1320 (0): We're almost out of gold for deficit research, so science down to 40%, Feudalism due in eleven turns.

We're lucky to hold Medievawon, with its garrison of one swordsman and several cats. One GS dies attacking the town and one retreats (1-0).

We lose two workers and a cat in an exposed position SE of Bingo. I saw the problem, but we had no units with movement in range.

As predicted by Mark, the NW holds because the AI won't attack with pinged units. If it did, our position would collapse in two or three turns.


1325 (1): In the northwest we slay five Russian, three Spanish, one Dutch, and two Mayan units, disposing of a dangerously advanced Russian stack of four behind Dyes Town (12-0).

In the northeast we smite three Gallics adjacent to Medievawon, and a Dutch archer (16-0).

In the east we rout three Dutch units (19-0).

In the south we get started against the numerous Ottoman MDI, smashing nine of these and one Viking MDI (29-0). We recapture a catapult.

Two enemy landings on our west coast, but no attacks.


1330 (2): The AI seems strangely uninterested in pillaging so far this round. It's probably because, given our marginal position, there's always an empty city to lure enemy units. :lol:

We mop up the Spanish spearman and the Numidian landed on our west coast, both in the Taegu-Paegam region (31-0).

Sumerian MDI on our thinly held eastern front are the main problem at the moment. We strike down two and ping some others (33-0).

In the NW we expunge five units of four different nationalities (38-0).

In the NE we dispose of two enemy units, also destroying a Dutch settler (40-0).

In the S we liquidate four Ottoman MDI (leaving just one in sight), two Viking units, and a Hittite settler/pikeman team (47-0).

Having lacked enough cats to ping all the adjacent Sumerian units, we lose an elite spearman defending Kumgang in the east (47-1).


1335 (3): We cut down a Spanish archer on the Taegu-Paegam beach (48-1).

We move adjacent to Mugla, overrunning two Ottoman units en route and capturing one of their cats (50-1).

We crush seven enemies in the NW, none in the NE, six in the E, and three in the S. In the eastern fighting around Kumgang we lose a horseman but gain a Great Leader, who eventually rushes an aqueduct in Pusan (66-2).

A Gallic falls attacking Medievawon (67-2).


1340 (4): We raze Ottoman Mugla, held by a pikeman, a spearman, and an MDI (70-2). We capture a cat.

I decide to abandon Oijongbu in the far NW, which is surrounded by six more attack units than we can ping. The basic issue is that without Engineering, we can’t hold front-line cities cut off from the rest of our position by rivers, since catapults can’t move in and also fire.

We shatter five enemy units in the NW, three in the NE, two in the E, and five in the S (85-2).

A pinged Sumerian MDI attacks Kumgang, in a minor surprise, but fails (86-2).


1345 (5): We liquidate eight enemy units in the NW, five in the NE, five in the E, and five (all Ottoman) in the S. We lose a horseman in the eastern fighting, and capture/disband a Dutch settler in the NE (109-3).

We repel the attack of a Russian knight at Taegu (110-3).


1350 (6): We auto-raze Dutch Delft in the eastern desert, held by two spearmen (112-3).

Moving an army next to Uskudar we find that the Ottomans have horses, and have obviously had them hooked up for some time, though I at least haven’t seen any fast Ottoman units. I recall a similar oddity with the Babylonians in our game as Egypt on a real-world map. So perhaps some AI civs just don’t like to build horsemen, as Ansar (IIRC) has suggested.

It’s possible too that we’ve discovered a coastline beyond Uskudar, though by what we can see so far it could just be a lake.

We expunge eight enemy units, mostly Hittite, in the NW; three in the NE; five in the E; and three, all Viking, in the S. In the NW we lose a horseman and trample a Carth settler (131-4).

Fourteen elite victories this round produced one Great Leader.
 
We should be able to take Uskudar with armies next turn, or in two turns. I didn't try to found cities on the land we're conquering from the Ottomans during my round, because we didn't have settlers or garrison units anywhere nearby; but we have both in the area now, and we should be able to found some reasonably safe towns in the next ten turns or so.

Our army in the eastern desert should pillage the road/mine/desert tile immediately to its south on its way back to our lines, to protect Hamhung and Bingo from fast-unit attacks out of the fog.

We have one uncommitted worker on the forest tile next to Hammer Song, which should perform a forest chop early next turn. That will complete the job, and the other three workers on the tile will be able to build a road, giving us a direct route from HS to Sariwon.

No fast units of any enemy nationality appeared on our eastern front during my round.

Non-Viking landings were made on the Taegu-Paegam beach as usual.

The tactic of pinging Viking galleys when they're adjacent to Viki, so that they don't carry their troops any farther up our coast, has worked well. But we had bad luck pinging last turn, and there's a full-strength galley off Viki which will probably transport its units north this IT.

The spearman just S of Inchon will try to move two tiles S on its own next turn, the the settler just W of Oasis will try to move into Oasis, both because of moves interrupted by invisible rivers. :mad:

Don't overlook the Enk next to Hamhung.

If the water SE of Uskudar is a coastline, then we'll have real prospects of establishing the Scandinavian lands as a protected zone in which we can put down dozens of cities. That seems to be the main element of hope in our position, anyway.
 
Coastline or lake?

GR18-1350AD.JPG
 
Nice turns. :goodjob:

The Ottos have two horse supplies. I razed Izmit where Zonguldak is and this city is on another horse source. Obviously the Ottomans do not have chivalry, yet because I am sure he would have started building knights asap. This can happen quite soon though.
 
Obviously the Ottomans do not have chivalry, yet because I am sure he would have started building knights asap. This can happen quite soon though.
well, I hope I can raze Uskudar and make sure that we don't let them get horses back.
Now, it seems that the south will be our real hope of making some progress by cutting the front finally.

nice progress NP :goodjob:

Our Holiday Roster:
Greebley - Out until 26th or 27th Aug
NP -
markh -
ThERat - got it for some nice weekend action
vxma - on indefinite skip
Mumpulus - away from 25th Aug til 1st Sep.
 
As mentioned Zonguldak is founded on another horse source, so that city has to go, too or at least disconnected from his network.;)
 
If we can trust what we see (though the Ottomans may be building new roads under the fog), Zonguldak has never been connected to other Ottoman cities.
 
I would say it is a coast as it has a river draining into it and I never seen a lake have one.
 
Back
Top Bottom