GR18-AWM Genocide Variant vs 30 Civs.

1650 (0): Oops, something naughty happened at Manp'o in the eastern desert, for a town with no food supply beyond its centre tile to be at size three. Did we merge a settler in by accident? :nono: ;)

I MM a bit, adjusting for recent irrigation and putting more scientists to work. I find two extra shields for Seoul, so it’s at 12 spt for six-turn knight production.

No one is building Newton yet.

A Russian knight falls at the walls of Tokwon (1-0).


1655 (1): Hmm. I can’t blame anyone for moving workers away from the northern front when there wasn’t anything for them to do there, but now it’s going to take five turns to get even minimal road-building teams into the area to support our advance. That’ll limit the cities we can found. In this variant, if it needs saying, we can’t capture our front-line labour force as we go.

We raze The Hague, held by a remaining garrison of three spearmen, and gain 35 gold (4-0). We thus eliminate the “Weak Dutch”.

We trample a musketman and a Numidian in Carthaginian Ankuwa, but the town remains garrisoned (6-0).

We crush one pikeman in Hittite Aleppo (7-0).

We slay five foes in the NW, three (and a Carth settler) in the NE, and six in the E (21-0).

A Russian knight perishes attacking Sokch’o (22-0).

A pinged Carth LB attacks Pae The Rent (the former Namp’o in the NW), a little surprisingly, but fails (23-0).

Two Byzantine cav land on the tile NW of Tver—from two different caravels, so in principle it could have been six cav.

Also, a Byz cav/settler team lands on the city ruins three tiles E of Ch’ongfu, just outside our borders.


1660 (2): We’re able to ride down the two Byz cav next to Tver with knights, though no bombardment units are in range—better luck than we really deserve (25-0). I’m going to retreat a sword army to this area, not only because of the landings, but also because the curve of the coast suggests that our armies won’t have a lot to do in the extreme SE of the continent.

In the S we raze Sumerian Leiden, a hill town fortunately held by just one musketman (26-0). We capture a treb.

We found All-Korean Boy in the Leiden area.

In the NW we wipe out four pikemen in Hittite Aleppo, but the town retains a garrison (30-0).

In the NW we raze Carth Ankuwa, held by a remaining garrison of one MDI (31-0).

We found The Airport Giveth next to the ruins of Ankuwa.

The new town pushes back the cultural borders of Aleppo and allows us one more attack there, so we shatter the remaining garrison of one MDI and raze the city (32-0).

We strike down seven enemies in the NW, three in the NE, three in the E, and the remaining Byz cav (with its settler) in the S (46-0).

We lose a pikeman in Sokch’o to the attack of another Russian knight (46-1).

Four Portuguese Carracks appear off the former Viking heartland in the far SW. If they’re loaded to capacity (fortunately unlikely at monarch) and land their troops immediately, we’ll be helpless.


1665 (3): It’s beginning to look as though there’s nothing but ocean beyond the great eastern mountain range, at least in the south.

We found The Airport Taketh Away on the ruins of Aleppo in the NW.

In the NW we raze Barcelona, held by three spearmen and an archer (50-1). We capture a treb.

We rout two Spanish archers landed on the beach NE of Paegam (52-1).

We auto-raze Kazan, just founded by the Russians in the eastern desert (garrison of one musketman; 53-1).

We break one Hittite pike unit in Kanesh in the eastern desert (54-1).

We expunge five enemies in the NW, five in the NE, two in the E, and two, along with two settlers, in the S (68-1).

The four Carracks sail on along our minimally defended SW coast, though we were able to ping two of them.

A Russian knight tries its luck against the sword army holding The Airport Giveth, and does a fair amount of damage before its demise (69-1).


1670 (4): We raze Lindum, a minor Celtic city in the far SE held by two spearmen (71-1).

Our isolated knight army in Sumeria accounts for two musketmen in Erech (73-1).

We auto-raze Hittite Kanesh in the eastern desert, held by a remaining garrison of two pikemen (75-1).

We found Cheap Tequila in the Spanish lands in the NW.

We found Joy Ride to claim some fertile land in the middle of our southern position. There seems to have been a plan to do this by building a temple nearby, but I don’t think it’s rational to fill holes in the zone of total corruption with cultural structures rather than more cities.

We liquidate four enemies in the NW, six in the NE, three in the E, and one in the S (89-1). We’ve defeated a lot of Celtic and Mayan knights around Medievawon in the NE in the last two turns, but to do it we’ve had to use two armies which might otherwise have advanced on Lagartero.

The Carracks sail SW almost to Whale Burger, still without landing anything. Can we hope that the Portuguese are fixated on Tver too?

The Byz are building Shakespeare, so the AI civs have all the optional MA techs and can’t be far from the IA.


1675 (5): We found Rock And Roll Hoochie Koo and Teenage Love Affair, pushing our lines forward in the eastern desert.

Our isolated knight army completes the razing of Sumerian Erech, finishing off a knight and a longbowman (91-1)

In the NW we raze the Spanish capital of Madrid, held by four spearmen (95-1). We loot the town for 20 gold.

We overrun two Hittite pikemen and two Spanish archers landed on the Taegu-Paegam beach (99-1).

I begin sending our new settlers north, even though most of them are being built in the south. The seven we have heading SE should be enough for the remaining opportunities there.

We found Uncomplicated to fill another gap in the south. This is almost where Mumpulus chose to settler-abandon another high-density settlement of mine :D, but again, I think it’s better to fill in our peripheral areas with extra towns now than with cultural buildings at some point in the future.

We extirpate four enemies in the NW, one in the NE, four in the E, and one in the S (109-1). In the process we stamp on three settler/escort teams, which are all over the map. I’m becoming nostalgic for the global city limit. :lol:

We take a minor beating from Zulu knights at The Airport Taketh Away, unhorsing one but losing a pikeman and an MDI (110-3).

The Carracks round the Whale Burger peninsula and keep heading in the direction of Tver.

The Portuguese are building Shakespeare too.


1680 (6): We found Time Warp in the former Spanish lands in the NW.

We liquidate seven enemies in the NW, three in the NE, three in the E, and one (along with another settler) in the S (124-3).

For the most part we heal our armies or use them defensively.

I didn’t keep exact track of how many slaves we lost to the requirements of our variant this round, but it was at least thirty.

Nineteen elite victories this turn didn’t generate a Great Leader. It’s the familiar story—with most of our attack power contained in armies, there aren’t a lot of promotions to elite or elite victories.
 
Taking enemy cities in the NW isn’t a problem for us at the moment, but defending the new towns we found there is tricky, since we have so few units other than armies and cats and the geography is bad—we can’t push our line forward without lengthening it. So perhaps we should be satisfied to raze AI towns without trying to claim the territory ourselves for a couple of rounds.

We’ve accumulated moderate forces, including a sword army, in the Tver area to deal with landings there. Right now the fast units (most with their movement, if the next player wants to adjust them before hitting Enter) are somewhat to the W, in case the Carracks drop off their troops before reaching the town.

Our mace army E of Ch’ongfu can take out the newly founded Sumerian city in the area—carefully and after healing, since it’s a hill town—and then protect settlers from landed units as we found another five towns or so in the region. Our mace army healing in All-Korean Boy can assist the above army, participate in coastal defense, or make the fairly short trip to the eastern front, depending on what we learn in the next couple of turns. (Celtic Nemausus is a walled hill town showing a musketman on top, and a terrible target at the moment.) This will leave us with two armies slowly making their way through the great mountain range and looking for cities they can safely attack, which I think is enough.

We have settlers in position to found two new towns next turn, one in the NW, one in the SE, both on ruins.

I’d rush walls in The Airport Taketh Away before the interturn, although I’ve left the decision to the next player.

As mentioned above, we have enough setters moving SE for the remaining opportunities there, so most new settlers should head N.

The four Carracks off our south coast aren’t visible at the moment, but they should be three tiles beyond (that is, basically NE of) Whale Burger.

The knights in Pusan aren’t really being wasted on MP duty, since enemy landings are constant in that region.

Don’t overlook our fortified knight army healing near Ur.

Note that we have a road-building team underneath our knight army by Medievawon.

The six workers around Kaesong should probably work on mining mountains in our core, which will be useful after rails. They’d have to travel a long way to do anything else productive.

Taegwon now functions as a two-turn worker factory, although because it falls to size five with a full food box rather than staying at size six (since it doesn’t have fresh water or an aqueduct) it needs constant attention, and we have to rely on the extra shield when it grows to size six.

We didn’t gain any new enemies this round, which is mildly surprising.

I’ve left some units with their movement to call attention to them, or to their stacks. Don’t assume that all of these—the settlers in particular—have their full movement.
 
A tour d'horizon:

GR18-1655AD.JPG


GR18-1680ADi.JPG


GR18-1680ADii.JPG


GR18-1680ADiii.JPG
 
Good progress. Agree with your decision to send a Knight Army to handle landings. The knights were closer, but given that Musket/Cavalry were potentially landing an army really is needed as well.

1650 (0): Oops, something naughty happened at Manp'o in the eastern desert, for a town with no food supply beyond its centre tile to be at size three. Did we merge a settler in by accident? :nono: ;)

My guess is that some settlers tried to bombard something. When will they learn? :D

1655 (1): Hmm. I can’t blame anyone for moving workers away from the northern front when there wasn’t anything for them to do there, but now it’s going to take five turns to get even minimal road-building teams into the area to support our advance. That’ll limit the cities we can found. In this variant, if it needs saying, we can’t capture our front-line labour force as we go.

The 3 workers we did have in the area were the 3 I lost because I miscalculated letting a Knight kill them. :blush: I should have remembered to send some north though. An oversight on my part.
 
lurker's comment: maybe that volcano will destroy Nemausus for you. :mischief:
 
IBT : no fights

1) 1685AD : kill two Mayan units and a Celtic knight at Pyongsong (3-0)
Another Celtic knight falls at Haeju (4-0)
slay a jav and 2 Russian knights at The Airport (7-0)
a Celtic longbow goes down at Manpo (8-0)
another one is caught at Rock & Roll (9-0)
smack a jav at Dyes Town (10-0)

IBT : The Portuguese land a knight at Tver and they settle a town in the icy region in our SW. An MDI captures a worker there, but he moved it back into the city, so I hope to get him back

We meet Hammi and offers us contact with Rome. Instead he gets a declaration of war.

2) 1690AD : kill that Portuguese MDI that enslaved our worker and the landed knight (12-0)
a Russian pike and knight, a Hittite and 2 Carthage MDIs disappear at The Airport (17-0)
4 Celtic knights fall from their horses at Pyongsong (21-0)
get a Sumerian longbow in the open (22-0)
an MDI army goes down to 1HP attacking a musket in a city
3 Sumerian knights die near Rock & Roll (25-0)
trample a Spanish archer at newly founded New Seoul (26-0)

found Taegwon and New Seoul

IBT : Thea lands 2 muskets and a cav at Tver

Lose 3 workers to a Celtic knight due to a miscalculation from me

a Celtic knights retreats at the walls of Pyongsong (27-0)
a Zulu one at The Airport

the first Carthage knight appears

we get gunpowder -> chemistry

3) 1695AD : kill a Celtic pike at Tok'Chon (28-0)
the uninvited Byz guests at Tver are gone (31-0)
a Celtic knight is dismounted at Medievawon (32-0)
4 more Celtic knights fall near Pyongsong (36-0)
slay a pike in Lagartero (37-0)
a Russian pike vanishes at Dyes Town (38-0)
take out a Zulu pike and Hittite MDI at The Airport (40-0)
smash the Carthage knight and 2 Hittite MDIs at Cheap Tequila (43-0)
crush 2 Russian knights near and a pike in Harran (46-0)
catch a Sumerian knight and longbow in the open (48-0)

found New Nampo

IBT : a Mayan knight dies attacking Pae The Rent (49-0)

another byz cav lands at Tver and Brennus lands a pike and MDI there

4) 1700AD : kill 4 Sumerian knights and 2 longbows. losing an elite knight (55-1)
raze Lagartero disposing a pike and a longbow (57-1)
kill a musket and pike in Babil, but the city still stands defended by a longbow (59-1)
take down a Hittite longbow at Cheap Tequila (60-1)
run over a Carhage longbow at Pyongsong (61-1)
crush a Hittite MDI and Russian knight at The Airport (63-1)
raze Harran accounting 2 pikes and a MDI (66-1)
a poor Russian knight stood in the way of one or our knight armies (67-1)
lose an elite knight on the redlined landed byz cav, army kills that bastard (68-2)
kill the landed Celtic MDI (69-2)
one spear less in Seville (70-2)

IBT : Thea lands another knight at Tver
a Portuguese longbow dies attacking two knights at their founded city in our SW
we lose a pike and MDI on city defense (71-4)

5) 1705AD : kill the remaining longbow in Babil and raze the town (72-4)
dismount a Mayan knight at Pae The Rent (73-4)
destroy that Portuguese town in our SW killing a pike and spear, losing one knight though, but get back the worker they captured (75-5)
crush a Sumerian and Celtic longbow at West Orange (77-5)
another Sumerian longbow and musket goe down in that area (79-5)
kill a pike in Hubishna (80-5)
take down a Russian knight, Hittite MDI at The Airport (82-5)
a Russian musket vanishes at Pyongsong (83-5)
the landed Byz knight disappears (84-5)
Seville loses 3 more spears and the city is gone (87-5)
the landed Celtic pike from last round is finally removed from our territory (88-5)
kill a Hittite MDI, longbow and Mayan knight at The Airport (91-5)
a Celtic knight dies at newly founded Northern Connection (92-5)

found Northern Connection

As I will not be able to play more turns this weekend I hand it over now, so maybe the next player can still play some turns over this weekend.
The picture shows the area with the most action. There is a Spanish settler - spear combo at Hubishna. The Spanish city in the West seems to be their last one.
In the East there is the 1 HP MDI army. I tried to get it away, but it seems the Celtic longbows are hunting it down.

http://forums.civfanatics.com/uploads/47099/GR18-1705AD.SAV
 
Good work razing Lagartero. :goodjob: Now we can push forward a bit in the NE.

We have plenty of saltpetre under our control, but only one source actually hooked up, near Oasis. So ideally we should disconnect that source and build pikemen rather than musketmen for another ten turns or so.

We need to declare war on England and America.
 
Possibly Mumpulus isn't allowing for Rat's absence, and doesn't realize that he could be up yet. Greebley, perhaps you could just swap with him if you have an opportunity to play soon.
 
I am also very busy these days, really no time to play civ :(

But I've made some time yesterday, and played some turns finally. I think our expansion is speeding up nicely, I've razed a few more enemy settlements, and gained 3 additional armies so far. The one thing we lack is knights to fill them with, but that is also slowly but surely being remedied.

I'll finish my set (late) tonight, so NP can take it when he wakes up on Saturday ;), or maybe even take a look tonight his time (you're in the US, right?)
 
Three additional armies is great--we were at least four below our limit and it was really hampering our operations. :goodjob: The time may have come to start leaving some armies empty for cav, but you're the judge of that.

I normally start playing very late in the day--so yes, given the time difference I should be able to waste Friday night on Civ after you waste Friday night on Civ. :lol:
 
This time I'm just going to mention important kills or deaths, and the total combat tally...

0) 1705AD
Declare on England and America. There's a pike on the salt by Oasis, excellent.

A round of MM: I start at +35gpt, Chemistry in 11 turns at 40%; I decide to up science to 50% at -66gpt.

IT
Greece starts Magellan's

1) 1710AD
North: Found Spanish End. Kill a spear in Murcia. Loose 2 knights on a single knight on flat land. Kill 2 pikes and a healing MDI in Hubishna and raze it. While killing the Spanish settler pair, I get a leader (4th elite victory). [10-2]

Southeast: Found Gems Town.
Southwest: Found Mump'o.
Saltpeter pillaged.

IT
The Portuguese, Inca and Arabs are building Newton's.

2) 1715AD
Northwest: 3 more spears die in Murcia and we raze it for 65g. We have destoyed the Solid Spanish. Found No more Spain. Found On to the Hittites. Found New Hubishna.

Southeast: Found Busy Byzzies. Kill 2 muskets in Nemausus and raze it.

Northeast: army and knight kill 3 pikes in Maastricht (Mayan now) and raze it. [26-2]

IT
The Russians land a knight/musket/MDI trio at Busy Byzzies. Byzantines also start Newton's.

3) 1720AD
Loose a vKnight on the MDI, but landing cleared. [32-3]

Northeast: Found Finally Bananas Again.
Southwest: Found Vxma'o.
Southeast: Found Lake Town.

IT
No Portuguese landing at TVer, although they could have. I think Bussy Byzzies with its iron source is the new landing spot.

Arabs and Americans start Magellan's.

4) 1725AD
Southeast: Found New Nemausus and Lagging. Kill a musket in Akshak. Loose an eSword on a Celt knight because cats did very poorly.

Northeast: Kill 2 pikes in Yaxchilán, kill pike an jav in Uaxactún. Gain another army. [44-4]

IT
I'm still not sure what the galley was meant for, but it is sunk by a Carthaginean caravel.

Greeks start Newton's.

5) 1730AD
Northeast: Kill one last pike in size 12 Yaxchilán and raze it for 3g only. Kill knight and LB guarding Uaxactún and raze it. Kill an LB and gain another MGL.

Northwest: Kill two pikes in size 10 Tyrana and raze it.

Southeast: Kill 2 muskets in Kutha, but an LB remains and I don't risk the 6hp army. Kill musket in Akshak and raze it. [64-4]

IT
Landing at Bussy Byzzies again: 3 Portuguese and 1 Celt

6) 1735AD
Northeast: Kill a single pike in newly found Cuello and autoraze it.
Southeast: Loose a vKnight on a 2hp musket at R&R Hoochie Koo, found Peeky.
Southwest: Found Tiptown

[86-5]

IT
Because of that lost knight, we have to defend against a Sumerian LB, which our pike does flawlessly. [87-5]

Chemistry is in, start on Metallurgy.

The Incans complete Magellan's.

7) 1740AD
Northwest: found Chemistry.
Southwest: found Filler.
Southeast: found Ridge Town.

And done. I've sent a spear on automove just this last turn from TVer to AQuickWonWhileHe'sAway to serve as MP. Pae Attention is building an rKnight because of chops. Building lots of workers in the north to help with marsh and jungle.

Final tally: [96-5]
15 elite victories, 3 leaders, I like this kind of luck better
Founded 17 new towns, razed 9, lost none this time :)

> Save <
 
Fine progress. :thumbsup:

We've explored a lot of new land recently without finding any new luxuries. Perhaps we really are on a two-lux continent.

I've got it.
 
"I'm still not sure what the galley was meant for, but it is sunk by a Carthaginean caravel."

Never saw much value in building ships in these games before frigates. They just draw attention and down go the shields invested.
 
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