GR18-AWM Genocide Variant vs 30 Civs.

I've played one and a half turns, and we've cleared the last enemy cities off our continent--nothing surprising.

I'll ask the team for some feedback on a possible plan. We have eighty-four dubiously useful catapults (as opposed to eighty-one Hwach'a now) keeping us far in the red on unit support. Our shipbuilding base is pathetic--essentially three moderately productive cities. So I'd like to take a combined approach to the two problems and start disbanding cats in our coastal towns as quickly as our new rail system can move them there, which would eventually produce seven frigates' worth of shields. Would anyone object to this? I suppose I could be underestimating the continuing utility of cats, when some fairly primitive units are still being landed on our shores.
 
I'd say, go for it and disband them...we need ships more than catapults
 
Thanks for the feedback. :cool:

I regret that this is taking so long. In retrospect, I should have asked for a skip, but with three of you having played quite recently and the only other active player away, that didn't seem ideal. I'll keep the game until Mark gets back on the 31st, and post whatever I've been able to do then.
 
1846 (0): I make some minor changes to our builds and MM, mostly to let towns with fresh water which can quickly reach size seven do so.

Also, building harbours in completely corrupt fishing villages without fresh water is pointless, because increasing the number of two-food tiles these places can work doesn’t allow them to support any more scientists. I change a few harbour builds for this reason.

Fifteen enemy units land next to Busy Byzzies, and three on the east coast of our continent.

One of our cav units rebuffs the attack of a Celtic LB (1-0).

Seoul MILITARY ACADEMY --> army.


1848 (1): We raze Carthaginian Nora, held by a remaining garrison of one musketman, but don’t eliminate Hannibal, who must have a city or a settler offshore (2-0),

We raze Celtic Tolosa, held by two musketmen (4-0). We capture a treb.

We raze Burdigala, held by a remaining garrison of a musketman and a spearman, eliminate the “Glorious Celts”, and clear our continent of enemy cities (6-0). We capture a treb.

We complete our strategic railroad to Busy Byzzies, and easily overwhelm the enemy units—nine French, three Byz, and three Chinese—landed in the area (21-0). We gain a GL and so our twenty-eighth army.

We pick off an Aztec pikeman on the east coast, but have to let its accompanying MDI and settler live for the moment (22-0).

We found Harp’o, Chic’o, and Grouch’o in fertile locations.

We sink an Arabian frigate off Pusan (23-0).

The Byzantines are building Universal Suffrage.


1850 (2): We raze Aztec Tepetlaoxtoc, founded by the settler we couldn’t reach last turn and held by an MDI. We sink an Aztec vessel when we enter the town (25-0).

On the mountainous northwestern peninsula we bag two landed Jumbos escorting a settler (27-0).

Around Busy Byzzies we account for just three landed cav, two Bab and one Byz (30-0).

Off Pusan we sink one Eg frigate and enslave another (32-0).

We found Zepp’o.

Off Busy Byzzies we sink a Bab and a Chinese caravel with Hwach’a (34-0).

US is being generally built.


1852 (3): We found Gumm’o, Duck Soup, and Animal Crackers.

We dispose of six units landed next to BB, three Eg and three Aztec (40-0).

We sink an Arabian and an Eg frigate off Pusan (42-0).

We disband eighteen catapults in our shipbuilding towns.

We sink an Aztec caravel off BB (43-0).


1854 (4): We strike down three Bab units, including a Crusader, landed next to BB. We then sink the caravel that landed them (47-0).

We found Horse Feathers, Monkey Business, The Cocoanuts, and A Night At The Opera.

We disband another twenty-six cats in shipbuilding towns, for a total of forty-four.


1856 (5): We found A Day At The Races, Room Service, Go West, The Big Store, A Night In Casablanca, Love Happy, and You Bet Your Life.

We account for a Byz stack of a rifleman, a cav, an MDI, and a settler, landed in the NE ten tiles E of A Night At The Opera (50-0).

We sink an Eg frigate off Pusan (51-0).

We trample eight enemies—four Eg, three English, and a Jaguar Warrior—landed near BB (59-0).

We sink five enemy ships around BB—three Byz, one Aztec, and one American (64-0).

We disband seventeen cats in shipbuilding towns, for a total of sixty-one.


1858 (6): We found At The Circus, Humor Risk, I’ll Say She Is, and Driftwood.

A livelier turn around BB, as we smite fifteen landed units, including eight Eg cav (79-0). We gain a GL and so our twenty-ninth army.

We disband another five cats in shipbuilding towns, for a total of sixty-six.

We sink an Eg frigate off Pusan (80-0).

Off BB we sink six enemy ships, including a presumably loaded American galleon (86-0). We let two other vessels survive, because I don’t want to block too many of the landing beaches with Hwach’a.

We disbanded fourteen enemy workers this round to conform to our variant.

We enslaved one enemy ship from five privateer victories.

Thirty-two elite victories generated two Great Leaders this round.
 
We’ve put together a reasonable escort fleet in Pusan, although as soon as our ships expose themselves they’ll inevitably take losses, with no defense factor over two. We only have two galleons so far, but we can produce more quickly by disbanding the rest of our native cats and probably our native trebs, after which we’ll be able to send a strong force of three-unit cav armies (we have six, plus an empty army) to the nearby island with brown cultural borders. What we do after that will have to depend on what we discover.

Between disbanding cats and founding new towns, we’ve reduced our unit costs to 50 gpt. We’re making 142 gpt at 40% research, and once we’ve developed Electricity 50% research should be sustainable at a small deficit.

We’re on track to discover Electricity in two turns, but barely, and settler production in science farms can throw us off schedule; so be sure to check that it’s due in one after the IT.

All the serious landings this round occurred at Busy Byzzies, with nothing at New Tver. Two small landings with settlers were made on our east coast, and one in the NW.

Our remaining eighteen native catapults are making their way south through the SE mountains. In two turns they’ll reach our rail network and we’ll be able to disband them in our ports.

We have an empty army in Seoul into which we’ll presumably put three cav, but I haven’t done this yet to keep our options open.

Nampo should skim off a worker as soon as it completes its university this IT. Pusan is doing the same thing now.

Both our settlers in the far NW, beyond A Night In Casablanca, can found cities where they stand next turn. So can the settler on a jungle tile NE of Love Happy.

Since the barbs are sedentary in this game, I haven’t left any units on fogbusting duty. We do need to patrol our remoter coasts with ground units, of course.

The settlers near the capital don’t all have their full movement, so if you’re inclined to move them before the IT, check first.

Most of our important units are in obvious places—the Pusan-Seoul region or the Busy Byzzies landing zone. I’ve left some units with movement to call attention to their stacks.
 
The continent cleared:

GR18-1848AD.JPG


The ruins settled:

GR18-1858AD.JPG
 
I agree. It should be simplest and safest to use the army we've started in Seoul as a ToE pre-build, with no need for a detour to RP. In other words, Medicine should definitely be our next tech choice.
 
Yupp, that was what I intended to do when I read that US was started by the AI.

Now the question comes up again (although not for my turnset). Do we want Hoovers or go for tanks given that this game is already in the 1850s ?
 
There are still 146 turns left in the game, and we can have Hoover in about 40 if we start the palace pre-build in Cheju now and give the town proper worker service, including two merges. I think it's worth doing.

I don't recall ever mobilizing in a Handy/Greebley game, but we should keep that option in mind. It requires Nationalism which we'd otherwise skip (since we can't spy anyway), but our research time for that will probably fall to no more than six turns.
 
mobilizing sounds like a good idea, we can't build wonders then though...means we get Hoover first before going for nationalism (can also get the ability for policemen)
 
Biggest cost of mobilization to my mind is that you cannot build aquaducts. We are likely going to hit the city limit I suspect so building 2 size 6 towns instead of 1 size 12 isn't going to be possible as much as we might like.

So if we are considering mobilization, switch cities that need them over to aquaducts, I would say. I forget, can one build an aquaduct if one has already started it and one mobilizes?

Before nationalism, I would get Sci Method, RP and Industrialization (and hopefully the Hoover tech vs ToE). Nationalism should be cheaper then and we may be able to complete aquaducts too.
 
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