Turn 206
I thought this would be a relatively quiet turn - just heal up and put ourselves in position to hit Dreylin again over the next few turns - but he made some very good and some slightly odd moves, making things a bit more lively
.
The best move was revolting to both Slavery and Nationhood last turn, so next turn we expect to see at least five more rifles hanging around the place and we suddenly have an incentive to capture cities this turn, no matter the risk. Another theoretically good move was attacking out of Willow Creek, hoping to clean up some injured infantry with units that couldn't effectively retreat due to our railroads, but the one full-strength infantry covering our red-lined troops managed to win six battles
- 2 Catapults, a Rifle, 2 Muskets and a Mace. Then a badly injured Cavalry deleted two of our workers. He retreated two muskets and a pike from Tyr and it looks like he's going to gather everything he has into a stack just by his Capital.

The odd moves are that he emptied a bunch of cities.
Anyway, we started off nice and easy with a caravel nosing around our south coast:
- Frigate vs Caravel 99%... WIN (1 hit)
Then the worker-killing Cav:
- Injured Inf vs Injured Cav 99%... FLAWLESS WIN!
One of the empty cities is Pi Rameses, meaning that the one Infantry we'd already got loaded on a 6-mover nearby could walk into the city this turn, getting 131 gold and a granary for Ceil
. Then we unloaded another Inf and a Machine Gun, just to ensure he can't take it back.

Next there is only one Rifle in Kaitain, so our galleon full of Infantry should again be able to capitalize:
- Inf vs CG Rifle 20%... LOSS (3 hits)
- CG1 Inf vs injured Rifle 90%... WIN (1 hit)

232 gold, a Lighthouse, harbour and forge and a size 18 city so it doesn't need a Granary! That's pretty amazing
.
Next up we have some Cuirs on the north coast facing a single rifle - we need to get a bit lucky with the number of hits to take the city, but if we can take it then we can railroad a bunch of units in to defend the city, so:

- Amphi Cuir vs CG Rifle 3.5%... LOSS (2 hits)
- Amphi Cuir vs injured CG Rifle 38%... LOSS (3 hits!)
- C2 Cuir vs Injured Rifle 98%... FLAWLESS WIN

209 gold, a Market and a culture bug
. The tile 2E of the city should now be blank, perhaps we should have taken Tyr first, but that doesn't make any sense. We debated razing it in the light of this, but even recaptured, whipped and drafted its still a good city that we'd like to own... Then I noticed the Galleon still had three moves, so after pausing to capture the empty Willow Creek (13 gold and a Granary), we built yet more railroad and loaded three Infantry onto the Galleon to unload in the city
.

Hero is the guy who won six battles defending the hill outside Willow Creek
.

Then we took Tyr, getting 13 gold, a settled GG, some handy multiplier buildings and the Spiral Minarette, Hagia Sohphia (obsolete) and ToA (obsolete). Should we go monk-economy now?

Now the planning for next turn - there are two Muskets and a Pike on this hill, so:
- C1 Inf vs Musket 99%... WIN (3 hits) :/
- C1 inf vs Musket 97%... WIN (1 hit)

- G1 Inf vs Pike 98%... WIN (2 hits)
Wait - why a G1 Inf?
Then we thought about killing the retreating cav with a commando, but these Rifles put us off that idea, so we just loaded stacks of 1- and 2-movers onto the hill and covered all our workers. We also used our injured cuirs to cover a bunch of cities in the east and put some Infantry in Tyr as our new northern neighbour, WilliamLP has a Galleon and a roaming Chariot that could cause some trouble. Paranoia FTW!

Then we shuffled a bunch of boats around in the south, so that we have 2 Amphi Infantry, 4 Infantry, 2 Amphi Grens, 1 Amhpi Cuir and 3 Commando Cav in range to hit Giedi Prime next turn.
If Giza is left empty next turn then after we (fingers crossed) take Giedi Prime we should be able to get it, then it's only two tiles to the capital..
Normally I'd wonder if we were going to get interference from BGN, but his war with Krovice still seems to be tying up a bunch of units, so he has no Galleons anywhere near Dreylin's land
. My main worry right now is that TBS's culture attempt is properly getting off the ground, with five religions in the capital. We don't have sight of any other cities with more than two religions, but there are a bunch of cities I didn't uncover when exploring him, so we need to get back over there to find them and then perhaps try to get investigate city to track how quick he's likely to be. German Joey just got the capability to build Infantry and asked us for a loan, as TBS's most advanced neighbour we thought we should help him out
. TBS hasn't appeared on the victory screen yet, Krovice's double-artist bomb sees them still top of the pile. Also we are still some distance off Domination or Conquest
.

Domestically Biology is great! We've got a lot of Factories and Coal Plants completing this turn and next, so we'll get back to producing units the normal way (instead of drafting). Some cannons might be a good idea (I believe we only have two). We're getting Physics next, but then we're not sure. Do we want Tanks, Destroyers, Fighters, Bombers or the Internet (+15% research in this mod)? It probably depends how secure we feel in our new island holdings and what dtay and BGN are up to.
Demos and power.
Post end-turn script: Dreylin played and whipped and drafted away approx 40-50 population. I have a feeling we're not getting any more size 18 cities
. He didn't take back any of our gains though.
I thought this would be a relatively quiet turn - just heal up and put ourselves in position to hit Dreylin again over the next few turns - but he made some very good and some slightly odd moves, making things a bit more lively

The best move was revolting to both Slavery and Nationhood last turn, so next turn we expect to see at least five more rifles hanging around the place and we suddenly have an incentive to capture cities this turn, no matter the risk. Another theoretically good move was attacking out of Willow Creek, hoping to clean up some injured infantry with units that couldn't effectively retreat due to our railroads, but the one full-strength infantry covering our red-lined troops managed to win six battles

The odd moves are that he emptied a bunch of cities.
Anyway, we started off nice and easy with a caravel nosing around our south coast:
- Frigate vs Caravel 99%... WIN (1 hit)
Then the worker-killing Cav:
- Injured Inf vs Injured Cav 99%... FLAWLESS WIN!
One of the empty cities is Pi Rameses, meaning that the one Infantry we'd already got loaded on a 6-mover nearby could walk into the city this turn, getting 131 gold and a granary for Ceil

Next there is only one Rifle in Kaitain, so our galleon full of Infantry should again be able to capitalize:
- Inf vs CG Rifle 20%... LOSS (3 hits)
- CG1 Inf vs injured Rifle 90%... WIN (1 hit)

232 gold, a Lighthouse, harbour and forge and a size 18 city so it doesn't need a Granary! That's pretty amazing

Next up we have some Cuirs on the north coast facing a single rifle - we need to get a bit lucky with the number of hits to take the city, but if we can take it then we can railroad a bunch of units in to defend the city, so:
- Amphi Cuir vs CG Rifle 3.5%... LOSS (2 hits)
- Amphi Cuir vs injured CG Rifle 38%... LOSS (3 hits!)
- C2 Cuir vs Injured Rifle 98%... FLAWLESS WIN
209 gold, a Market and a culture bug


Hero is the guy who won six battles defending the hill outside Willow Creek

Then we took Tyr, getting 13 gold, a settled GG, some handy multiplier buildings and the Spiral Minarette, Hagia Sohphia (obsolete) and ToA (obsolete). Should we go monk-economy now?
Now the planning for next turn - there are two Muskets and a Pike on this hill, so:
- C1 Inf vs Musket 99%... WIN (3 hits) :/
- C1 inf vs Musket 97%... WIN (1 hit)

- G1 Inf vs Pike 98%... WIN (2 hits)
Wait - why a G1 Inf?
Then we shuffled a bunch of boats around in the south, so that we have 2 Amphi Infantry, 4 Infantry, 2 Amphi Grens, 1 Amhpi Cuir and 3 Commando Cav in range to hit Giedi Prime next turn.
If Giza is left empty next turn then after we (fingers crossed) take Giedi Prime we should be able to get it, then it's only two tiles to the capital..
Normally I'd wonder if we were going to get interference from BGN, but his war with Krovice still seems to be tying up a bunch of units, so he has no Galleons anywhere near Dreylin's land



Domestically Biology is great! We've got a lot of Factories and Coal Plants completing this turn and next, so we'll get back to producing units the normal way (instead of drafting). Some cannons might be a good idea (I believe we only have two). We're getting Physics next, but then we're not sure. Do we want Tanks, Destroyers, Fighters, Bombers or the Internet (+15% research in this mod)? It probably depends how secure we feel in our new island holdings and what dtay and BGN are up to.
Demos and power.
Post end-turn script: Dreylin played and whipped and drafted away approx 40-50 population. I have a feeling we're not getting any more size 18 cities


Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld