[SIZE="7"]Turn 188[/SIZE]
Alrighty, this was actually a pretty fun turn to play. I got to retaliate against Sulla, and do some tricky micro stuff.
First off, you've heard of MAD. Well, allow me to introduce you to
[SIZE="7"]
M.A.B.[/SIZE][SIZE="1"](Mutually Assured Blockades)[/SIZE]
Sulla grouped all six of his visible destroyers east of Trafalgar, blockading a wide stretch of tiles from Trafalgar to Vigo Bay. My previous plan was to build up enough forces until I could either kill all of his blockading destroyers in one set piece battle, or force him to withdraw. Then I had an epiphany.
It's going to be awhile before I collect sufficient forces to kill Sulla's bloackading fleet, and I've been working to make my coastal cities able to sustain themselves without water tiles. So, why not just ignore Sulla's ships altogether and take the fight to his waters?
So, I took my destroyers out to sea, pillaged Map Control's Crabs, Teleport Gank's Fish, Bombarded both cities down to 0% defense bonus, and laid blockade to the cities from 1W of Teleport Gank.
Sulla's visible navy consists of 7 destroyers, 2 frigates, and 2 galleons, so I doubt he will be engaging my destroyer flotilla next turn. They're probably a couple more out in the fog to the east, but not sufficient numbers to kill my forces.
So, one again, I am blockading the islands and denying Sulla commerce from intercontinental trade routes. Next turn, I can:
A. Maintain the blockade.
B. Blockade Sulla's coastal cities.
C. Retreat into Trafalgar/Vigo Bay.
While this situation can only last until he gets industrialism for battleships, I intend to enjoy the hell out of it while I can. As long as he's blockading me, I'm doing the same to him. Every coastal city of mine is sinking hammers into navy, and Sulla is eventually going to need to make the decision whether or not to do the same, or lose control of the sea again. Either way, I view it as a win for us. If I gain control of the sea, I will starve his coastal cities into nothingness and prepare for Operation Going Commando. If he counters me, those are just hammers that don't go to the western front.
In the north, I scoped out Thunder Claws with my frigate:
Seeing nothing, I moved my destroyer down, pillaged the fish, then moved back into position to blockade - bombarding the city's defenses while I was at it and adding the ironclad to the stack.
Note the fort on the tile south of Thunder Claws, right where I thought it would be.
I thought about doing some tricky stuff with workers and creating a fort for my destroyer to hide in, skipping on the blockade altogether However, I counted tiles, and I doubt he has more than a single destroyer in range of the tile at this juncture. It's a chance I'm willing to take.
The results of the turn:
Pocket change, but it felt good to get back at Sulla after being chased from the seas once again. It will be interesting to see what Sulla does.
Here are the forces I have arrayed to date to attack Help Pix!
I have gone back to supplying France with rifles now that I have enough of my own - gifting Shoot three of them this turn. I have 6 rifles on stagnant defense, and 20 in or en route to Dien Bien Phu to play zone defense and position to assault Sulla. I pulled most of these out of thin air during the last few turns via drafting. At this point, I'm primarily waiting on the arrival of cannon before going in. Additionally, I have 17 machine guns. Nine of them are spread out in stagnant defense roles, while eight are again, in or en route to Dien Bien Phu to serve as a floating defense force.
I'm going to use my destroyers to bombard down the defenders of Help Pix! as I go by. They additionally revealed that Sulla withdrew three more of his cavalry from the ismus, leaving just four knightsto oppose me. Cutting off that canal permanently would also be nice in terms of the naval fight.
My concern is whether or not Thoth decides to push against Leipzig. I have this recurring nightmare that during the crucial two turns I'm out of reach of the city, knee-deep in Sullan culture, Thoth attacks. He's added a couple catapults to the stack, furthering my paranoia. While his rifles and musketeers don't intimidate me in the least, his cavalry are legitimately scary. Those things can get pretty decent odds on MGs, ignoring the first strikes and able to get a bonus against siege. At any rate, we still have a couple turns to make the final decision. In the meantime, my mantra has been
more cannon, more machine guns!.
So, some of you may remember the note I wrote to myself in the thread, telling me to workshop Louisbourg's rice:
Not a tile improvement you're going to see very often. However, I figured 3/4 hammers outweighed 1 food. The city is now growing to pick up the plains hill mine, at which point it will stagnate at size 11, producing 44 base hammers per turn. That's 81 hpt building destroyers!
At that rate, Louisbourg can produce three destroyers every five turns. (81*5 = 405, 405/134 = 3.02) Not bad if I do say so myself. I can also repurpose it to run wealth in a crunch. On the downside, with it being stagnant, it won't really be able to benefit from Kremlin whips. However, there are still plenty of cities that pick up 2/0/2 coastal tiles that I'll be whipping away with regularity.
The other issue I confronted when determining to improve this tile was whether to hold off for a couple turns and allow the city to grow a turn sooner working it (picking up the phm), or improving it right away. 1 extra turn of working a phm vs. 2 extra turns of working a workshop. 8 hammers > 5 hammers.
Anyway, I know that's a lot to say about a single tile improvement and city, just little micro things like this make me happy.
Couldn't quite get the Levee finished a turn sooner in Leipzig:
Doing so would have meant starving the city a bit, and I thought it wasn't worth it.
I've started converting a couple of the plains hill mines around Trafalgar into Windmills to help deal with the lower food surplus:
Again, wish really badly I had build Angkor Wat somewhere else....
Oh well, hindsight is 20/20, and again, no other place had the production at the time to build it in a decent time frame - that wasn't otherwise tied up anyway.
Dien Bien Phu just keeps making me happier and happier.
The city is producing a ridiculous amount of hammers per turn, and it hasn't even been completely workshopped. Once Seven finishes the Ironworks, it will be able to 1-turn any unit currently available. In fact it will be losing hammers in overflow. I can't wait until I can start 1-turning bombers and tanks out of here. In the meantime, I'm planning on using the food surplus to run a couple scientists. Also, once electricity comes in, the city will receive +2 cpt on each watermill, for a net boost of +8cpt. Hardly game-changing, but still nice.
In the south, I discovered I can watermill a couple of the riverside tundra tiles around Metz.
Going to do so, and will grow the city up to size 5 to pick both of them up.
My builds, mostly military at this point:
Let's see if we can't win this war.
End Turn.