Yeah, I completely forgot about the fact that we completed a worker last turn. Well, I wrote him into the micro plan for the current turn - we have plenty for that guy to do. He will allow us to finish a much-needed grassland hill mine for Contact Process next turn.
Let's look at what Turn 319 has brought:
After getting no free religious spreads for virtually the whole game up to this point, we had a free spread into Kaplan Turbine about two turns ago, and then TWO free religious spreads this turn. Spinning Jenny and Contact Process are the happy recipients, and both of them are cities where we really did want our state religion for Theocracy purposes. Ha! We'll take it. The missionary on the galleon can now unload on the mainland and head for Dynamite, which is the next city which will need Hinduism. The missionary that we just finished in Telegraph is of course heading to Battery.
Does anyone else get a kick out of a city celebrating "We Love the Dictator" day?
Bad news: both Dreylin and REM picked up techs this turn. They are burning away at research right now in their respective Golden Ages. Dreylin has picked up Steam Power - now able to research Assembly Line - and REM picked up Electricity. I feel that REM's choice is a slightly odd one, but I guess he wants the economic benefit from windmills and watermills, which will be magnified by his Golden Age. Perhaps he's also forgotten that Industrialism doesn't give you tanks and battleships unless you go to Combustion first to connect oil. I've made that mistake myself before in other games, and it's always embarrassing. But I assume REM knows what he's doing here, and he wanted Electricity for its own merits.
Now let's dig into more of the strategic planning for our attack. Only 4 turns left to go - ETA is Turn 323. (We really do have to hit now before Dreylin picks up Assembly Line and starts whipping/drafting infantry everywhere.)
Here's the overview of Dreylin's main territory. Again, his main core is off to the west side of this screenshot, while the second core captured from Gaspar/Noble is on the east side. I believe that the former Gaspar lands should be the focus of this war effort from us. We need that territory to remain competitive in this game, and I believe that it's more vulnerable than it appears. Dreylin's main army is off in Donovan's territory, and if we can hit the right spots, we can potentially cut off this land from the rest of Dreylin's empire.
Here is the crux of the war: the territory just north of Textile Island. This is where we're going to succeed of fail. I've been thinking through the logistics, and we should be able to attack with 4 full galleons of units: I'm planning on 11 infantry and 1 cannon for this initial assault. I don't think we need a lot of siege units because our infantry should get odds to win against most of these units, especially if we can hit with a collateral unit first. I also think we'll only hit a sizable defending stack at Dolphins, and elsewhere it will mostly be infantry against rifle easy cleanup.
We will put our one non-promoted galleon on the white dot tile, along with our frigates and ships of the line. Contact Process is going to build two ironclads, one of which can also sit on that tile, while the other will be slightly behind it. Hopefully this will look like a zone defense play to Dreylin; we have defensive naval ships in place and a single galleon to reinforce where needed. We will also have 3 different 10 XP galleons which we'll promote to Navigation II on the turn of the attack. I think we should put them on the yellow dot tiles, all of which can reach Dolphins for an attack. The ship inside Spinning Jenny will also have the option to hit Hedgehogs as we sail past, which we may or may not want to do depending on how the rest of the attack goes.
Dreylin will definitely see our ships with his airship, but hopefully he'll think the are defensively placed. I'm hoping that he doesn't realize we can promote them all to Navigation II and hit with 12 units all at once. It's worth point out as well that Dreylin is not currently in Slavery civic, and we have been playing after him on the turn splits for some time now. Even if he sees us move into position at the end of turn 322, he won't be able to whip at the start of Turn 323 and have those units in place to defend.
The other half of our attack is in the south. We'll have the same component of forces here, 4 galleons carrying a planned 11 infantry and 1 cannon. Once again, three of them will be 10 XP Navigation II galleons, while one of them will be a standard 4 move galleon. We put the normal galleon inside Kaplan Turbine on the white dot tile, which shouldn't look that unusual since we've been doing that repeatedly in recent turns. The 6 move galleons can stage on the yellow dot tiles, where it looks like they are in a defensive zone again. Unfortunately, because we didn't get our missionary into Battery sooner, our frigates over here will only be 8 XP units and therefore need to stage on the red dot tile, since they can only move 5 tiles and not 6 tiles.
One other note: we can make all these ships face to the east. That will make it look like we're planning an attack on that city off in the bottom right hand corner of that screenshot (Pigeons). It might help, who knows.
On the second turn of the attack (T324), we push through Dolphins to the city of Geese. Presumably most of our infantry will still be alive and can promote from having crossed from 9 XP to 11 XP; we can even take C2/Amphibious/Pinch or C2/Amphibious/Formation on these guys. I expect Geese to be lightly defended in any case, so with luck we can smash on through to this large and strategically important city in Dreylin's backlines.
Simultaneously, after razing the island city on Turn 323, scooter notes that we will be in position to fork 5 different Dreylin cities. I was thinking the same thing - that old adage about great minds thinking alike.
Dreylin will likely respond by thinking we're going to attack the capital, and if we would see it with minimal or no defenders, then yeah, we might have a chance to attack it. More likely, Dreylin will cram units into the capital, leaving a path for our real target: the city of Ducks. Hopefully this city is also weakly defended, and we can raze it, again on Turn 324. Remember, Dreylin won't get a lot of time to defend against all of this. We're attacking at the end of Turn 323, and then he has no time to whip before we're attacking again. (He will have the opportunity to draft if he stays in Nationhood.)
If everything goes as planned, this is the overview map: Dolphins and Geese captured, three other cities razed. We would then defend those two captured cities while pushing to grab the remainder of Dreylin's territory in former Gaspar lands. Note that they would be completely cut off from the rest of his empire, and relatively vulnerable targets. Elsewhere, we would defend our territory from Dreylin and look for potential opportunities, but mostly concentrate on absorbing the Gaspar lands. I would also try to grab this land and then get out of the war as soon as possible; a really successful war would last 5-10 turns and then get us back to teching. We don't need to eliminate Dreylin in this war, just secure more land and stop his snowball from getting out of control. Gaspar's lands are worth about 8 more cities, and that's the real prize here.
Other thoughts:
* I will try to post again at some point tonight with some more specific unit moves for the current turn. I don't think we'll be up to play for a bit, since we have to wait for Dreylin to do his moves first (and we're now on the 36 hour timer).
* Any interest in revolting from Police State back to Representation on Turn 322? It would surely throw off Dreylin, and we arguably don't need the extra unit production. Most of our cities are getting capped on overflow as they 1-turn units. (The only place that would make a real difference are our second-tier cities, but having the specialist bonus to research would help our sagging economy a lot.) We can decide in a few more turns, obviously.
* If we're going to start a diplo countdown to war with REM, now would be the time to let him know. We're at 4 turns left and counting down.