t147 was in some ways easier - there was hardly any combat. But actually it was a lot harder. Here's why:
That's right, Luddite has moved enough troops into the ocean to bombard our defenses at Lorien to 0% and then attack with 7 units. I carefully looked at this save and last turn's and concluded that he had at least 4 marines and a tank in that transport/galleon. In addition to threatening Lorien, all the units except the galleon have 6 moves and are thus also threatening the less important but still productive Angmar and Hollin.
All this even though we have a NAP through t150. Well, I don't feel good about breaking it, so I just defended Lorien. I put 7 units in there including several different kinds of well-promoted modern units, so he'd have to get absurdly lucky to take it. The other two cities I left less well defended. If he's willing to throw away his word (and GES's) to take out a minor city, that's OK. However, to be honest, it's only OK because we'll be able to counterattack with some planes, six battleships and a couple transports if needed, remove all his current navy, and have casus belli to attack him up to three turns early.
This all took a while to puzzle out. But anyway, the rest of the turn:
Yuris upgraded a bunch of guys to infantry and/or built/drafted a bunch more. Therefore, it's no longer profitable to attack him. We could still raze cities but we'd lose more than one guy per, so I'd rather preserve the Marines for real opponents. Therefore there was only one target this turn.
Killing Love Radio makes the center, basically the only place where yuris can attack us, safer. Plus we have this bomber, I mean we gotta use it right?
After bombing, I sent in the tank at pretty decent odds (75 maybe?) but it lost against the one irritating infantry defender. After that, the marines cleaned up.
There's a cav there which I really would have liked to kill. However any of our units that did so would be exposed to counterattack by railroad. So I settled for sacrificing an axe to delete itself and three workers.
I ran three artists in Bag End to pop the borders early. At end of turn, we have deer!
As you can kind of see, I've also stationed some defenders in our new city of Nurn. It's our new "front" city.
Our other troops that were harassing yuris have been recalled back home, towards here, the most likely staging point for our attacks due to the large amount of open sea.
The battleships are already here, transports are on their way.
Domestically I revolted to USuffrage/Nationhood, rushed a few things and drafted three infantry. I turned gold up to 100% so we can rush all we want next turn (and draft of course) before revolting back to Police State / Free Speech. (lol)
Here's the power graph (one turn out of date):
A shot of most of our modern units. There's also a dozen each knights/cannons, plus some longbows/warriors, but they're really only usable for defense.
End of turn demos:
3 million power, more than twice the rival best.
We're going to need it.
That's right, Luddite has moved enough troops into the ocean to bombard our defenses at Lorien to 0% and then attack with 7 units. I carefully looked at this save and last turn's and concluded that he had at least 4 marines and a tank in that transport/galleon. In addition to threatening Lorien, all the units except the galleon have 6 moves and are thus also threatening the less important but still productive Angmar and Hollin.
All this even though we have a NAP through t150. Well, I don't feel good about breaking it, so I just defended Lorien. I put 7 units in there including several different kinds of well-promoted modern units, so he'd have to get absurdly lucky to take it. The other two cities I left less well defended. If he's willing to throw away his word (and GES's) to take out a minor city, that's OK. However, to be honest, it's only OK because we'll be able to counterattack with some planes, six battleships and a couple transports if needed, remove all his current navy, and have casus belli to attack him up to three turns early.
This all took a while to puzzle out. But anyway, the rest of the turn:
Yuris upgraded a bunch of guys to infantry and/or built/drafted a bunch more. Therefore, it's no longer profitable to attack him. We could still raze cities but we'd lose more than one guy per, so I'd rather preserve the Marines for real opponents. Therefore there was only one target this turn.
Killing Love Radio makes the center, basically the only place where yuris can attack us, safer. Plus we have this bomber, I mean we gotta use it right?
After bombing, I sent in the tank at pretty decent odds (75 maybe?) but it lost against the one irritating infantry defender. After that, the marines cleaned up.
There's a cav there which I really would have liked to kill. However any of our units that did so would be exposed to counterattack by railroad. So I settled for sacrificing an axe to delete itself and three workers.
I ran three artists in Bag End to pop the borders early. At end of turn, we have deer!
As you can kind of see, I've also stationed some defenders in our new city of Nurn. It's our new "front" city.
Our other troops that were harassing yuris have been recalled back home, towards here, the most likely staging point for our attacks due to the large amount of open sea.
The battleships are already here, transports are on their way.
Domestically I revolted to USuffrage/Nationhood, rushed a few things and drafted three infantry. I turned gold up to 100% so we can rush all we want next turn (and draft of course) before revolting back to Police State / Free Speech. (lol)
Here's the power graph (one turn out of date):
A shot of most of our modern units. There's also a dozen each knights/cannons, plus some longbows/warriors, but they're really only usable for defense.
End of turn demos:
3 million power, more than twice the rival best.
We're going to need it.