[SIZE="3"]
Turn 175 - Part I[/SIZE]
Alright, time for another revolution:
Mercantilism & Organized Religion are out, State Property & Theocracy are in.
Losing Mercantilism cost me approximately 40 bpt, but saved me over 80 gpt in expenses - not to mention the buffs to production, workshops and watermills. With WK about to go into a golden age, he should be able to handily fund me and Shoot at 100% for the next 6 turns, and probably have a bit of excess at that. With Shoot and WK in golden ages, we should be able to crack 2000 bpt.
I really need to make a firm decision on whether or not I want to start my 1-man golden age at this point. On the one hand, boosting our teamwide research and hurrying out some military would be nice. On the other hand, I would prefer not to use my 1-man golden age until I have more population, (currently have ~140), and when I have infrastructure to really push. Here is the Great Person I would use:
The Waterloo GP will come when I end turn. He has 55% odds of being a scientist, and approximately 10% odds of being an engineer, merchant, artist, or prophet. Getting a prophet on this pull would be amazing...
So, where is all that money going?
At this point, a lot of my money is going into unit upkeep and supply. Attacking Lewwyn will be advantageous economically for me, as it will allow me to pawn off a lot of older units on Shoot to do some good against Lewwyn, while I replace them with smaller, less costly garrisons of rifles and machine guns. Now that I think about it, ORG wouldn't be half-bad at this point in the game. It would save me approximately 45 gpt.
Here is the size of my military:
At 24 workers/fast workers, I finally have just about enough of them to do everything I need. The research of railroad is about to tax them again though, railroading routes between cities and all the mines. The +50% worker improvement speed from steam power will be quite welcome.
French Army for Operation Guillotine
3 Cannon
1 Catapult
9 Knights
9 Pikes
1 Mace
3 Longbows
~25 Musketeers
51+ Units Total
I will be adding to a these units with whatever I can produce in my proximate cities in the meantime. This last turn, I whipped a cannon to completion in Sedan. I should be able to whip 2-3 more out of there in time to meet the deadline for the attack. The musketeers and knights will be staying in Orleans to pin Team #4 units and defend the city until t185, then will head west. It will take them three turns to reach Marlo, and they'll get there in time to stage for the invasion. This gives me 10 turns to get enough machine guns and rifles into Orleans to hold off Team #4, which will be coming from my core and northern cities.
If we research Military Tradition before the assault, we can do the cheap knight -> cavalry upgrade on all my knights to buff our attacking strength more. For the most part though, my units will not be the backbone of the assault. The bulk of my force will be good for little more than absorbing collateral hits and scratching enemy defenders for higher strength units to take out. The musketeers will give us a bit of tactical flexibility, however, which will be welcome.
Quick shot of May, 1940:
I detailed off a fast worker to chop down the remaining forests north of the city. The first came in this turn and went into that rifle.
My oil:
The oil near Calais popped on a farm that spreads irrigation to Louisbourg's rice. I'm farming the coastal grassland tile now so I can improve the oil tile without breking the irrigation chain.
I posted a sign in game, but I'm suggesting that Shoot settle the site I was calling Minden, near my third oil source. Since he's financial, it just makes more sense for him to get more land to be receive the buff - especially coastal cities like this. Furthermore, with State Propety, settling locations that far away from his capital is no longer as prohibitive.
@Shoot, let me know what you think of this.
State Propety now has most of my cities costing 1-2gpt in maintenance. Indeed, my most expensive city is coming in 4gpt, ironically, it is Waterloo, only 3 tiles away from my cap. I have a three more courthouses being completed int eh next few turns, reaching ten total and unlocking the Forbidden Palace. I was originally intending to build the Forbidden Palace in Orleans. Now, I'm not so sure it will be worthwhile. Still, it is pretty cheap, 134 hammers iirc.
At sea, Sulla played the last turn cautiously, massing his navy in Teleport Gank and 3 tiles east of the city. I briefly considered pushing into his territory, but thought better of it and decided to play it safe and continue blockading his island holdings.
I check out the area around Absolute Zero with my friagte to the southeast, seeing nothing other than the galleon already visibile. I added a 6th frigate to my main stack, bombard down the defenses of Map Control, and blockaded, covering every water tile in the BFCs of either city. I'll be curious to see what Sulla does next turn. In the north, I moved my frigate into northern sea.
Relieving the pressure on my coastal cities allowed me to finally improve the last seafood resource I had pillaged, Vigo Bay's whales. I offered them to WK to help him deal with the lost happiness from revolting out of Nationhood.
For future reference, everyone's civics:
Of note, everyone is in theocracy except ASM (producing Great Artists with pacifism) and Sulla (in Organized Religion).
And graphs:
[SIZE="3"]Power[/SIZE]
The power graph is rather comforting at this point, we have a pretty solid lead on Team #1
[SIZE="3"]MFG[/SIZE]
MFG is a little less so. Sulla has been expanding his production capacity steadily, and Speaker has had a massive increase above his pre-golden age MFG levels. My best guess is that he completed ironworks, and probably received a significant boost from Caste System Workshops. He may have even already finished a few factories
Even Sunrise is starting a spike.
Needless to say, things are going to get a lot worse before them get any better.