[SIZE="3"]Turn 179[/SIZE]
Alrighty, let's get down to brass tacks. This turn was all about the whipping.
12 whips, 15 population, over the course of two turns. ( I pre-emptively whipped for t180 to get an idea of how many machine guns I could deploy).
Sedan - 1 Pop Whip - Cannon (t179)
Verdun - 2 Pop Whip - Forge (t179)
Vigo Bay - 1 Pop Whip - Ironclad (t179)
Waterloo - 1 Pop Whip - Knight (t179)
Sluys - 1 Pop Whip - Knight (179)
Agincourt - 2 Pop Whip - Machine Gun (t180)
Dien Bien Phu - 1 Pop Whip - Machine Gun (t180)
Leipzig - 1 Pop Whip - Machine Gun (t180)
Louisbourg - 1 Pop Whip - Machine Gun (t180)
Quiberon Bay - 2 Pop Whip - Machine Gun (t180)
Crecy - 1 Pop Whip - Rifleman (t179)
Next turn, I'm revolting into Caste System, I finally have enough workshops to really benefit from the +1 hammers, and that's mostly because of this region:
I remember the first time I logged into this game, looking at the jungled north, and thinking it would later become the industrial heart of the nation. Now, that vision is finally coming to fruition
What I noticed this turn in the east is that there is still predominantly French culture on the tiles around Teleport Gank. While I took note of that, it didn't occur to me until this turn that I could settle a city for the wines and clams and instantly reclaim the tiles. However, looking at it, I could settle a city on "Or Here?", reclaim the tile to the southeast, build a railroad up to the city, and slam that fort with cannon. At that point, a two-mover stack could hit Help Pix! on the subsequent turn. Sulla has no way to reinforce the city except via boat. Denying Sulla wines and clams while getting sources of my own would also be really cool.
That city is really strong in it's own right, with three seafood resources (provided I reclaim the fish from Teleport Gank). However, this presumes I'm able to retain control of the seas, speaking of which.
We're now in the twilight of the pre-combustion era. Both me and Sulla will have Combustion in the next 2-3 turns, and all those ships will become basically worthless. In the meantime, I'm trying to inflict as much damage as I possibly can:
This turn, I finally moved into the bay north of Absolute Zero and got sight on Sulla's Trafalgar equivalent, which curiously, does not have the Heroic Epic
Right now, I'm debating engaging Sulla in one last epic naval battle before we both start deploying destroyers. It's not like those ships are going to do either of us much good once they're online. I'll discuss naval tactics more with the t180 report.
The other debate I'm grappling with is when and if to reclaim the islands. On the one hand, they'll be strategic pains in my side with aircraft. One the other, they're additional locations to defend and I'm not sure I can even maintain naval superiority - it's going to be close. I may wait until there's enough Indian culture in them so I can burn them. In the meantime, I'm trying to deny Team #1 their 2cpt trade routes. Map Control was not completely blockaded last turn, allowing Sulla to get trade routes with it, but I had to do it to preserve my navy.
In hindsight, it was a really bad idea to place Angkor Wat in Trafalgar. The problem arises that when I have population I have a conflict of interest. Because of the HE, I want to work the 0/4/0 plains hills mines. But I also want to run priests to get a prophet of course, if we had gotten a prophet on that pull 30 turns ago, this wouldn't be an issue....
At any rate, an anti-synergy in my setup I thought I would point out. Although, even with the benefit of hindsight, I'm not sure where I could have built it in any decent time frame.
My soldiers en route west:
WK gifted me a settler, I'm planning on settling the city of Gallipoli. It's either that or save him for the offensive city against Sulla. However, I don't think I'll have enough military to do that any time soon.
I have four decent city-sites left to settle in the south, that will be the focus of my next round of expansion. I haven't shown them in awhile, so here they are:
The core:
Railroads start next turn. The priority here is to build a railroad up to Orleans, and get enough units in there over the course of the next few turns to free up all my musketeers for Armageddon.
End Turn.
Alrighty, let's get down to brass tacks. This turn was all about the whipping.
12 whips, 15 population, over the course of two turns. ( I pre-emptively whipped for t180 to get an idea of how many machine guns I could deploy).
Sedan - 1 Pop Whip - Cannon (t179)
Verdun - 2 Pop Whip - Forge (t179)
Vigo Bay - 1 Pop Whip - Ironclad (t179)
Waterloo - 1 Pop Whip - Knight (t179)
Sluys - 1 Pop Whip - Knight (179)
Agincourt - 2 Pop Whip - Machine Gun (t180)
Dien Bien Phu - 1 Pop Whip - Machine Gun (t180)
Leipzig - 1 Pop Whip - Machine Gun (t180)
Louisbourg - 1 Pop Whip - Machine Gun (t180)
Quiberon Bay - 2 Pop Whip - Machine Gun (t180)
Crecy - 1 Pop Whip - Rifleman (t179)
Next turn, I'm revolting into Caste System, I finally have enough workshops to really benefit from the +1 hammers, and that's mostly because of this region:
I remember the first time I logged into this game, looking at the jungled north, and thinking it would later become the industrial heart of the nation. Now, that vision is finally coming to fruition
What I noticed this turn in the east is that there is still predominantly French culture on the tiles around Teleport Gank. While I took note of that, it didn't occur to me until this turn that I could settle a city for the wines and clams and instantly reclaim the tiles. However, looking at it, I could settle a city on "Or Here?", reclaim the tile to the southeast, build a railroad up to the city, and slam that fort with cannon. At that point, a two-mover stack could hit Help Pix! on the subsequent turn. Sulla has no way to reinforce the city except via boat. Denying Sulla wines and clams while getting sources of my own would also be really cool.
That city is really strong in it's own right, with three seafood resources (provided I reclaim the fish from Teleport Gank). However, this presumes I'm able to retain control of the seas, speaking of which.
We're now in the twilight of the pre-combustion era. Both me and Sulla will have Combustion in the next 2-3 turns, and all those ships will become basically worthless. In the meantime, I'm trying to inflict as much damage as I possibly can:
This turn, I finally moved into the bay north of Absolute Zero and got sight on Sulla's Trafalgar equivalent, which curiously, does not have the Heroic Epic
Right now, I'm debating engaging Sulla in one last epic naval battle before we both start deploying destroyers. It's not like those ships are going to do either of us much good once they're online. I'll discuss naval tactics more with the t180 report.
The other debate I'm grappling with is when and if to reclaim the islands. On the one hand, they'll be strategic pains in my side with aircraft. One the other, they're additional locations to defend and I'm not sure I can even maintain naval superiority - it's going to be close. I may wait until there's enough Indian culture in them so I can burn them. In the meantime, I'm trying to deny Team #1 their 2cpt trade routes. Map Control was not completely blockaded last turn, allowing Sulla to get trade routes with it, but I had to do it to preserve my navy.
In hindsight, it was a really bad idea to place Angkor Wat in Trafalgar. The problem arises that when I have population I have a conflict of interest. Because of the HE, I want to work the 0/4/0 plains hills mines. But I also want to run priests to get a prophet of course, if we had gotten a prophet on that pull 30 turns ago, this wouldn't be an issue....
At any rate, an anti-synergy in my setup I thought I would point out. Although, even with the benefit of hindsight, I'm not sure where I could have built it in any decent time frame.
My soldiers en route west:
WK gifted me a settler, I'm planning on settling the city of Gallipoli. It's either that or save him for the offensive city against Sulla. However, I don't think I'll have enough military to do that any time soon.
I have four decent city-sites left to settle in the south, that will be the focus of my next round of expansion. I haven't shown them in awhile, so here they are:
The core:
Railroads start next turn. The priority here is to build a railroad up to Orleans, and get enough units in there over the course of the next few turns to free up all my musketeers for Armageddon.
End Turn.