T123
Ok, this game is getting interesting in a morbid car wreck sort of way.
As jokingly predicted, Sisub has (apparently) decided to throw his weight against us. Best case, he's just reinforcing Yar Tshes to prevent us from taking it. Worst case, he's throwing us the middle finger and has decided to give us CIV's version of FFFFUUUUUUU by invading on his way out of the game.
Here's the problem I have with this: You have a hill and an additional 20% cultural defense (60 vs. 40) by defending at DZ With Curl, your CAPITAL. DZ, with all of its better developed cottages, is much more valuable anyway. If you can't hold the line at DZ, you won't be able to hold it here, plain and simple. Tactically, this position is even more insecure. If the goal is to play to win, this isn't a winning move. If a player plays with any other goal in mind, it's a garbage move and has the potential to upset the balance of the game.
Let's assume that Sisub (Halvgud I guess?) is playing rationally. What is the gain here? Survive another three turns? I just don't see the strategic benefit. All this does is lets suttree walk into yet another poorly defended or undefended city. By my count, this is at least the third such city capture for suttree: the Colossus city (razed), the awesome flood plains/shrine city, now the capital. I am also dubious of the defense at Sisub's city next to suttree's culture bomb, as I'm pretty certain that Sisub got his stack slaughtered out of position in suttree's land instead of using the defender's advantage in the city. All in all, this terrible performance has handed suttree a tremendous haul of land and cities, and population that wasn't whipped into units, all at a bargain basement price. If this was unintentional and just bad play, fine, I'll live with it. But, now that he has a stack that can actually defend a valuable city, to move that stack out of position to defend (best case) a strategically inferior city or (worst case) to invade an opportunistic neighbor (who admittedly has also walked into an empty city) seems to go beyond just bad play.
I won't outright say he's intentionally handing the game to suttree, but I'll ask a
Fox News type question: Is Sisub intentionally handing the game to suttree?
Thank you, Daily Show, for that clip. One of my favorites. Anyway, the turn:
So, Sisub's chariot killed my chariot last turn (50/50 fight) flawlessly. Rather than taking the gains, he pushed in further, and followed up with two workers to... build a road that only I can use?
I'm not sure what the goal is here, looks like pure fantasyland to me. We need workers, so I want to capture with the spear and then force Sisub to attack my spear in the jungle with his chariots if he wants them back. Slow movers can't get there before I can move away. So, I take the 50/50 fight:
And of course I lose, but SpaceWarriorXenu is nothing if not a murder of wrecked enemy chariots, and wins both rounds of combat. Wheee!
Which frees the spear to capture/defend the workers. I then covered these guys up with the new chariot (pictured) in Swamp People. Yay. So, I've taken what I can take from Sisub, and after gobs and gobs of gchat with Xenu, which I can post for the morbidly fascinated if you want, we determined we gain nothing further by fighting with Sisub if he's just going to pack his units into Yar Tshes or whatever it is. Thus:
Note: I did not leave the text in the offer as pictured. I think...
So, if Sisub was simply moving all his defenders out of his strategically more important capital to buy himself three more turns of life, well played, Sir, and he'll take the offer. If, however, he's giving us the finger, he'll decline and move north of his city next turn, or position to recapture his former cow/clam city that we took last turn. I misclicked/mismoved an axe next to his stack, so he'll eat that unit most likely. Ugh. Not a time to be wasting units, for sure.
Anyway, that's all the Sisub situation for now. Here's other stuff:
I thought about changing builds, but we need commerce here like crazy, so even a slow market is necessary when we need more units to tie up Sisub. I swapped off some cottages to push up the GP just in case we need to swap into state property. 4t until we get a GP.
Fail gold, not units. I decided that we need to cash in on Moai and TGW ASAP to have enough cash to get to Construction so we can whip out some stacks and wipe that idiot stack, if it comes our way. If it doesn't invade, then fail gold was a better build anyway.
Next turn The Boathouse will resume its previous axe build.
After growth at EoT, What We Have will work max production for two turns, including a chop next turn, all for TGW. That should be 135h. The following turn I think we'll finish TGW in Happy Face and get started with Construction with ~225g in the bank. Then we can start leveraging Moai, which I could finish on T126 but now will hold to build in more cities.
A chop will come in next turn, as well as the sugar plantation completing. Units/happy, just what we need.
Granary finishes, then maybe I'll whip a second worker. We will have another city planted up here soon. The galley will pick up the settler from Mister Love next turn. At the moment, we lead the game in city count.
Third time's the charm! Nice city name, eh?
Here's what we know. Draw your own conclusions, I got nuthin'.
Crop yield should improve soon. GNP will remain in the tank for a while, but if we can just avoid a ruinous invasion by Sisub, we should be ok pretty soon. That's all for now. I have been crazy busy today (first day of class and lots to do) but wanted to get this out for comments before playing the turn, which I can now do. There's nothing like a little controversy to get some comments, so please, fire away!