I am not too sure how exciting this will be with 4 versus 2. Anyway, time to soldier on. The only thing that can keep China and Rome on top of things is the tech edge.
China's Turn 148:
Steel boost has come in from Rome and China is an inch away from the tech itself. Battleships and solid city defenses, here we come. National history is done too, time to hurry to get to the next civic. Most important to me is, what did happen in the northeast sea. Rome obviously lost a frigate
. Things went as I predicted. England swapped the frigate armada. I can't tell whether he shot at my frigate with both frigates or whether he promoted his armada. He clearly didn't attack with the caravel fleet last. I am really hoping to be able to attack this trio with three battleships next round.
No English ships can be seen, but I have to be aware that they might be pretty close. England might attempt to attack my norther forces here. I got to be really careful. I will teleport the healer GS there for some fast healing of the ironclads.
I am a little puzzled why England moved the musket next to Lucca. Does he know that my city attacks are now at 70 versus 55. This will result in around 50 damage and with two shots, the unit is a goner. Luckily, from here, he can't reach any of the trade routes.
Time to swap out public works as China has 3 additional builders. I have a lot of charges but nothing much to chop. I think, I might need to found some crap cities for chopping only. I decide to drop War of religion for now and keep professional army for battleship and other upgrades. If England decides to show up in the other Ocean, I better have some proper defenses. I insert Colonial taxes for some added gpt.
I am happy with my micromanagement of Hangzhou. It seems to work out perfectly. I harvest the marsh for 148 food (only 132 food is needed) and the city grows to pop 14 immediately.
The city shows a growth in 45 turns at a food surplus of 3.3. This translates into roughly 150 food needed. As the rice harvest should give me around 160 food, I am sure to get there in 2 turns
I can then employ some specialists and start to produce a settler in Hangzhou.
The overview of China at the end of the turn. As mentioned previously, I got 4 additional envoys and invest two into
Bandar Brunei for a total of 3 there. My income increases to a healthy 150gpt. Shangdu resumes work on a spy, Pagan gets the campus almost chopped to completion. Kashgar will finish a harbor next turn for an additional trade route.
I am starting to think about skipping the Eureka for combustion as it would hold us back too long to get tanks. I need a decisive land war against Nubia before Germany and Russia start attacking the western coast. If Rome can net the T155, it could then start to upgrade its eastern knights to tanks. China would follow immediately (China should get the tech not much later), connecting the oil sources.
Any input on skipping the Eureka? The other issue is that it takes a lot of additional technologies to get to infantry and flight. The right call in my mind would be to go for combustion right away.
As for civics, we first need urbanization which costs China 424 beakers (currently 5 turns). After that, we could head for another crucial civic, which is mobilization. Unfortunately, there is no way to get the Inspiration for it, as we can't form any corps. This civic costs a grueling 1410 culture. It will take Rome 13 turns, amazingly long. I guess, the outcome of the game might be decided by the time we could get there. We are talking about T164 or so. Nevertheless, it is important to keep this in mind as a goal.
This turns are pretty exciting though again I seem to take the role as a lone force against Archduke and Woden. Now, with Sulla out of the game, can't they fight each other