Turn 129
Medieval Faires is complete, Printing will be next turn. Completion of the Armory gets me the Gunpowder eureka and the completion of the Commercial Hub at Threefry nets me 3 era points and secures a normal age. My science went up by 5.9 points since last turn. Then I realize that the new Commercial Hub currently nets me 4
and increased the
output of the one at Acorn. I also need to remember that those are generating 11
and will stop once this era ends unless I can find another 13 era points.
Select Naval Tradition to put one more turn into it before starting Guilds. The Intelligence Agency is complete and Hypatia (
) appears in LinCon ready to operate. I’ve got two governor promotions to deal with this turn. Builds in Acorn, Threefry and Xorshift are also complete with LFSR completing its university next turn and Mixmax and Mersenne Twister finishing in two turns. I move the builders and Great People around and find nothing interesting. Woden has started a build requiring iron – his tally is 36 which equates to three iron sources. I then hear a creaking sound behind me and turn to see the door to the dungeon opening...
“Hello, master. The door was unlocked.”
“Yes, Baldrick, I unlocked it several turns ago.”
“I have come from the deep dark depths of the dungeon bearing a gift.”
“What do you have for me?”
“I have a cunning plan.”
I don’t yet know what LFSR will build after the first catapult. Mixmax will start a Bread & Circuses project (to gauge loyalty effects on Arakaali) and then build its University.
I’ve made two suppositions about Pindicator’s current state which are forming the basis of my plan:
1) Though our military power is roughly equal he has a lower total number of units than I do. I’ve come to this conclusion because his milpower has been behind mine for most of the game despite minimal upgrades by both of us. He also upgraded two crossbows and one knight a few turns back and that didn’t push him to equal power despite me having nothing more modern than one lone swordsman.
2) Based on recent resource usage he may have one city capable of 30
and is netting 2 iron and 4 niter per turn. I don’t know that he has two such cities. I have three cities above 30
and am netting 12 iron per turn with Equestrian Orders. Therefore I believe that I can ramp up military production faster than he can respond
and I can sustain production in an attempt to flood him with units. The build queues above will increase my milpower by about 200 in 7 turns, another 250 in four more turns (including two probable archer → crossbow upgrades) and an additional 400 five turns after that (nicluding five catapult → bombard upgrades), with LinCon able to build a knight every four turns and Acorn one every five turns from T137 onwards with no shortage in iron as long as I keep Equestrian Orders slotted.
The plan is to position three catapults and four knights in and around LFSR, upgrading three of the catapults to bombards (T139-ish) once they are close to their intended positions and all five catapults are completed. The forces would then move on Ralakesh’s Encampment while the two remaining catapults and knights 5, 6 and 7 move to the front. War would be declared around T147 and I’d upgrade the remaining catapults once I’ve accumulated enough niter (and possibly paying through the nose to do so). If I achieve complete surprise (aside from him seeing the ramp job in milpower) he’d have one turn warning before I should be able to raze the district. From there I’d turn most of the forces on the city center while trying to run a knight up the pass to defog Abberath’s city center. Once Ralakesh fell I’d regroup, position Victor in the city and then try to shoot my way through the pass. I’d have all five bombards and around 10 knights (minus casualties) in the area to try to force my way through. The battle at the pass could very well become a war of attrition but if my production and resource (iron) capacity indeed outpaces his I should be able to eventually punch through.
In support of this operation would be the following non-military units:
- The spy. I’m going to defog Tukohama Reborn and check unit distribution as well as better gauge the city’s production capability. It should also reveal the western part of Abberath’s land given the 3 range vision. From there it’ll move to Ralakesh to keep an eye on things and run a Listening Post mission for a promotion. If I can defog Abberath it’ll go there while I finish up at Ralakesh to monitor troop positioning and movement in the pass and to the north.
- Triple-A will remain just behind the front line troops, favoring the bombards, during the advance. His +20 healing will come in handy.
- El Cid will move with the troops. Siege units can still move and shoot on the same turn with a Great General in tow provided they only use 1 MP to get into position (2MP required to shoot).
- I should be getting a second Great General just before (T145/T146) I start the initial assault (T147). That will ease moving things around. It would also free up El Cid to form a corps out of something if needed.
- Xorshift’s horseman will arrive at Mixmax as it completes its second horseman. They will head into the desert, pick their way around Arakaali and then head into Incan territory. I may send Mixmax’s first one around Yerevan and the second two over land via the oasis (4 to 6 turns depending on routing). Their priorities will be to pillage out the niter, iron and terrace farm at Arakaali. Gruthkul’s Campus would be a bonus. If I can’t get through the pass at Ralakesh they will need to head for Abberath to defog it before doing any pillaging.
- If I take a city Victor will be assigned to that city. His added loyalty should prevent an immediate flip and after 3 turns he becomes a somewhat portable DotF for units on defense (+5 CS when defending within city borders). If I manage to take more than one city he’ll move with the front and I’ll backfill prior conquests with other governors to maintain loyalty pressure.
I did consider trying to get two military engineers out of Acorn to build roads for two of the bombards to move along. That would have allowed me to move the engineers up and then declare war, build more roads and do a move-and-shoot with two of the bombards. However, that would have delayed things to the early/mid 150’s or reduced the number of knights or catapults available and I want to be as time efficient as I can be. The less time he has to react as my milpower starts to skyrocket the better.
Civics priorities in the immediate future are to put one more turn into Naval Tradition then get Guilds and Exploration completed. I’ll use Naval Tradition to slot the upgrade policies, get the upgrades out of the way and then use Exploration to deslot those policies. The completion of Guilds will see me remove Caravansaries for Town Charters. I’d consider removing Retainers but the happy status of my cities is a bit important for my production counts right now. For techs the priorities will be Metal Casting (which I’ll hard research and try to complete by EoT 138), Industrialization and Military Science. I have not decided if I’ll trigger du Chatelet during the buildup to try to get the Metal Casting eureka or if I’ll hold him for more strategic use later on in the Industrial Era.
Lingering concerns and questions:
- His gold generation is continually fluctuating but appears to be about 65 or so per turn. That’ll give him ready money for upgrades provided his resources can keep up. Upgrading a unit or two to muskets would raise city defenses, slowing down capture.
- How fast would his milpower increase in response to the rapid rise in my own?
- He could crank out pikemen. However, the knights would still have the advantage in that fight.
- My gold generation will be stretched to the limit, even with Caravansaries (+8), Merchant Confederation (+16 currently) and Town Charters (+11) slotted.
- This is me leading an offensive military operation. Hopefully “offensive” refers to the (good) operational results and not lurker sensibilities.