Turn 151
Not much action this turn. Mostly moving pieces around and trying to plan my next moves.
This city finally broke away. It punted out Korea's Xbow (surprised it wasn't withdrawn). Sadly, and surprisingly, wasn't able to kill it. I thought the penalty for being in the water would be enough. Oh well. It can't get far.
12 turns until the city flips to me. When I plant my new city in 3 turns (with 4 starting pop) hopefully that'll speed things up a little.
Took a quick peek. Hwachas being out is a shame for me, but I forgot that Korea gets them early. I'm fairly confident that greenline isn't going to launch an invasion of my territory, at the very least. I'll keep an eye on things to see if I can ever get an opportunity to pick off more units.
Took a pot shot at this Samurai, but decided it was much too risky to attack directly with my melee units. I really never appreciated what a buff it is for Samurai to always fight at full strength. I was right that it makes an excellent defensive unit when I was trying to pick Tokugawa at the start. And yet Legions cost more than normal.
Crabs religion is here, and Victor will be established either next turn or the turn after. Damn that +15 strength bonus. I need to keep on the pressure but do what I can to preserve my units because CMF can replenish his forces much more easily than I can (looking at resources screen, pretty sure he is being fed iron so he can keep producing Samurai). Best way for me to handle this, I think, is to get my Field Cannons in range and just try to pick off his units. I also don't want to attack directly unless I can maximize my Flanking bonuses, especially since his defensive formations give most of his units +4 or +6 support.
It's going to be a meat grinder, and right now my Field Cannons and Bombards are my best weapons.
Peeked with Missionary. Not sure if I can use it from the water, but if I can, he can probably kill it with an embarked unit, too. I had the thought that I'd love to get a Frigate or two out from Bambino, but 1) it has some infrastructure to finish, and an Industrial Zone to build at size 7, and 2) uh.... well, I could buy with gold but it's like 1200. Can't afford that. Maybe if I can spend down some of my Niter, I can buy a Quadirime and upgrade it later? Maybe.... Much more interesting in shelling units than the city, at least.
Quadireme's cost 480 to purchase, and the undiscounted upgrade cost would be.... 330. If I got it at the discount gold price, 165, I suppose I could afford this, but it would be a big gold investment with my weakened economy. Still.... worth considering. I need every advantage that I can get.
Alternatively, quadirimes are 120 production. Bambino has.... 18? 22 if it has a trade route to Bombay (I can't remember, I need more traders but not enough free production lol). Best case scenario, with 22 prod doubled to 44 with the right card, can build a quadirime in 3 turns. Just have to make sure I don't hit 20 niter. Yeah, I think I can make that work, just going to be a matter of when.
Anyway, this is where things stand. I expect CMF to withdraw the wounded Samurai and replace it with a fresh one (two newly trained ones are heading to the front, you can see one--just 2 turns away). Xbow will shoot... maybe the Courser. Actually, if Xbow stands and shoots, I can kill it I think. Even with the big defensive bonuses, my Field Cannons with anti-unit promotions can still one-shot it, I think. Killing Japan's ranged units is a high priority for me.
Are the others not sharing luxuries? Japan's cities are unhappy. Good for me! Yield penalties. My cities are now just content, sitting at +1 or even +0. I may have some cities go into unhappiness with my newly settled city. I'm going to try to manage city growth more carefully, and will probably need to slot in +amenity policy cards next time I change policies.
At this point, my biggest fear is a stalemate at Fukushima, since every turn that passes brings Japan closer to Gunpowder. My window of opportunity only lasts as long as I have more advanced units, and you can see how much I'm struggling with that.
I have several Commercial Hub projects that will finish in 5-6 turns. I think that should be enough to nab me the next Great Merchant, or close enough. 3 envoys is enough for me to take the city, though with Hong Kong the only remaining City State, everyone else will throw their remaining envoys at it, so I probably won't keep it very long at all, tbh. But it's worth the shot.
Not much action this turn. Mostly moving pieces around and trying to plan my next moves.
This city finally broke away. It punted out Korea's Xbow (surprised it wasn't withdrawn). Sadly, and surprisingly, wasn't able to kill it. I thought the penalty for being in the water would be enough. Oh well. It can't get far.
12 turns until the city flips to me. When I plant my new city in 3 turns (with 4 starting pop) hopefully that'll speed things up a little.
Took a quick peek. Hwachas being out is a shame for me, but I forgot that Korea gets them early. I'm fairly confident that greenline isn't going to launch an invasion of my territory, at the very least. I'll keep an eye on things to see if I can ever get an opportunity to pick off more units.
Took a pot shot at this Samurai, but decided it was much too risky to attack directly with my melee units. I really never appreciated what a buff it is for Samurai to always fight at full strength. I was right that it makes an excellent defensive unit when I was trying to pick Tokugawa at the start. And yet Legions cost more than normal.
Crabs religion is here, and Victor will be established either next turn or the turn after. Damn that +15 strength bonus. I need to keep on the pressure but do what I can to preserve my units because CMF can replenish his forces much more easily than I can (looking at resources screen, pretty sure he is being fed iron so he can keep producing Samurai). Best way for me to handle this, I think, is to get my Field Cannons in range and just try to pick off his units. I also don't want to attack directly unless I can maximize my Flanking bonuses, especially since his defensive formations give most of his units +4 or +6 support.
It's going to be a meat grinder, and right now my Field Cannons and Bombards are my best weapons.
Peeked with Missionary. Not sure if I can use it from the water, but if I can, he can probably kill it with an embarked unit, too. I had the thought that I'd love to get a Frigate or two out from Bambino, but 1) it has some infrastructure to finish, and an Industrial Zone to build at size 7, and 2) uh.... well, I could buy with gold but it's like 1200. Can't afford that. Maybe if I can spend down some of my Niter, I can buy a Quadirime and upgrade it later? Maybe.... Much more interesting in shelling units than the city, at least.
Quadireme's cost 480 to purchase, and the undiscounted upgrade cost would be.... 330. If I got it at the discount gold price, 165, I suppose I could afford this, but it would be a big gold investment with my weakened economy. Still.... worth considering. I need every advantage that I can get.
Alternatively, quadirimes are 120 production. Bambino has.... 18? 22 if it has a trade route to Bombay (I can't remember, I need more traders but not enough free production lol). Best case scenario, with 22 prod doubled to 44 with the right card, can build a quadirime in 3 turns. Just have to make sure I don't hit 20 niter. Yeah, I think I can make that work, just going to be a matter of when.
Anyway, this is where things stand. I expect CMF to withdraw the wounded Samurai and replace it with a fresh one (two newly trained ones are heading to the front, you can see one--just 2 turns away). Xbow will shoot... maybe the Courser. Actually, if Xbow stands and shoots, I can kill it I think. Even with the big defensive bonuses, my Field Cannons with anti-unit promotions can still one-shot it, I think. Killing Japan's ranged units is a high priority for me.
Are the others not sharing luxuries? Japan's cities are unhappy. Good for me! Yield penalties. My cities are now just content, sitting at +1 or even +0. I may have some cities go into unhappiness with my newly settled city. I'm going to try to manage city growth more carefully, and will probably need to slot in +amenity policy cards next time I change policies.
At this point, my biggest fear is a stalemate at Fukushima, since every turn that passes brings Japan closer to Gunpowder. My window of opportunity only lasts as long as I have more advanced units, and you can see how much I'm struggling with that.
I have several Commercial Hub projects that will finish in 5-6 turns. I think that should be enough to nab me the next Great Merchant, or close enough. 3 envoys is enough for me to take the city, though with Hong Kong the only remaining City State, everyone else will throw their remaining envoys at it, so I probably won't keep it very long at all, tbh. But it's worth the shot.
I'm just doing my best out here.