T215 - First Wave Preparations
I open the turn to a fun sight:
That's a lot of free build queues!
We spread Cereal Mills to our first non-HQ city:
I think the most efficient way to spread Cereal Mills is going to be whipping cities for max-overflow the turn before spreading, and overflowing into an executive. Bonus points if the extra food grows the city earlier, like here; very very satisfying. A similar spread occurred with Constellation (Pindicator's ex-capital) in the south. Weirdly, it's the shitty islands that want Cereal Mills the most, because the core already has so many farms. Perhaps this is an opportunity to replace those with workshops, in time.
I send Tarkeel this trade offer:
This should let him know to go in next turn. Or at least, that I will do so. Which leads me into the main subject of the turn...
The Invasion - Specifics!
So we're invading literally next turn, which really snuck up on me. Turns out that with railroads and galleons, things move quickly!
Overall
Here's another shot of Superdeath's territory:
I would say that overall, I have four goals with the first wave. They are:
I decided to attack now, instead of just waiting for tanks, because every turn that I wait is another that Superdeath cranks out rifles/catapults. Maybe just as important, it's a turn that I don't have the Buddhist Shrine. I'm not sure if waiting would have been smarter, but it's interesting.
The North
On T216, these galleons will begin by razing Seether; that takes Superdeath's HE city out of the fight before he can make any rifles with it.
Then, on T217, they will split up; some will go north to capture Starset (6 units; cannot whip a rifle until T218), while most will go south to assist in the main attack. I'm a little worried Tarkeel is going to try for Starset, so I sent him a trade of fur/clams. Hopefully he gets the message.
The South
On T216, these galleons will smash into ChemicalRomance, occupying it.
The transports are waiting an extra turn to pick up all the additional MGs (I was SO glad to have figured this out!), before also leaving port T216. Then. on T217, all ships will advance through ChemicalRomance to dump their units on the tile marked. In total, we should be landing at least 60 troops, including nearly 30 Machine Guns. I think that's enough to make any counter-attack unviable. We'll see if Superdeath does his whole 'spite-whipping thing.'
They will be joined by two of these transports from the south island, who will also raze Tiwanaku along the way.
The third island-transport will raze Paramore, before preparing to land at GunsNRoses.
Stonecity is a puzzle, because I REALLY want it (probably the most valuable non-capital city) for a canal into the inner sea.
However, I can't see any way to hold it from either Donovan Zoi or Superdeath charging south, while also holding the Shrine. I do want to find a way to take this quickly though; perhaps we send reinforcements there after taking NoHandlebars. Or perhaps we just raze it while we wait to take GunsNRoses, and lose the channel. Not really sure what's best. Edit: I had an idea!! What if I raze Stonecity and resettle a spot 1W of the bananas. Need to find a way to coordinate that though, between Donovan and SD's presumed Big Anger.
In the interest of considering other ideas, I wonder if I should have split the Machine Guns into two groups, and tried to keep both Seether and NoHandlebars. SD probably could have taken at least one back, but maybe I'd have killed enough troops to make the rest of the war easier.
Superdeath's Assorted Stacks
Overall, I'm not sure whether this will be a success or a disaster. Or whether I've been too pessimistic or optimistic about what I can/can't hold. I am pretty excited though!
I open the turn to a fun sight:
That's a lot of free build queues!
We spread Cereal Mills to our first non-HQ city:
I think the most efficient way to spread Cereal Mills is going to be whipping cities for max-overflow the turn before spreading, and overflowing into an executive. Bonus points if the extra food grows the city earlier, like here; very very satisfying. A similar spread occurred with Constellation (Pindicator's ex-capital) in the south. Weirdly, it's the shitty islands that want Cereal Mills the most, because the core already has so many farms. Perhaps this is an opportunity to replace those with workshops, in time.
I send Tarkeel this trade offer:
This should let him know to go in next turn. Or at least, that I will do so. Which leads me into the main subject of the turn...
The Invasion - Specifics!
So we're invading literally next turn, which really snuck up on me. Turns out that with railroads and galleons, things move quickly!
Overall
Here's another shot of Superdeath's territory:
I would say that overall, I have four goals with the first wave. They are:
- Capture No Handlebars ASAP. The sooner we get the shrine working, the better.
- Capture islands. They are the only cities that are completely impervious to SD's massive stacks and collateral.
- Raze other coastal cities, to prevent whips. This goes double for Seether, Superdeath's Heroic Epic city. I would love to keep these, but I think it's too risky.
- Convince Tarkeel that I am fully committed, so that he will join in properly.
I decided to attack now, instead of just waiting for tanks, because every turn that I wait is another that Superdeath cranks out rifles/catapults. Maybe just as important, it's a turn that I don't have the Buddhist Shrine. I'm not sure if waiting would have been smarter, but it's interesting.
The North
On T216, these galleons will begin by razing Seether; that takes Superdeath's HE city out of the fight before he can make any rifles with it.
Then, on T217, they will split up; some will go north to capture Starset (6 units; cannot whip a rifle until T218), while most will go south to assist in the main attack. I'm a little worried Tarkeel is going to try for Starset, so I sent him a trade of fur/clams. Hopefully he gets the message.
The South
On T216, these galleons will smash into ChemicalRomance, occupying it.
The transports are waiting an extra turn to pick up all the additional MGs (I was SO glad to have figured this out!), before also leaving port T216. Then. on T217, all ships will advance through ChemicalRomance to dump their units on the tile marked. In total, we should be landing at least 60 troops, including nearly 30 Machine Guns. I think that's enough to make any counter-attack unviable. We'll see if Superdeath does his whole 'spite-whipping thing.'
They will be joined by two of these transports from the south island, who will also raze Tiwanaku along the way.
The third island-transport will raze Paramore, before preparing to land at GunsNRoses.
Stonecity is a puzzle, because I REALLY want it (probably the most valuable non-capital city) for a canal into the inner sea.
However, I can't see any way to hold it from either Donovan Zoi or Superdeath charging south, while also holding the Shrine. I do want to find a way to take this quickly though; perhaps we send reinforcements there after taking NoHandlebars. Or perhaps we just raze it while we wait to take GunsNRoses, and lose the channel. Not really sure what's best. Edit: I had an idea!! What if I raze Stonecity and resettle a spot 1W of the bananas. Need to find a way to coordinate that though, between Donovan and SD's presumed Big Anger.
In the interest of considering other ideas, I wonder if I should have split the Machine Guns into two groups, and tried to keep both Seether and NoHandlebars. SD probably could have taken at least one back, but maybe I'd have killed enough troops to make the rest of the war easier.
Superdeath's Assorted Stacks
Overall, I'm not sure whether this will be a success or a disaster. Or whether I've been too pessimistic or optimistic about what I can/can't hold. I am pretty excited though!