Oh, good. I'm glad everyone is a fan. I imagine Japper, Rowain, and Emperor will like it less, but sucks to their assmar, as I always say.
The trick, of course, is getting Archduke to agree. It takes two to tango, and he could be dead-set on going to war with me. Then again, he has made radical changes in alliance on the eve of war before:
So there's reason to hope. One major goal in the next 7 turns will be convincing the Duke to see things my way using AI diplomacy only. Oh boy. Here goes!
Turn 123
Here's the situation on the home front as I open turn 123:
Arabian shipyards continue to work day and night. The sound of hammers, men shouting, and the winching of canvas echoes across the continent as ship after ship slides down the ways. A quad pops out of Escobar and another one is immediately queued. My main limiting factor is going to be gold - I don't have quite the builder labor I wanted, with too many charges concentrated into too few workers. It'll take a few turns to get everything harvested. I can get 6 on the first turn.
Down here at Moustakas, though, the native forests are stripped completely bare as we finish no less than 4 quads in 2 turns with this harvest:
That worker will now embark and join the other for a pair of Magnus crabs to get the gold to change these bad boys into frigates. Moustakas's long-term production is more or less borked, with the loss of those two riverside mills, but ships now are more important. It can quietly work on a harbor and campus and then fill it up with faith purchases.
Meanwhile, the caravel maintaining the watch on the Dutch coast counts 13 ships of various types - which is actually fewer than I have on my own coast facing the Duke, to say nothing of the growing fleet of ships around Moustakas. I mass damn near 28 ships by the start of next turn, far more than I'll have gold to upgrade.
That's all the upgrade space Archduke has, though, so he's dealing with his own geographic problems.
In the north, the latest barb incursion is repelled. I COULD send my sword north to clear out that camp - I probably should, before hte barbs spawn in enough numbers to threaten Zobrist or Davis. IF I can swing this Dutch alliance, and if I have the gold, I'll upgrade my slingers to archers and send them north with the sword and a frigate in support to stamp out this nuisance.
Meanwhile, ANOTHER English settler appears. Emperor has been pumping out settlers like mad since he signed his renewed DoF with the Archduke:
I view this as good news for me. Emperor is a thorn in Archduke's side, not mine. The stronger he gets, the more likely Archduke won't want to risk his massive fleet in battle with me (especially since I think my fleet is somewhat larger and growing fast - we'll probably be about evenly matched, apart from the Sevens). Furthermore, there's a period of vulnerability after expansion like this (just ask Japper in PBEM4). Emperor has NOT been building military, and his tech rates, while decent, have been slightly laggardly. He might reach frigates in the ~20 turns he has until his new DoF expires - in fact, he almost certainly will - but he won't have the Quad base to upgrade that I will.
At the end of turn, Archduke's milscore is 886, compared to my 600 - which doesn't take into account the 4 quads I finished during the turn (I don't think), which yeah, makes us about evenly matched when you factor in his 6 heavy chariots. He has far more gold in hand than I do, but I have crab harvests incoming. I'm holding off until I finish Square Rigging to harvest, though, since yield is tied to number of techs/civics finished, and in the meantime I can benefit from the crab gold - you can see the way my income has been steadily eaten up by the naval expansion program.
By way of contrast, Emperor fields 366 strength, Teddy 362, and Japper 355. All our neighbors combined outweigh the Dutch only slightly. Archduke and I's combined strength of ~1500 is a lopsided 3:2 in our favor, the reverse of what you'd expect from raw numbers. Furthermore, a look at the tech tree shows that only Archduke and I have finished Caravels. Rowain's tech is identical to my own but his number of techs researched is exploding - while I'm doing a deep dive to square rigging, Rowain is emphatically not. And he's scientifically more advanced than Emperor or Japper. Japper has half the tech rate of anyone and has had for ages, and he's building more holy sites. I get that he can faith purchase Jongs, but those won't save him if he a)can't research them in time (what tech are they on? Hang on, lemme look 'em up...Mercenaries!? Japper's culture is much worse than mine and I only just finished mercenaries!) and b)has vastly superior numbers of Arabian or Dutch ships assailing him. Japper has the production capacity but not the tech to defend himself. Rowain has the tech, but is sitting on 5 cities and at least 2 of 'em are inland (unless his continent is way narrower than I think - actually not impossible, given Archduke and Emperor's narrow landmasses - still, only 5 cities). Emperor presently has neither the tech nor the capacity to compete, but he is working on turning those around.
So, short term plans: We're going to delay our Civil Service policy swap until turn 128, when Square Rigging is in. That way we can drop Maritime Industries and run both Conscription and Professional Army. Conscription is worth something like 30 gpt at the moment, so I'm giving up ~60 gold here, but that's something that has to be done. I need the policy swap timed correctly. Next, we'll head towards Monarchy and a 6-slot government, which we will boost next turn when Zobrist finishes the temple. Zobrist will buy a wat and build my second trader of the game (I finished a lighthouse back when I thought I had that luxury), everyone else will pump ships until the last minute, when I swap over to either finishing walls or go to Harbors/Campuses. On turn 128, we'll begin upgrading and then offer an alliance/joint war to Archduke.
Scores and overview:
The trick, of course, is getting Archduke to agree. It takes two to tango, and he could be dead-set on going to war with me. Then again, he has made radical changes in alliance on the eve of war before:
So there's reason to hope. One major goal in the next 7 turns will be convincing the Duke to see things my way using AI diplomacy only. Oh boy. Here goes!
Turn 123
Here's the situation on the home front as I open turn 123:
Arabian shipyards continue to work day and night. The sound of hammers, men shouting, and the winching of canvas echoes across the continent as ship after ship slides down the ways. A quad pops out of Escobar and another one is immediately queued. My main limiting factor is going to be gold - I don't have quite the builder labor I wanted, with too many charges concentrated into too few workers. It'll take a few turns to get everything harvested. I can get 6 on the first turn.
Down here at Moustakas, though, the native forests are stripped completely bare as we finish no less than 4 quads in 2 turns with this harvest:
That worker will now embark and join the other for a pair of Magnus crabs to get the gold to change these bad boys into frigates. Moustakas's long-term production is more or less borked, with the loss of those two riverside mills, but ships now are more important. It can quietly work on a harbor and campus and then fill it up with faith purchases.
Meanwhile, the caravel maintaining the watch on the Dutch coast counts 13 ships of various types - which is actually fewer than I have on my own coast facing the Duke, to say nothing of the growing fleet of ships around Moustakas. I mass damn near 28 ships by the start of next turn, far more than I'll have gold to upgrade.
That's all the upgrade space Archduke has, though, so he's dealing with his own geographic problems.
In the north, the latest barb incursion is repelled. I COULD send my sword north to clear out that camp - I probably should, before hte barbs spawn in enough numbers to threaten Zobrist or Davis. IF I can swing this Dutch alliance, and if I have the gold, I'll upgrade my slingers to archers and send them north with the sword and a frigate in support to stamp out this nuisance.
Meanwhile, ANOTHER English settler appears. Emperor has been pumping out settlers like mad since he signed his renewed DoF with the Archduke:
I view this as good news for me. Emperor is a thorn in Archduke's side, not mine. The stronger he gets, the more likely Archduke won't want to risk his massive fleet in battle with me (especially since I think my fleet is somewhat larger and growing fast - we'll probably be about evenly matched, apart from the Sevens). Furthermore, there's a period of vulnerability after expansion like this (just ask Japper in PBEM4). Emperor has NOT been building military, and his tech rates, while decent, have been slightly laggardly. He might reach frigates in the ~20 turns he has until his new DoF expires - in fact, he almost certainly will - but he won't have the Quad base to upgrade that I will.
At the end of turn, Archduke's milscore is 886, compared to my 600 - which doesn't take into account the 4 quads I finished during the turn (I don't think), which yeah, makes us about evenly matched when you factor in his 6 heavy chariots. He has far more gold in hand than I do, but I have crab harvests incoming. I'm holding off until I finish Square Rigging to harvest, though, since yield is tied to number of techs/civics finished, and in the meantime I can benefit from the crab gold - you can see the way my income has been steadily eaten up by the naval expansion program.
By way of contrast, Emperor fields 366 strength, Teddy 362, and Japper 355. All our neighbors combined outweigh the Dutch only slightly. Archduke and I's combined strength of ~1500 is a lopsided 3:2 in our favor, the reverse of what you'd expect from raw numbers. Furthermore, a look at the tech tree shows that only Archduke and I have finished Caravels. Rowain's tech is identical to my own but his number of techs researched is exploding - while I'm doing a deep dive to square rigging, Rowain is emphatically not. And he's scientifically more advanced than Emperor or Japper. Japper has half the tech rate of anyone and has had for ages, and he's building more holy sites. I get that he can faith purchase Jongs, but those won't save him if he a)can't research them in time (what tech are they on? Hang on, lemme look 'em up...Mercenaries!? Japper's culture is much worse than mine and I only just finished mercenaries!) and b)has vastly superior numbers of Arabian or Dutch ships assailing him. Japper has the production capacity but not the tech to defend himself. Rowain has the tech, but is sitting on 5 cities and at least 2 of 'em are inland (unless his continent is way narrower than I think - actually not impossible, given Archduke and Emperor's narrow landmasses - still, only 5 cities). Emperor presently has neither the tech nor the capacity to compete, but he is working on turning those around.
So, short term plans: We're going to delay our Civil Service policy swap until turn 128, when Square Rigging is in. That way we can drop Maritime Industries and run both Conscription and Professional Army. Conscription is worth something like 30 gpt at the moment, so I'm giving up ~60 gold here, but that's something that has to be done. I need the policy swap timed correctly. Next, we'll head towards Monarchy and a 6-slot government, which we will boost next turn when Zobrist finishes the temple. Zobrist will buy a wat and build my second trader of the game (I finished a lighthouse back when I thought I had that luxury), everyone else will pump ships until the last minute, when I swap over to either finishing walls or go to Harbors/Campuses. On turn 128, we'll begin upgrading and then offer an alliance/joint war to Archduke.
Scores and overview:
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
A blog about my adventures in Korea, and whatever else I feel like writing about.