Turn 121
Blood in my eye this turn, assholes.
I finish Stirrups, I suppose. This is interesting mostly as a stepping stone to Universities at Education, but knights will be very handy in the future as I scour Indonesia off the central island. For now, though. Boring. Let's jump straight to the main event: The ongoing Battle of Marshall Mathers LP.
Now, last turn, I predicted that the final sacrifice of our eastern squadrons would be the nail in the jongs' coffin - they would at last be caught by my frigates if they tried to blast through, and worse, give me an excellent first strike. Now I open the save to find that sub is true to the death ride of the jongs and is making one last lunge for Aquemini:
I bring up my rear two frigates and find a promoted jong waiting for us. The greater combat strength of jongs doesn't actually matter much in this kind of fight - two shots from a ship on either side will sink an enemy, and even though I've been outnumbered the whole war long sub doesn't
know that, and now we have the tactical upper hand. Two shots polishes off a promoted jong. 5 remain:
A third galley moves up and spots a cripple out to the east. I snap it up before he promote heals or something:
Four jongs remain, against 4 frigates (and everything else).
Now, I could sink a third jong on this turn, except the Japanese quadrireme is occupying the only tile I could get a second shot into it from. Nevertheless, I push in my last frigate and go to wound one of the final remaining unhurt jongs:
I go for the double promoted one, since I know he can't heal.
The final result leaves 4 jongs, 3 of them injured, against 5 frigates and 11 galleys in immediate striking range (with about 4 more galleys in distant support). I bring in my final remaining Eastern galley and park it in the reef, with the chariot in support. With the support of the reef, I estimate that sub will need 2 shots instead of one to clear this blockade - so he'd need to sacrifice two of his final 4 jongs for ANY to escape. If he wants to kamikaze into Aquemini, though, he'll need to use two MORE shots to clear the chariot - meaning NONE of his jongs will escape next turn. Alternatively, he might, now that he's been brought to bay, turn and go for the frigates. With 4 jongs, even though 3 are injured he should be able to kill 2 of my 5. The remaining 3, with galley support, will clean up the jongs next turn.
In short, we are witnessing the end of the Indonesian navy. Sub's faith income has remained stagnant at around 60 fpt all war long (mine has doubled from 120 per turn to nearly 250 now in the same timeframe). He can purchase a jong once every ten turns. He can build jongs from, as far as I know, 3 cities, 4 counting Australia's capital. I can build caravels and frigates from 12. 11 of those 12 will be boosted by work ethic lavras.
So the next 30 turns are
my turn, jerkface. Bully me? Fine. Bully Australia, who never did anything to nobody? That's going to cost you, friend.
Final setup:
That was the main excitement of the turn. I think strategically, we can pronounce the Australian campaign a mixed success - obviously we lost 3 cities burned and Ilmatic looted all to hell, which would be a fatal blow to Australia in a SP game. But it's not a SP game, and we took the best haymaker Indonesia and China could muster, with a (literally) unstoppable unique unit, and Russia is if anything much
stronger than it was 25 turns ago. We are injured, and vulnerable to the other teams piling on...except both of them signed DoFs with us and are locked away for 25 turns. So Australia has time to recover and I have time to seek vengeance. China and Indonesia have shot their bolt and are now basically punching bags for the rest of the game - I struggle to see how they will meaningfully exert influence other than self-defense from here on out.*
Abroad, I dump some envoys into Antananarivo in a (futile) effort to entice them away from China:
This is a losing effort, I know - China has oodles of culture, and has the Apadana feeding them envoys. Envoys are the scarcest resource in the game, and I can't compete unless Roland is stupidly investing in Valetta too (but I think he and sub are splitting city-state duties). So next turn we'll lose them again, but it's worth a shot! See how it brings RUssian culture right into line with Chinese? Oh, well, you can't, because I haven't shown a screenshot yet. But it does! Trust me!
In Norway, one of my new great scouts uncovers one of Woden's youngest plants, with a presumably chopped Harbor:
As badly as Marco was hurt, Woden is nearly as badly off. He has a larger empire now, but he was slipping behind Australia in research and expansion before the pirate attack. Now Woden's been playing catch up and believe me, a year playing as Canada shows that that is
not a game you can win without lots of help. He might get it from ljubljana, who has been doing better...but ljub, Woden, and Archduke have been locked into an arms race, and Archduke upgraded 10 frigates this turn as he unlocked square rigging. And he's pissed at them for the whole earlier war. And (blessing in disguise) Australia's mutilation leaves the Raiders as Archduke's main rival (no one tell anyone the true strength of Russia). Good luck, boys.
So, hope the other two powers fight. One or the other gets mauled, Australia-style, while I punch sub in the teeth and take his stuff (giving it to Australia, mostly). It's conceivable that 30 turns from now we'll be recovered and both of these two teams will be worn down...so our final knockout punch can come in and topple the bloodied winner, whoever it is. I think Archduke will have to win in the initial rush with this massive force he's upgraded, because I can't see how long-term England alone can compete with Phoenician Cothons and Norwegian shipbuilding to keep up in a long war of attrition.
Down south, the frigate chases my fleeing galleys:
I get into the city centers for healing and upgrades in 2 turns (maybe more, depending on Marco's actions).
For my last trick, I demonstrate why having a monstrous faith income is awesome, pt. 276:
I spend 920 faith to grab Magellan, who amazingly did NOT fall to Japan this turn.
Now, 900 faith is a lot! That's two military units, a settler, or a LOT of builders. But the thing about faith is that it's FLEXIBLE. You can use it to do almost anything with the right tools. 250 faith is 4 turn's income for me - earning a Great Admiral in only 4 turns is, like, English levels of Great Admiral points. But if I want a Merchant, I could grab that instead. Or an Engineer, for a wonder...you get the idea. But of course, 250 faith can ALSO be spent via Monumentality for settlers (it's a 4-turn settler build, too) - literally the only reason I haven't done so is I was reserving faith for the Admiral. In 4 turns I might buy a settler, or I might say screw the Japanese tundra island, I'll just buy military units from now on.
With the admiral, my frigates are now qualitatively a match for jongs. My caravels can stand up to an English fleet on equal terms, forget superior numbers. He'll still be faster than me, thanks to RNDs, but I can work around that (as I did with jongs). Best of all, I now outclass anything left in the Chinese or Indonesian arsenals. China has built I estimate 6 quads in the last 10 turns (check the
spreadsheet for details), so I can expect possibly a second wave of 6-10 Chinese frigates coming down on me in 10 turns or so. I will have something like 30 galleys escorting 5 caravels and 5-10 (depending on casualties) frigates at that time, so, uh, good luck with that. If he wants them as a defense force instead, well, good luck again.
With this faith in hand, though, the conquest of the central island should be fairly straightforward once I establish firm naval superiority (mainly by getting everything except the frigates into Sub's home bay) - 4-5 frigates could bombard all the cities in the center at once, but basically the ships will strip away any defending units, then shred the walls, and finally I'll take the city. Then that city starts spewing out knights, or cossacks, god forbid...I can afford a knight every 2 turns via faith.
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
This is going to be like a zombie apocalypse once I have a city near sub's cities.
Maybe that's why he attacked me, in retrospect.
ANyway, point is, faith is awesome, and that combined with Work Ethic are going to win the game for Team Underdog here.
Sub doesn't seem to be too concerned with defense, as he's building a commercial hub (because what kind of IDIOT builds harbors on a water map?):
Marco scouted the last jong outside the trap at MMLP. Sub is playing cautiously with it:
I have 14 galleys hovering around waiting to ambush him if he comes out for Marco's tempting galley. Most of htem are going to scoot along to China and see what raiding possibilities are along the coast - if the quads are vulnerable waiting for upgrades, if I can pillage some harbors, etc. I have more heading north to sub's sole visible harbor at the former city-state. It has walls so I can't take it with galleys alone but I can get some gold unless he's got, like, an entire second navy up his sleeve that I don't know about.
The last area of vulnerability is a final assault on Aquemini or SFFB:
My courser is in position to challenge the knight and defend MBDTF, so Marco can shift the galley over to SFFB to boost its garrison strength. Aquemini is vulnerable to the knight and sword, BUT it has quads providing fire support and a warrior in the city. Marco, I offered you all my treasury - take what you need to upgrade the warrior into a man at arms and that should stop the attack there cold without jongs (which are busy getting murdered up north).
Otherwise, I think Australia can go back to peacetime production. Repair your holy sites, finish the ones that aren't up, and that will be a little goose of productivity. Then you can work on getting 3 replacement settlers out with Colonization and begin clawing your way back. I will send the fleet to reclaim Ilmatic once the battle with the jongs is over.
Economic overview of the east:
No changes.
Of the center:
Will be able to begin 3 universities in 2 turns. Borodino and Navarin will remain on ship duty until Mikasa and Petropavlosk are done with their lighthouses. KS will go to ship duty once its harbor finishes, until the two lighthouse builds are in. Then Mikasa, Petro, and Borodino will build ships until Navarin is done with its lighthouse, at which point Borodino will go Aqueduct -> Industrial Zone (placed this turn) while KS goes lighthouse -> Monument -> Library. Then all 5 cities will go into long-term war production mode, giving me approximately 1 new ship a turn between all of them.
West:
Nakhimov converts next turn and will be active. Ushakov and Seniavin will be ready around turn 125 (not hurrying the chop since it needs some extra production anyway).