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[SPOILERS] swans will bite u

Turn 41 - Portugal + Japan

Foreign policy first this turn, which is never a good sign lol Banzai gets 2 era score and an empire score and, and, and

thrawn captures a third city-state and contacts Chevalier, at least according to the telltale era score signature (2 for thrawn/chev, 1 for krill/inc). That is strong evidence in support of our earlier conception of thrawn's plan, IMO. On the one hand, it's certainly better for us that they found Chevalier than, um, us, as chev's team has two boats between them and is last in the dom rankings, so they are quite likely the prohibitive favorite for thrawn's first target now. It's also good because, if either chev or inc still retain any delusions about not spamming boats, seeing thrawn's 300 milpower turn up on their doorstep while their team combines for ~100 should cure them of such notions wink

but on the other hand, it's bad news that they found chevalier, who only has boats out since t38, instead of inc, as this means the contact occurred very close to chev's homeland. that means thrawn has had scouts out long enough to cross the inter-player distances, which means they could find us any second now, and we can no longer assume our CS attacks will proceed without their intervention. hell, even asanoyama might not be safe if thrawn is to our west, and i'm seriously considering swapping off the monument (which would delay PP until after the era change unless we can take vatican city!) in favor of a 6-turn galley

it's also bad news for the global coalition, as thrawn has found them early enough and with few enough boats that they should easily be able to deny that team their own CS conquests, and maybe even snipe them for themselves if they move quickly enough. tbh, i am getting shades of PBEM19 from this map, and i'm not sure how i feel about it... it looks highly likely now that failure to open with boats will result in chev/inc ending up with half the city count of everyone else at t50, permanently stunting that team. that is an excruciating price to pay for what would have been a completely defensible opening in PBEM20, and if it leads to them checking out and conceding before t60 i would not blame them. of course, that would also mean GG as unless chev/inc fights to the death singaboy-style there is probably already no stopping thrawn now frown

anyways, if we want to survive, we obviously have to pull off our own CS attacks ASAP and, um, just kind of hope thrawn doesn't scout us in time to cut them off at the knees. here's how that's going:



with the grim news from the foreign office, i have indeed chosen to bravely send out TAD's ships before they are fully healed frown all these seemingly-wounded ships are one hit away from promotion, though, other than the furthest-back one on the harbor pin, so it's not quite as dangerous as it seems. portugal's attack will be ready to go on t44, and i'm pretty confident it will succeed if norway does not show up. and if norway DOES show up, well... hopefully they can only mess with one CS attack and not both at the same time...

you will also note from the pins that i have come up with a possible compromise position re settlers vs boats, though it's not pretty... TAD is about to have way more builder charges than i know what to do with, since all they can do right now is farm and make fishing boats. the sensible plan is probably to head for irrigation after celnav (due in 7, ignore the pottery research above) to start leveraging festivals. but we could also swap to mining right now instead and chop out the settler at MoM so we can start boats 5t sooner. we could even do the same at Last of the Clan, though i'm more skeptical of that as we'd use all four of our extra builder charges that way (with re-mining) and MoM is actually using that rice and could really use a farm...



japan got lucky and did not get attacked by the barb galley, got doubly lucky in that vatican city's galley is nowhere to be found, and got triply lucky in that the city-states have not closed their borders yet. there are some tactical complications here but i think t44 is our prospective attack timing as well.

god, this situation would be so, so, so much more secure for both us and chev/inc if we had built boats instead of holy site projects and (in their case) full-cost holy sites. i can't really blame them as their opening would have made a lot of sense in the last game (and indeed is quite similar to their actual, and quite successful, opening in the last game!) but right now this religious race seems really likely to end up outright resulting in a thrawn win... and, well, perhaps i deserve a major share of the blame myself for letting us get drawn into a race with them in the first place instead of listening to your eminently sensible pro-boat counsel... that's really sad as i was quite proud of this opening before we found the extra CS, but there is no way it can compete with maxed-out longship spam from 6-8 cities. we should have played exactly the same opening as thrawn and used japan as just a worse norway, spamming out +5 galleys from 5 cities ourselves to stay alive long enough for Portugal to take over through economic development. it's pretty funny, six turns ago, building galleys instead of religious infra seemed like hubris.....now it looks like the hubris was that i ever stopped building galleys lol

what do you think thrawn's plan is right now, assuming they found chev/inc with just one boat instead of a full wolfpack of 3-4? i think what i would do is keep spamming boats and reroute everything that is not currently attacking a home CS towards chev/inc and try to crush their navies as they come out of the docks and eat their city-states - racing out to 10 cities on ~t60 while stunting one team permanently to the point that their future conquest is inevitable seems much better than harassing everyone at the same time and possibly being repulsed. on the one hand that is "good" news for us short-term as it should mean we are left relatively alone to become strong ourselves, which will not take long given our own aggressive foreign policy. but on the other hand, is there any hope of stopping thrawn in such a position? with shipbuilding about to pop, i am guessing they can kill chev/inc completely with longships/warriors around t80, at which point thrawn will have as many cities as the other two teams combined. i do not think that such a game is winnable frown
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Chevalier's been here before. He'll fight for as long as he believes there's a game to fight for, and hopefully Incurian will follow suit.

I fully expect Thrawn to throw everything he and Krill have at Chev/Inc ASAP. Taking out that team is far more impactful than any distributed random pillaging they could hope to do, and that's the only thing Thrawn is likely to be prioritizing right now. That goes double if Thrawn is continuing to operate as if a three team coalition against him is inevitable: Taking out probably the most politically savvy player on the board and absorbing a full team's land turns an ostensibly lopsided battle into a nominally even one.

This is also a reminder that Japanese scouting is more valuable than Portuguese scouting, era-score wise. Japan contacting two teams is the one scenario that could conceivably land our two civs the perfect GA+DA combo. If there's a situation where Portuguese galleys have a choice between striking out scouting or taking over a CS attack to allow Japanese galleys to explore instead, they should let Japan explore. Not that I expect that scenario to come up at this point.
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yeah, i have no doubt that chev and inc will fight on heroically for as long as there is a game to fight for. but, um, how long will that be if thrawn is coming for them? in PBEM19 chev fought until turn 90 and conceded because ioan and i did not intervene....but if we HAD intervened, and were successful, they'd have been the favorite to rise from nubia's ashes. i am not sure they have anything comparable to fight for here... if thrawn throws everything at them now i don't think they can save their city-states, and if thrawn takes or razes those i think the game is literally already over for that team. i would not blame chev AT ALL for conceding rather than fighting on just so someone like us and TAD will have a chance to win...

thank you for the correct and perceptive reminder re japan scouting! and since portugal has more flexibility for ships in the immediate future, twilight valor will make a big difference for them and is probably worth delaying PP for. man, poor TAD.... they left a stable, normal-looking game for one weekend and are about to come back to a chopped-clean homeland, a hopefully-captured city that they didn't know even existed, all their cities on boats, and an utterly hopeless-looking geopolitical situation lol

so, which of these builds in japan do you think we can sacrifice on the altar of more ships? if it's not hakuho's settler or the GP (and i don't think it's the GP, it's a 3t build with the double-discount and victor pays for himself in terms of military power extremely quickly), then what is it? is it terunofuji's half-finished shrine, stunting that city forever? is it asa's monument, condemning us to a possible PP miss while leaving that city stuck on its garbage initial tiles for all time? none of these are appealing, but the security situation is beyond precarious and seems to demand whole-assing now, not starting in 6 turns frown

also i am liking helmsman more and more for our scouting galleys if we pull off these CS attacks, and not just because it's cute. the reason - thrawn's longships have 4 movement on coast and will attack us on sight. an embolon galley is stronger on its face but will get swarmed to death without getting a kill - a helmsman galley at least has a CHANCE of getting away and eventually rejoining the main navy...
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hmm, knowing how thrawn usually works, they are likely to have derived all of our approximate locations from the shape of the map and from where chev turned out to be. therefore if they sent out scouts as they built them and we are their other neighbor, we can probably expect their scouts to be 2-3 turns away. perhaps i'd better swap teru and asa to galleys for now, just so we have SOME progress on them in case norway comes around the corner with 2 ships in 2 turns (a force capable of taking asa and ruining our game too if unopposed). the cost to both cities will be horrific but not moreso than getting a city burned...
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ok, i think what i will do is figure out the latest asa can finish the monument and still make t60 poliphil if the VC attack fails, then start a galley and work on it until the monument becomes mandatory. at teru, i don't know what to say, the city is so sad right now but this shrine is just BEGGING for death if norway comes knocking with all our ships at VC. i hate hate hate this but i think we might have to swap frown((((
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okokok what would woden say. woden would say:

- don't panic, stop freaking out, cut the defeatism, put on your best indomitable face, and go down fighting
- stop being salty, omg, the past is the past but you canNOT blame others for it, gosh, not to mention it's really unfun and promotes bad blood
- chill :snowflake_emoji:
- swap asa and teru to galley

so this is the party line going forward smile should i violate this in the future feel free to quote it at me
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the awful truth is, i don't know if i'm gonna be able to drop the shrine at teru. asa is fine but..... i'm just not sure i have it in me. please give me the strength to do what needs to be done, repellent to all my builder sensibilities as it may be...
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How long will it take for the food+housing+faith boost from finishing the other half of the monument in Teru to break even with dumping production into boats immediately? I'm definitely feeling the urge to just finish that build, the city does suck right now and the shrine is a substantial improvement on even medium-term productive capacity.
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well, it costs 5 * 6.3 ~= 31 more hammers to finish and gives 3 food + 3 faith, or 4.5 foodhammers if 2 faith ~= 1 hammer in monumentality. teru will grow in 8 turns with it (after it nets 30 foodhammers) and add another hammer and probably a gold instead of sitting around uselessly at size 2 like it is now and will continue to do indefinitely until the shrine does finish. so the answer is 8 turns if we're talking just raw foodhammers which is amazing, but growing will only get us 1 extra hammer + gold without additional investment so if we are talking raw hammers (= raw galley numbers) the answer is a lot longer. and 8t may not even be fast enough if thrawn is really just a few turns from scouting us, if asanoyama burns it will never make up for that

idk man idk. i still harbor secret pretensions of SOMEhow finding a way to do the campus that i haven't totally abandoned, which requires the shrine to have any prospect for success. but rational brain says having my heart set on that is probably-to-definitely wrong and japan's priority now should be to make sure asa survives while successfully taking vatican city and founding third city. like all teams rn i think our ability to be competitive even theoretically is balanced on a knife's edge, and the knife is named thrawn and it's aimed at our city-states
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We are in Maritime Industries, right? So the production cost of the shrine is almost exactly equal to one galley. I hate to leave our second city floundering at pop 2 for the foreseeable future, but six turns from now we'll be a lot happier with an extra galley than those shrine yields. And it's not like the production invested in the shrine is going anywhere, nor is there any era score urgency attached to it.

Build the boat, and go back to infrastructure when we're pretty sure we aren't about to get our teeth kicked in.
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