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Singaboy and Sullla's team thread

Well, the save arrived after leaving my home for work. I can only play after work in about 10 hours from now. Tomorrow is May Day, I might be able to play earlier then.

I am well aware of the fact that I need to switch to ballistics this turn so that I can upgrade 2 crossbows to field cannons next turn. I will prioritize those upgrades anyway. I do hope that there is enough gold left to upgrade most of the horsemen too. I wanted to make sure that no beakers get wasted with double overflows, hence the move to finish baking. Isn't there a technology that requires two banks as well? I might get into building two banks soon for more gpt.

By the way, I am planning to delay finishing nationalism, switching over to natural history for some quick 1-2 civic swaps if required. Which turn would you aim to finish that civic, resulting in China getting the Inspiration?
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(April 29th, 2018, 18:57)Singaboy Wrote: Isn't there a technology that requires two banks as well? I might get into building two banks soon for more gpt.

Economics oddly enough smile
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T141:

Well, Civ 6's UI is really total crap. There is no banking in sight, it's in fact another turn away. Well, well, well
My science increased to 115 thanks to the university at Quanzhou and the science project of Hangzhou. I am going to let the Hangzhou continue to run it for more science and the final GS points. Quanzhou is producing a builder in the meantime as I can't produce a bombard (only 1 source of niter as I am no longer Suzerain of Lisbon)

England's scout has run into a corner. I am going to stop him there and then defeat him on the 1st turn of the war unless he self destructs.

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I switch to ballistics of course and look at project pop 15. One of the builders has reached the swamp which would give 120 food. The city will need a total of 320 food to grow from 13 to 15. Obviously The the harvest of rice won't provide 200 food. I will get the builder there to check and then decide what to do. I could theoretically let the city have some natural growth from 13 to 14 even at a reduced growth due to housing penalty. However, it could provide some growth at around 10 per turn. I have to look at this again in two turns when one builder reaches the rice.

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Now for the real issue of the turn. I think we got a problem at Nan Madol. No, it's not that England has sunk another envoy into the city. He is still at 6. It is looking good to take away the suzerain status next turn which would hit England no doubt. But the attack on the city looks doubtful to me. England has put in place a sea blockade and I don't see how Rome could overcome this. Unless you have powerful battleships with range 3, there is no way to attack the city. It might be possible to hit the city with one frigate which has to get next to the city and hope that the frigate, the musket and two cavalry (I assume you are upgrading those two knights) can get rid of the walls. The walls are at 37/50. If you can hit the city with the frigate (can it move beyond England's navy?). Can you upgrade the crossbow to a field cannon too?


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This is going to be interesting. England losing the Suzerain status alone would hit it quite hard, I guess. If I could become the suzerain, I could get 12 additional culture, nothing spectacular. By the way, once taken, it would provide us with two tobacco, something fight the war weariness.

I have suddenly extra salt, is Rome having none of them? If so, please request that amenity next turn. The others obviously refuse to trade.
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Modo: even ignoring the risk of someone else stealing the wonder away from us, I don't think that we would want to hold off on finishing the Terracotta Army. Units use up all of their movement points when they upgrade and also when they promote, which means that having unused promotions in the middle of a battle isn't a good thing. Sure, it might be nice to promote your warrior for 50 HP of healing in the early game 1 vs 1 scenario against a barbarian unit, but we're going to have a massive fleet against fleet engagement taking place in the near future, and any turn spent promoting is a turn not spent attacking. My one advantage right now against Chevalier will be having access to promotions, which I'll need to counter his Great Admirals and potential numerical edge from the Venetian Arsenal. I'm certainly not going to be greedy and delay the wonder in favor of getting more promotions down the road. No, this is the ideal time to finish the wonder: in time to benefit as many units as possible while still having time to move into position and upgrade/promote before warfare begins.

Singaboy: To answer your easier question, I will finish the boost for Natural History in 2 turns (at the start of Turn 143). I could research Natural History on this upcoming turn (Turn 142) and therefore finish the civic and pass the boost over to China on Turn 143, or alternately I could hold the civic one turn away from completion until it's needed. Do you have a preference on when you'd like me to send over the boost?

Now for the harder question: Nan Madol. Chevalier made a nice move by surrounding the sea tiles of the city state with his ships. I did not anticipate that move; he already surrounded all the land tiles of the city state with units, but I didn't expect him to put ships around it in water too. Nicely done. frown Ironically, we are actually hurt here by the fact that Nan Madol doesn't have more water tiles in its borders. We could have China drop enough envoys into Nan Madol to boost Chevalier out of the suzerainship, followed by Rome declaring war and moving a ship onto the water tile northwest of the city. However, I would only be able to attack the city state with my nearby land units and a single ship, which is questionable as to whether it could take the city quickly. One ironclad or frigate plus a musket and a field gun and two knights seems like a pretty dubious attack force. (Remember those are knights and not horses, they can't be upgraded into cavalry.) The worst case scenario would be overextending my units in an attempt to capture Nan Madol, only to leave them exposed to be cleaned up by Chevalier when our war starts. Even capturing Nan Madol is no good if it leaves my units injured and weak for Chevalier to clean up on Turn 146.

For the moment, I'd like to play my turn and see what information I can find out by moving my units before making a decision. If there aren't very many English ships in the area, I'd be more inclined to make the aggressive play and go after Nan Madol. If Chevalier has ships everywhere, however, the only safe move is to pull back into the sheltered Parma/Pisa/Ravenna bay and defend there for two turns while awaiting the arrival of battleships. That will stretch him the furthest distance away from his cities and into an area where the more confined spaces will help counter a potential numerical disadvantage. My hope is that Chevalier will sit back on the strategic defensive and let us come to him, stalling for time for England to chop/harvest out more ships. That would appear to be his best play, but in fact delay is to our advantage because we have an incredibly powerful new ship about to come online on Turn 148. If he knew that, he would be trying to kill as many frigates as possible before they can be upgraded into battleships. I'll be curious to see how he plays this. (At least we do have one big advantage: Rome plays before England in turn order. If we're sitting right next to each other on Turn 146, I'll be able to hit him first.)

Overall then, let's have Rome play the turn today and I'll make a recommendation on whether to invest the Chinese envoys on this turn or continue waiting. We definitely do want to toss in those envoys at some point because it will mess up Chevalier's unit formation. If we aren't attacking Nan Madol early, Turn 145 would be ideal because it would give Chevalier no time to react before Rome is pouncing on his units in whatever weird place they happen to get teleported. We could also explore a situation with China researching Natural History civic and getting two MORE envoys from there, potentially going up to 8 envoys and getting Nan Madol to fight for us. I'm not sure that it's worth investing that many envoys into a city state that we'll definitely be attacking the moment we have control over the seas, however, and Chevalier might be sitting on extra envoys of his own right now. He's entering the part of the civics tree that has a lot of envoys available on it, and it will be a waste to take control of the city state for one turn and then immediately lose it the next turn. But we do want to boot his units out for at least one turn just to mess with setup, so I dunno. What do you think of researching Natural History civic next Singaboy? If you had the 60% cost discount from the boost, you would get the 870 culture cost knocked down to 348 culture. Four turns then, I guess? Probably not in time to be ready to pull shenanigans for Turn 146.

Going to be an interesting turn tonight. I'll make sure to post on what I find before China plays the turn.
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One other consideration with the Nan Madol envoys: each one you invest (not counting quest completions) will expand the borders one tile. If you invest two as planned and I understand border pop logic correctly, one will claim the marsh tile Sulla's musket is standing on, and the other will claim a coast tile. That leaves you a 2/3rds chance of opening up annother spot for a frigate to shoot from, possibly booting one of Chevalier's frigates in the process.

That's probably not a huge difference, and it's too random to rely on, but something to keep in mind when you make the decision.
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I really like the "stretch Englands forces" plan, the bigger picture is the war itself and if Nan Madol cannot be captured safely it's a much better bait a couple of turns later to keep the English ships near the upcoming Roman battleships.
You always learn more about an opponent when you force them to respond to a double threat: either let Nan Madol go or sacrifice some of your forces to delay it's fall.
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Every turn now takes a long time to play. I've noticed that our pace has been slowing down a little bit and it's been wearing on me as well. Hopefully we're getting closer to a conclusion for this game; the next 10 turns might be the deciding factor. Anyway, here's Turn 142:

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I opened the save to find that one of my units had been attacked. Huh? Apparently a barbarian caravel attacked my scout that was heading down to watch the southern waterways. Well, I didn't find any English ships, but I did find one hostile opponent. The surprising thing is that my scout survived at all; shouldn't that have been 50 melee strength against 10 melee strength for a one-hit kill? Embarked units actually don't use their own combat strength in Civ6, instead getting a strength rating based on the current era: 20 for the Classical era, 25 for the Medieval era, and so on. Here in the Industrial era embarked units have 35 strength, and while that's normally a penalty for units in this period, it boosted the strength of my scout significantly. lol Embarked units are helpless though, and the scout did not deal any damage back to the barb caravel. The net result was that I retreated up to the north and maybe with luck the barb caravel won't spot me again next turn.

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Normally I move my units first and then do the city management stuff second. For this turn though, I wanted to chop out the Terracotta Army first so that I could promote my units on their last movement point. Line up the forest chop, click the terrain removal button, and boom! Terracotta Army complete. Finally a wonder project finished as expected.

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The net result is that my units had additional promotions to take. *ALL* of them had additional promotions to take, including the naval ones. jive The mechanic did not work exactly as I expected; I thought that it would award one more promotion "for free" to each unit without affecting the experience bar. Instead, every unit had its XP gauge increased to maximum, as you can see in the corner of that screenshot. While this isn't quite as good since the units will have to earn experience the normal way to their next promotion, it's still pretty freaking awesome. All my non-promoted units went to 15 XP, all my 1-promo units went to 45 XP, and my handful of 2-promo units went to 90 XP. Sadly, I did not have any units at three promotions already to get the coveted fourth promotion at the bottom of the respective promotion trees. That's OK though. We'll have to earn that the hard way.

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Here are the two naval promotion trees, with naval ranged on the left and naval melee on the right. There are actually two more naval promotion trees, one for naval raider (privateers and subs) and one for naval carriers. I don't have any of either class of ship right now, although I'll probably build some privateers for upgrading into subs down the road. Both of these promotion trees have obvious paths to follow on the left hand side. Naval ranged almost always wants Line of Battle to get the edge in fleet vs fleet combat, and then Preparatory Fire is the obvious followup to keep advancing on the promotion tree. Bombardment and Rolling Barage are extremely nice in their own right, but if you can win control of the seas then you'll have an easy time taking down city defenses anyway. Useful for Single Player, not so useful here.

The naval melee tree has two incredible promotions in Embolon and Reinforced Hull. Embolon is amazingly good because it's always active, on offense or on defense. The naval unit pretty much just increases in strength by +7 on a permanent basis. I believe that the Line of Battle promotion in the naval ranged tree only works on the offense, based on screenshots that I saw from the PBEM4 game. Embolon is great though, and Reinforced Hull makes naval melee units almost invincible against ranged attacks. My ironclad would go to 77 strength against ranged attacks, and even an English frigate with a Great Admiral for support would only shoot at 60 strength. (Average damage at -17 strength would be 15 per shot.) Anyway, these promotions are going to be enormously helpful against Chevalier, effectively like getting an even better Great Admiral for my own use.

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While I was upgrading and promoting a ton of units, I also had the chance to reassign some trade routes. This trade route in Savoia was renewed back to Rome even though it only had 7 gold/turn yield because the city needed the extra food and production from Roma's districts. I'm trying to get the city to size 6 where it will cap out at close to 40 base production/turn for a kickass naval base. At least, once it gets done building a museum and an archaeologist. Then there was another trader:

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I sent Sienna's trader on to Lisbon for the 16 gold/turn yield. That drove the city into a slight negative food deficit and I'm OK with that for now. It won't starve for 20 more turns and I can always fire the Scientist specialist for more food if needed. Right now, I need the gold/turn income more than I need positive food growth in this city. The trader will even create a handy road that runs through Lucca along the highlighted path.

Unfortunately the resource harvest did not work as planned at Lucca. frown Instead of growing multiple sizes, the city stopped at size 2 and wasted something like 120 food. I think it's because Lucca didn't have enough food to feed itself at size 3, something like that? Harvesting a resource for food at a low population size city seems to do weird things to the city interface. Well that was a waste of a builder charge, blah. I'll have to remember to avoid doing that in the future.

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Over at Napoli the builder harvest worked properly. I harvested the sheep for about 1.5 population points, adding a Scientist specialist for the time being. Napoli will finish its monument and also pick up a natural wonder tile when borders expand next turn, for a nice little 4 culture/turn bonus. Hopefully that will let it expand out and grab more jungle/forest tiles in the third ring. I'll need more builders to improve those tiles down the road once they are grabbed by the city's borders. I'm really pleased at how nicely this city has developed thus far.

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Northern overview for Turn 142. Notice that a bunch of cities are either not growing or in a food deficit right now. I counted out the beakers required for Steel tech, and there's just enough to make it there in 6 turns if I work some extra specialists. Not counting the 1% of beakers needed to finish Military Science, I have 1055 beakers left for Rifling and Steel techs, which is 5.92 turns at the current beaker rate of 178/turn. And yes, I have a university finishing in 3 turns to give me a little bit of a cushion, my science rate is also likely to drop as war weariness kicks in. Better not to take any chances - I want that tech in hand on Turn 148.

Elsewhere, I finished a trader in Milano this turn and started another one, moving the new trader to Ferrara. It should be worth about 16 gold/turn next turn when I send the trade route to Lisbon and then there are two more traders completing in 2 turns and 4 turns. Roma's Commercial district project will also kick in a little bit of extra gold while it's running. Speaking of which, here's the Great Person screen:

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Rome is in line to get the Great Merchant in about eight more turns. The Commercial district project should be worth about 50 points, and Rome is making a base 8 Merchant points/turn. Figure that I should claim the Great Merchant around Turn 150 unless something weird happens. Hopefully that will be a nice insurance program for battleship upgrades; I'm no longer too worried about being able to afford them, just hoping I still have an intact fleet to upgrade by Turn 148. Over in the Great Scientist category, I'm 19 points behind Woden but making 22 points/turn to his 15 points/turn, and therefore catching up quickly. I will win the race to this Great Scientist unless he uses patronage to claim it. I'd like to have this guy because I don't know if the game will last long enough for me to claim the Modern era Great Scientist behind him. I won't spend gold on patronage here, and Woden is welcome to pay it if he wants. More likely, he'll use faith from his resource harvesting to patronage this guy. If not though, I have some modest faith trickling in from my trade routes. If Woden's not paying attention to this screen - or if he's spending his faith on unit purchases like he should be doing in Theocracy - I have a decent chance to snap up this Great Scientist. Two random boosts for Industrial/Modern era techs could be pretty nice indeed.

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Overview for the south. Not too much changing here aside from that archaeological museum finally completing in Savoia next turn. On that note, I'm going to try and finish Natural History civic next turn, although I don't think I have quite enough culture. I've counted it out and I think I'll be about 25 culture short. I'd like to finish the civic for two reasons: the first and less important is so that I can get started on training an archaeologist in Savoia for the Combustion boost down the road. It's going to take about a dozen turns to build that unit and therefore I need to get an early start. The second and more important reason is so that I can change policies:

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Note that I will have all of my units in the combat zone upgraded next turn. I'll get the last crossbow (just outside my borders this turn) and two more caravels and then that will be it for this current round of upgrades. I'll be free to pop into Conscription again to save some cash, changing back into Professional Army again when it's time for battleship upgrades. I can do that when Nationalism completes, and Singaboy will be passing me the boost for that right around Turn 147-148, just when I want to do more upgrades. It also might be worthwhile to run Logistics instead for +1 movement on units starting within my territory. Not sure if that's worth spending 45 gold/turn in this situation for the extra movement benefit.

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Battlefront map: there's a lot to cover here. I currently have vision on 9 frigates from Chevalier and I suspect there are more than I'm not seeing. My ships are upgrading and then congregating in the circular bay in the Ravenna/Pisa/Parma region. I will have 16 frigates and 5 ironclads here at the time that combat begins on Turn 146. Will that be enough? Hard to say. It surely would be enough if I were able to upgrade those frigates into battleships at the time that combat opened. It's such a shame that we didn't manage to land Darwin; just having Steel tech 4-5 turns earlier would have been enough to upgrade these ships right now and be ready to kick butt when the fireworks started. Instead, I have to fight with frigates against frigates for at least the first two turns and let the chips fall where they may. Such a small thing to make such a big difference.

Singaboy, I don't think that you should invest your envoys into Nan Madol this turn. However, I think it's looking like a nice play to invest them into Nan Madol the *NEXT* turn, on Turn 143, to set up a possible attack by Rome on Turn 144. I can move my battering ram up NE-NE along the road this turn, and then move it next to the city on Turn 144. I'll also have lot of ships in position to close in on the city state and grab any available sea tiles that might open up. This would also kick Chevalier's units out of Nan Madol's borders and leave him in no man's land shortly before the attack begins. And if an attack doesn't look like a good idea, we don't have to do it at all - just booting out Chevalier's units will be helpful unto itself. For that matter, if I finish Natural History and pass you the boost, you'll have two more envoys and you might even be able to steal the suzerainship for a little while. lol

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Another important note for you Singaboy: Woden has formally adopted his state religion. This means that you'll definitely want to run Wars of Religion policy for the +4 strength boost against him. I may choose to adopt it as well, although I don't know if I'll be fighting Woden's units that much. Probably still worth it.

Now this picture also shows the bad news of the combat on the eastern ocean: Lepanto and Midway. These are junk cities that Chevalier founded, with one goal: forest chopping and resource harvesting. He's produced a Royal Navy Dockyard at both of them and now the resources will be sacrified for more units. With Press Gangs and Venetian Arsenal, each stone resource is worth 2 frigates and each forest is worth 1.5 frigates. There are five forests and two stone resoures sitting there at these cities, so that's potentially close to a dozen frigates sitting there in those resources. eek This is Civ6 at its absolute worst, the +100% production policies combining with junk cities founded only to chop and harvest out units. And Venetian Arsenal is as broken as we all know, the single dumbest wonder in the game from a balance perspective. We knew it was critically important and we failed to get it. Honestly, if Rome had built the Venetian Arsenal this game would already be over. I would have 30 frigates and Chevalier would have a dozen and that would be GG. It's really stupid that he can throw down crap cities and get an advantage like this. Not a knock on Chevalier, he's making a sweet play here, but it's a dumb aspect of game design.

Here's the one piece of good news: I have the promotion edge and that's a huge factor indeed. It may be enough to save my entire game here. Frigates with Line of Battle promotion attack at 62 strength against 45 melee defending strength. The +17 strength differential deals an average 60 damage, enough to two-shot enemy frigates. Ironclads with Embolon are even more lopsided, attacking with +22 strength for 70 average damage dealt (and 12 damage taken). I should have the advantage of first strike due to turn order, and if I can manage to get all of my ships into the fight, I could easily sink as many as 7-8 frigates before Chevalier even gets a chance to take his turn. No seriously, the first strike advantage is that huge. Of course, he will have his Great Admirals around to give all of his ships +5 strength, but I think I'll have a good chance to attack and kill his Great Admirals at the start of the fight to remove them. They won't "die" and they'll go back to his closest city... but his closest city is Midway or Jutland, a long way out of the fight. Chevalier doesn't have Steam Power yet (or even Industrialization), which means that his embarked Great Admirals only move 3 tiles per turn. Kill the Great Admiral and it's a 5 turn swim back to the battlefield again.

My plan is therefore to congregate my ships in that bay that we control to the west of Nan Madol. If Chevalier moves up to confront me, then we use the first strike advantage and try to sink 7-10 ships on the first turn of the war. That could be half of his navy right there - hopefully he doesn't have too many more than 20 frigates! If Chevalier moves back to protect his own cities, we stall for two turns and wait for battleship upgrades. I'm going to bluff towards Nan Madol next turn and see how he reacts, whether he keeps coming forward or backs off when he sees all the ships with the upgrades. (By the way, that little scout is SUPER helpful for vision right now, heh.) So we threaten towards Nan Madol, see what Chevalier does, and either attack the city state or not depending on how he reacts. That's the best plan that I can see in this theatre. Complicated stuff. I almost wish I were Germany/Russia right now since they have vision on all the units on both sides. It would be quite a show to watch. We're setting up for a naval battle here that dwarfs the one in PBEM4.

Singaboy, you might want to start upgrading your units now to allow a few turns for moving up to the front lines on Turn 146. You do have to be careful because Woden will get to move before you. I think he's in serious trouble though - his army is a fraction of China, Roma, and England and he doesn't have a lot of money for upgrades. I think he'll have field guns but not much else. Then again, a German trader spotted some Nubia horsemen moving west though his territory, so perhaps there are some Nubian cavalry upgrades incoming as well. My non-naval units are yours to position where you like, let me know if you want something in a particular spot.

Whew. That's enough typing for now. Good luck Singaboy.
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With Luca you might want to wait until next turn to see what happens - the excess may not be wasted but instead go into population next turn. That happened to me with Glenkinchie in PBEM 3 (turns 64 & 65) - I chopped excess food into the city when it was founded. Gained one population immediately and the food box was filled enough on the following turn that on the 3rd turn of existence it grew another population.
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
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Turn 142:

With the latest university and my ongoing research project, science is now at 124, quite nice. I am far off Rome but better off than the second places for the other teams. Ballistics is done and nationalism two turns away from completion.
Shangdu finished another knight and produces a builder now. I have 3 of them lines up, which is enough for another quick public works swap with the planned double civic finish (nationalism and natural history).

Beijing is going to finish the arena for an added amenity point. Next turn, the southern builder is going to connect a new amenity, dyes for even more happiness.

A trade route to Nan Madol has run out and I am rerouting the trader to Balkh for a route to Lisbon and to get more gpt.

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With ballistics, it is time to start upgrading units so we can start the war preparation in earnest. I do have two archers which will cost me 200 gold each to upgrade them to field cannons. I do start with two crossbows this turn though and get the Inspiration for scorched earth.

England still has merely 6 envoys in Nan Madol. I believe Rome should put the battering ram into position south of the city next turn together with a knight. I can then invest two envoys next turn for Rome to attack on T144. Rome should be able to hit the city with knights/muskets and the ironclad as well as maybe a field cannon. That surely has to be enough to knock off the remaining walls and then take the city quickly. Remember also, when we 'free' Nan Madol, England's units get teleported to whichever free tile there might be. Hence, it would be crucial to occupy those tiles we DON'T want England forces to be at.
If Rome can take the city on T145, there might be enough time to retreat units to safety before England's navy can hit on T146.
Sulla, let me know, whether I should invest those envoys next turn.

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How about the attack on Nubia. This is a little tricky. We could go in all guns blazing and simply steamroll Nubia with our superior numbers and technology. It might be better to attack the city north of Ma'at in order to prevent getting into a crossfire of two cities. The ideal approach to Ma'at with the battering ram would be via the arrow as indicated to be able to approach the city in one turn and then attack immediately. With industrial roads, it should be possible to get onto the desert hill 2W of Ma'at and fire at the same turn (since there would be some movement left).
If we manage to eliminate the walls of the northern city, there is nothing stopping us from getting at Ma'at, the heart of this part of Nubia. I would obviously have to avoid the red crossed area for counter fire from the camp, but with sufficient support from 3 field cannons west of the city, it should be possible to take it in maybe two turns. I would have plenty of cavalry support for flanking bonuses and to crush any units that might be in the area.
If we can take Ma'at, we can then quickly move on to Kurgus and the English cities there. I suspect England to have mainly naval forces which would be no match for my land army.
What do you think, Sulla?

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After upgrading some units and depleting part of my treasury, it is time to harvest the stone a Acre. The Holy Site there is almost done. I will mine another grass hill for the city's 6th pop and then move the builder towards Pisa to chop some rain forests there for some stuff. Pisa is a really pathetic city currently.
By the way, I still have to upgrade 3 crossbows and 2 archers at Acre for around 900 gold. That leaves me with 1000 gold for cavalry upgrades. Of course, I am still making some gpt, but I assume that will drop to around 100 gpt (remember there is a trade route still coming for 16 gpt). I might be able to upgrade 6 cavalry before the war, which then let's me have
10 cavalry, 7 field cannons, 2 knights, 1 musket. I hope that is enough to pound Nubia and England.

Of course, another idea would be to bring a builder along and the pillage those tiles that can be simply repaired. There isn't much value in those new holdings anyway for quite some time. Might as well pillage for what it is worth.


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How does the homeland look like?
As written above, production is heavy on builders right now. Kashgar and Pagan are slowly constructing their districts. Next turn, both builders are in place to harvest the rice and marsh at Hangzhou. I am going to wait for the city to grow to pop 13 and maybe some additional turns to ensure the city reaches pop 15 easily. It will still take a few more turns for other civics to be done before I can go for urban planning anyway.

By the way, look at the attention our little friend from England is getting. I sure hope, he is not going to delete the unit.

Before the end of the turn, I decided to purchase an Apostle to move towards Acre to convert to city to Marco Polo. Unfortunately, it will take forever for the unit to get there. The game might be over by the time this happens.

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(April 30th, 2018, 23:24)Singaboy Wrote: Remember also, when we 'free' Nan Madol, England's units get teleported to whichever free tile there might be. Hence, it would be crucial to occupy those tiles we DON'T want England forces to be at.

That's a brilliant display of lateral thinking. Normally when you learn their units will get teleported randomly to unoccupied tiles you think "random" and don't take it into account but occupying tiles to influence the randomness....brilliant.
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