T112 report
Shanghai fell, costing me 3 muskets for his 4 defenders. In addition, Nanjing grew to size 2, allowing me to capture it instead of raze. I've been working under the assumption that dtay wouldn't allow that. I think this is a pretty good indication that he's checking out of this game now.
Behold my prize; Atlantis!
I've got to rename these Chinese cities, I'm leaving Azza's and dtay's naming schemes in places in cities where they have christened them though. Mulling over the possibility of a National Park here too.
I hunted down and killed a Galleon fleeing Atlantis, in addition, there was another fleeing Haven which appears to have disappeared after I cornered it. I think he deleted it. Btw, Haven was his stone city, so hopefully that will delay The Kremlin a bit. From what I can tell dtay's fleet now consists of 1 Galleon, 1 galley and 1 trireme and he's just completed Chemistry. In comparison I have 10 Frigates and ~7 Galleons. He's also quite outnumbered in ports.
On the inner sea, the defenses in Liann Jiun were not improved last turn, so I got my city raze in the end. I don't imagine I'll push any harder at Osiris, just keep the Galleon hanging about to force him to keep it defended.
On the other hand, Albion's new garrison was more than adequate to force a retreat of my Knights.
I don't really see much more gains to be made in this war, though I wouldn't mind taking some of his island cities, that might not be realistic. I think I'll stay at war for another few turns, to keep the pressure on him to whip outdated units during his GA. During that period, I'll still do my best to hurt him. 3 Galleons full of 9 Rifles, 2 turns after Rifling comes in and a further 2 Galleons from Atlantis with the veteran muskets to try make something happen on his islands. On the mainland I doubt I can make any gains and I'll be happy maintaining the status quo. When he's about 2t of GA left I'll probably offer peace. If he has checked out I'd prefer a peaceful relaxing finish than always war. I'm also back up to 2 war weariness unhappy again, so there are material benefits to peace.
Here's the current state of my island harassment:
On tech, if possible I'll turn research off for 3 turns until Oxford comes in. If dtay goes for Mil Science though, I'll probably have to go straight there myself. Otherwise I imagine Steam Power would be my next tech target, for Levees and 50% worker production. I haven't really evaluated my economic options after Rifling properly yet. Biology looks tempting, with my heavy emphasis on farms, but it is pretty expensive too.
I had all that written before playing T113, where dtay had built 3 Frigates, researched Mil Science, and offered me a 10t peace treaty. I think he had 5 golden age turns left at that stage and I still had ~300k power advantage. After much consideration I accepted. I'm a bit unsure about the decision, on the one hand, I doubt I can make any further gains and it saves me researching Mil Science(could have got it in 2t). On the other, maybe I should be continuing to leverage my current military advantage and my drafting ability, it should cost him more resources than me to match that. I went with peace in the end though. I'm thinking of throwing my GA 5t from now and use the last 5t of peace treaty safety to benefit from Bureau/Caste. Not finalised though, because all my cities are still growing quickly.
I've also been thinking should I or dtay be using this peace to take land from one of the other 2. I think the answer for me is no, dtay would surely jump in once the 10t are up and that encourages player no.3 to do the same. Additionally, Dhalphir is the only player during this game I consider a friend, so I don't really want to attack him when the advantages are debatable. BaII is just a terrible target. He has 1 island city that would be really easy for me to pick up and then it's a naval invasion with no land border. Even if the war goes well, the other 2 will pile on from either side and get a similar amount of land that fits better with their defenses. On the other hand, dtay might see this as an opportunity to take over BaII while I can't interfere and catch up. I'm not too worried though, his forces aren't particularly offense-orientated right now and the difference in their power isn't great. On land, it's Knights+cats vs Knights, CKU, Grens not a super advantage. Dtay only has 1 galleon in the water at the moment so it would take him a while to use his advantage there. So, I'm pretty confident BaII could hold out the 10 turns necessary for me to get back involved.
Shanghai fell, costing me 3 muskets for his 4 defenders. In addition, Nanjing grew to size 2, allowing me to capture it instead of raze. I've been working under the assumption that dtay wouldn't allow that. I think this is a pretty good indication that he's checking out of this game now.
Behold my prize; Atlantis!
I've got to rename these Chinese cities, I'm leaving Azza's and dtay's naming schemes in places in cities where they have christened them though. Mulling over the possibility of a National Park here too.
I hunted down and killed a Galleon fleeing Atlantis, in addition, there was another fleeing Haven which appears to have disappeared after I cornered it. I think he deleted it. Btw, Haven was his stone city, so hopefully that will delay The Kremlin a bit. From what I can tell dtay's fleet now consists of 1 Galleon, 1 galley and 1 trireme and he's just completed Chemistry. In comparison I have 10 Frigates and ~7 Galleons. He's also quite outnumbered in ports.
On the inner sea, the defenses in Liann Jiun were not improved last turn, so I got my city raze in the end. I don't imagine I'll push any harder at Osiris, just keep the Galleon hanging about to force him to keep it defended.
On the other hand, Albion's new garrison was more than adequate to force a retreat of my Knights.
I don't really see much more gains to be made in this war, though I wouldn't mind taking some of his island cities, that might not be realistic. I think I'll stay at war for another few turns, to keep the pressure on him to whip outdated units during his GA. During that period, I'll still do my best to hurt him. 3 Galleons full of 9 Rifles, 2 turns after Rifling comes in and a further 2 Galleons from Atlantis with the veteran muskets to try make something happen on his islands. On the mainland I doubt I can make any gains and I'll be happy maintaining the status quo. When he's about 2t of GA left I'll probably offer peace. If he has checked out I'd prefer a peaceful relaxing finish than always war. I'm also back up to 2 war weariness unhappy again, so there are material benefits to peace.
Here's the current state of my island harassment:
On tech, if possible I'll turn research off for 3 turns until Oxford comes in. If dtay goes for Mil Science though, I'll probably have to go straight there myself. Otherwise I imagine Steam Power would be my next tech target, for Levees and 50% worker production. I haven't really evaluated my economic options after Rifling properly yet. Biology looks tempting, with my heavy emphasis on farms, but it is pretty expensive too.
I had all that written before playing T113, where dtay had built 3 Frigates, researched Mil Science, and offered me a 10t peace treaty. I think he had 5 golden age turns left at that stage and I still had ~300k power advantage. After much consideration I accepted. I'm a bit unsure about the decision, on the one hand, I doubt I can make any further gains and it saves me researching Mil Science(could have got it in 2t). On the other, maybe I should be continuing to leverage my current military advantage and my drafting ability, it should cost him more resources than me to match that. I went with peace in the end though. I'm thinking of throwing my GA 5t from now and use the last 5t of peace treaty safety to benefit from Bureau/Caste. Not finalised though, because all my cities are still growing quickly.
I've also been thinking should I or dtay be using this peace to take land from one of the other 2. I think the answer for me is no, dtay would surely jump in once the 10t are up and that encourages player no.3 to do the same. Additionally, Dhalphir is the only player during this game I consider a friend, so I don't really want to attack him when the advantages are debatable. BaII is just a terrible target. He has 1 island city that would be really easy for me to pick up and then it's a naval invasion with no land border. Even if the war goes well, the other 2 will pile on from either side and get a similar amount of land that fits better with their defenses. On the other hand, dtay might see this as an opportunity to take over BaII while I can't interfere and catch up. I'm not too worried though, his forces aren't particularly offense-orientated right now and the difference in their power isn't great. On land, it's Knights+cats vs Knights, CKU, Grens not a super advantage. Dtay only has 1 galleon in the water at the moment so it would take him a while to use his advantage there. So, I'm pretty confident BaII could hold out the 10 turns necessary for me to get back involved.