Ok Spacetyrant, because you asked so nicely, here is a massive screenshot dump from last turn, which I just reopened and grabbed. It is rather hard to get work out the best way to do it, but here goes. I am being helped by the slower turn pace here now and in pitbosses. I still feel bad that I haven't found time to read GJs PB22 thread! I don't know if you Americans are aware but we are in the middle of an election campagin, and I am a rather big fan of politics, helping out the local party a fair bit too. But back to the game...
So yes, biggest news is Bob is dead. His island city that he stole off flakes very early on was a massive pain. I couldn't get any galleys out there until I had taken cities on that watermass (I completely forgot until it would have been slower that TVXQ channeled the waterways) so by the time I got there it was a fortification nightmare, with walls and a castle, pro longbows and sitting on iron so a few pikes too... I have had a few phracts and trebs on there a while slowly bombing the defences down, but last turn I landed enough units to take - 6 phracts and 4 trebs, enough phracts for 1 for each defender and 4 trebs to do enough collateral. Sure enough, my first attack was at 90% odds and then all 99%ers.
This is a major bonus to me as I was experiencing rather bad war weary, and also culture penalties in all of bobs old cities. The cap at size 12 was getting 6 unhappy from it. It has been rather crippling during the GA where I was really wanting to grow. Although I can't blame the unhappy too much on the war - I have got rather extreme whipping unhappy. South park is at 86 turns, and all my old core cities save the cap are running at around 60 turns of whipping unhappy also. THe other bonus is those 2 island cities for 3 island cities total for lovely ICTRs.
So empire wide shots - Bob's old cities.
So there are 2 island cities. His cap which is a great commerce site. Bulgagi, Lotte, Kimchi and Story seller and good commerce sites. TVXQ, Psy, Linda park, and Lee young will be hammer sites. Unsure what to do with AKOM.
I captured a lot of these at rather high population and so was able to whip out courthouses in a lot of them right off the bat. Before building it in Bob's old cap it was costing about 20gpt... Crazy maitainence costs here. Worth it though, there are a lot of mature towns that I have captured here. Enough actually that if I get to free speech it may be worth a civic swap out of buero if it didn't cause anarchy. Bob's old cities are fairly nice as It gives me a good single border city in TVXQ which I can fortify, although it can be hit by 2 movers from the fog in his empire. He doesn't have any cities on the water which makes a lot of those cities feel safer too from possible amphibious landings (after my major cock up v Jowy I will not repeat that mistake)
The northern cities are a little open to cornflakes, and despite the small garrison that I left up there he could probably overrun there, land in some of bobs older cities... However now I have muskets too the jans are a lot less scary. Once I put a few in each of the border cities I will be happier. I guess he knows that he cannot compete with my production currently. Maybe he is trying an outside culture shot? Although he has a long way to go for that. With our OB each turn I am running the phract up to spot a possible stack although there is nothing. He is unnerving me improving the land around my city, but maybe it is a return for all the help I am giving him...
I imagine flakes is rather reliant on that still after all the drafting he did.
Here are the Jowy/HAK cities, they are actually less productive because of the long war that was fought over them.
With planned Pikri, 399 opts and Returning I have made commerce cities. His cap I have made a hybrid city, and Fall in and crashing hammer cities. Fullout war I have made into a GP farm. It's not the best site, but 3 lakes and a corn isnt bad. Maybe returning would be better, but nevermind. My new beverley hills will be hammer.
We have decent cultural borders here, but Retep has the choke city here. Defending this area might be awkward if he breaks through with 2 movers. The cities aren't as mature and he could run rings around me.
And now the core.
So Arlen is now a HE city.
It has been held at a fairly small size due to whipping unhappy and the war weary, although I am now getting farms for it to grow out a little more. I almost made Bob's Linda park my HE city, but I felt that was a little more exposed, and this I could get running much sooner. I have a town on the banana in the shared BFC of Arlen and New New York. I am unsure whether to plantation this or not. I have not currently as I have had other things to do with the workers although shortly I will need to make a decision. My gut says to plantation and give to Arlen to work, but that can be done in a bit. Workshops aren't too productive atm as I don't feel safe out of slavery.
Bikini Bottom now has the moai
I definitely should have built this before the forge... Whoops. It would have been up much sooner too if it wasn't for the Jowy capture too. I probably would have gone for this rather than getting many units from here, building with whip overflow.
South Park
Is actually struggling for decent squares to use now. Another part of the reason why I want to go FS>beuro. There won't be a penalty for the cap not using the town. Not too much of an issue atm as it is suffering from happy limits quite badly (86 turns) but it has done its job. It is a hybrid mess atm.
New New York
This one again is starting to be less useful as a long term city. Another helper/sharing city that is becoming a little more irrelevent. It will pop anther GP before Fullout. I am relying on the RNG that I will have different types to push my GA! It again is a bit of a hybrid mess, though I will commerce it out shortly.
Then less interesting cities are Dimmsdale, Pallet and Quohog as commerce sites. Burbank and the new passadena as hammer sites.
The cap
It isn't too special atm really. Whipping for war nessecities and the war weary have kept it small. I would imagine both Reteps and Cornflakes caps are better. Indeed I have no NW here, no academy or anything. Argueably Bob's cap was probably nicer before I took it. It is probably worth a OU if that is needed although Retep is lacking edu too, we are both pushing heavy military here.
So that is domestics. Now military. I do have the most soliders, although also the most borders. Because of this I will go for railroad over assembly line. I feel the extra mobility gained will be more useful to me. I will get RP this turn and should manage Rifling before the end of the GA. Retep still hasn't got it but did get MT I think as he cannot research it now, so it looks like he wants to hit with cav. I am confident I should be able to hold with rifles, even if he does a mass upgrade of his knights. I will be able to counter quite effectively too with my older phracts. I think he has missed his best attack window personally straight after the peace deal with flakes. I could see flakes countering him rather than trying to 2v1 me if Retep goes, but I can't be certain of that.
I am rocking a lot of defensive pikes and phracts still, and now without war weary I can reorganise the military for defence better.
TVXQ
Planned /pikri
Death dot
Dimmsdale
Crashing
Burbank
Currently the only cities that can be hit without me seeing the stacks are Burbank and TVXQ. A few turns ago this was also the case for Crashing and Dimmsdale. I am not 100% sure why he cannot hit me from fog now... I think it maybe from him chopping forests in that area... Either way I will reorganise the defenses in that area now to reflect that, and jig things up a little.
I went heavy on the pikes the last few turns as I was expecting his knights to come for me. I feel like I should probably stop that now though. Indeed a wealth push for a turn or 2 maybe a good idea to try and hit rifles a turn earlier.
There is also that square 2N1W of planned pikri that I am concerned about. If he takes it Planned pikri becomes vulernable. He has had more culture that me on it for a few turns now but it has not changed to him, I'm not 100% sure why it hasn't. That will make my defence here a lot harder though. I also have amphibious landings to think about too.
Tech wise I am doing ok I feel.
As I work it out I am mono, music, philo, nationalism, mil trad behind, which all in all isn't too bad. Probably 8 turns of tech, and I feel that I am catching up now.
Then finally, demos.
I know I am full tech and in a GA but still, with that food lead and now the happy to grow I think he needs to move fast here. I feel that the odds have tipped to about a 60-40 chance of a win here for myself, depending on how any war goes. I do note he has the SoZ, although I will counter this with going into PS at the end of my next GA. (this will happen with a GP from NNY and then from Fullout War, in about 10 turns) I will go rep in 4 turns, and then have about 100 extra sci from the merc specialists alone. I also like that there is no trade in our world now :P These demos btw are just a grab from the save and so I hadn't moved the tiles worked like I did before I sent the save on too.
Hope you enjoy reading STX! And anyone else