Jumped in to get some pics and see the damage... I genuinely thought he would declare on me this turn. I still think he has advantage if he does so in the next 5-10 turns, as he will be able to instantly stop my colonisation with his east indiamen and I have nowhere near enough units to be thinking about anything aggressive to him on the mainland. Indeed my main concern now is I get too careless and leave a good opening. I am wondering WHAT I need to do to get him to declare. Atm I feel if I put 5 privateers on his moai city and blockaded it he would just shrug!
So Voldoga settled this turn was the city I thought he really might take offense to. About a 50/50 of burning it should he have declared last turn, but he has ploughed on through to try and claim more sites instead. I don't actually have wine and it is a moderately good site. I could have dotmapped this better with no time pressure, but I feel it is more important to claim the city sites than make them perfect. I have 2 knights and a pike I can dump anywhere next turn to relieve the pressure on the low amount of defensive units that are around there, and I will transport another load of units next turn too.
I should hopefully be able to snag the whole of the southern coast of this island as I have turn position on him. I have this Galleon here with 2 settlers and a knight in. If he has not landed a settler last turn from that east indiaman just in my LOS he has no way of stopping me planting the likely plains hill 4NW of the galleon in 2 turns. I would then also want to plant on the banana to the east of this. I don't know whether to take the Ice island or not. Unfortuately there is no way of knowing whether I can attempt both cities before moving the galleon. The Iceball city will be moderately productive forever at size 1, but will be great for intel.
He has really gone for all these islands... impressive settling plan. I think in about 20-30 turns my IMP ability will make me able to have taken more of these especially above germany, where the barbs have gone wild almost. They might even perminantly village that banana!
I'm dropping my city raider rifle there to try and take these cities. Might as well use hiim! A lot of barb activity is slowing settling these sites though.
Down south DZ is making things more leary. He settled last turn and does not have astro so it has to be somewhere on this island. Looking at the culture I beleive it is 3N of ollytambo. I think this is risky to say the least. I guess it gives him safety of controlling the sheep between them, but it doesn't really claim much of its own. I think he is treading dicily here. But again, with redcoats I doubt he could pressure taotao easily into combat.
Yuri threw a GA but he is basically dead. 2 armies and I doubt he would have withstanded borsche alone. He seems to have very little to fight with. He could be gone before Fenn as Fenn has a tough nut last hold to crack.
As you might see from the tech bar, I am doing music purely on overflow this turn, so next turn I will be able to put 2 turns of tech into anything. MIGHT go for steel first, however most likely now it will be
Music>MT>steel>constitution>corporation>steam power>democracy>assembly line>railroad.
I think this is the best path, but am open to changing it. I want to put the fear of cossacks into people ASAP and allow the HE city (due 2 turns, embarrassingly late) to start making lots of them as well as other stabled cities. Steel is important for the drydocks especially, less so the cannons for me currently. Constitution is just a bridging tech given I am running rep anyway, as corporation will be somewhere in the region of 200+ commerce per turn! Steam power I want early as I have been quite meticulous in trying to settle on rivers proactively and I want that decision to really reap benefits. The cap will gain 8hpt with a levee, my best hammer city Novogorood will gain 14 currently with a levee. It will be big. Democracy is just for the SoL, to be built in Novogorod when first able for a lot more specialists. Assembly line for cheap factories and more prod and then railroad more for the prod than the movement.
At any time I see one of the other powers going for Sci method and the freebies I can switch to claim these, my tech rate is good enough to allow for this overlap. However baring in mind Sci method needs PP and communism liberalism REALLY the only candidate for this any time soon is taotao as DZ lacks astro/chemistry, and all the other continent seem to have ignored the middle of the tech tree for the bottom and the hammers!) Mainly need to keep an eye on the scores on the doors. With the above plan, not convinced on the railroad/assembly line/democracy order. I am starting to find my workers a bit bored and giving them railroad as early as possible could be a good idea, with all the prod bonuses it comes with. Also it might be more viable to build a factory and levee in Novogorod before starting the SoL to make the production more efficient. I am also wondering whether I should just get steel next turn with taotao for the giggles and start on drydocks now. That is limiting the ships I am building a bit.
The thing to be careful of here is that each step down the tech tree is much much more expensive than in a usual game. Beelining now is much less efficient for example. The other thing to note compared to a usual game is the change to destroyers and transports. Usually they are active at combustion, however they now require that and artillery (combustion to activate oil to the network) this with the tech scaling will increase the time wooden navies rule the seas by a large amount, and this I need to factor in to my shipbuilding plans. It also makes the dutch comparitively a better civ again
This turn does mark a turning point IMO. I think now I am the most likely person to win this game, given I now have a decent tech lead, my solider deficit is reducing rapidly and my demos are very nice. I would put it about 35% me, 30% taotao 12.5% dtay 12.5% gavagi 5% DZ 5% others.
Metagaming here - cannot decide what the HE city should build infra wise. It already has quite a few buildings, but
1)should it build a stable? It has a barracks and colloseum so cossacks will be at 4xp. I think yes but not 100% convinced
2)should it build a levee? again I think yes, as it will gain 12 hammers/turn
3)should it build a factory? again I say yes as org makes the factory half price and only 125 hammers for the 25% bonus but not 100% sure again.
Also the next question is that these techs are flying fast here - should I be holding off infra and focusing on getting an army and hitting one of the more backwards civs? No idea. They are both rather big now where the WW taking them especially borsche with no easy access to boating him could be more than it is worth. At least I have access to PS should it all go tits up.