t177
Donovan
So, we have peace in our time.
I could add a note here that this is a deal I wouldn’t have taken if it wasn’t for REMs Cossack force moving through English land.
Now, I’m not sure exactly what prompted Donovans declaration in the first place, but I’ve seen some strange declarations from Donovan in the past so it might be that from his point of view we are OK.
Since Donovan is prickly (read pro redcoats and cavs) and I’ve got bigger worries/targets, in theory I could also forgive his declaration and mind my own business going forward.
However, look at our borders:
<sorry, screenshot didn't take, will update later>
He’s cutting my empire in half! At some point Zinaar (&Dalassar) simply have to go if I am to be able to defend myself going forwards. Sooner rather than later (though I really am not sure when I’ll be able to do so).
REM
This is REMs main harassing stack. 11 cossacks and 2 horse archers (with some follow up troops out of view).
It might not look immensely big, but don’t be fooled, this is a real pain in the a**.
Why?
Well, first off there’s the +50% against mounted. I might have equal amounts of same-cost-cavs that are (possibly) better promoted (thanks to longer spans in vassalage + more recent fighting experience), but still get losing odds.
Secondly he’s essentially forking lots of cities meaning I need lots of stacks to have any chance of defending.
- 2 stacks up north by Toivala/Svartholm (the reason why I wanted to raze/capture Mogor),
- 1 stack by Mondatta (and accepting that Sevastopol might be razed unless my own stack is huge),
- 1 stack by Tiwanaku/Macchu Picchu (and still accept that he first gets a raze),
- 1 stack by Ollantaytambo,
- and possibly even 1 stack by Vitkossa in the east.
So that’s what, 6*11=66 “equal” units? + preferably 13+1 weaker units in the right spot to make sure cities aren’t razed/scratch his units enough for me to get odds.
That’s impossible.
So what to do?
- Use rifles instead of cavs. It certainly gives me better odds, but the lack of mobility hurts a lot in my strung out empire. Making the units will also take a while (especially when not in nationhood).
- Relying on luck and prioritising important cities. Will be doing this to some extent, but don’t want to go too far here. Especially not when I believe he’s got city visibility/scouts in DZ territory.
- Research railroad and put down a rail network for increased mobility. Thinking about this currently. Would be a huge help, but would also take a long while (i.e.not applicable for this stack). Railroad is also EXPENSIVE (and I wouldn’t get ktb from REM).
- Get open borders with DZ to be able to hit REMs stack in English lands. Sent an offer just now that I hope, but doubt, that DZ will accept. This is doubly important in places where REM actually could raze a city of mine and then fall back with his wounded stack in DZ territory where I can’t counter attack.
- Go on the offensive instead. I’m actually making some semi-aggressive moves near REM to try and keep him from attacking. Don’t think many of them could lead to much as he’s covering most coastal cities fairly well, but I gotta try something…
Dtay
A few turns back dtay offered me corn for corn. Didn't accept, but sent it back, so probably we're going to try and stay friendly with each other. Sure, we could attack each other if the other's about to win, but for now at least he needs me to keep an eye on REM. This turn dtay completed the Sistine chapel. Good move by him (actually have thought of grabbing it myself for denial, but wars and settling races have come in the way...). His traits aren't the best for a cultural victory, but his territory is compact enough that he at least might stand a chance, and if REM and I end up fighting his position might still strengthen.
Tech
With science on 100% I could’ve finished corporation next turn. After some debate I, however, decided that I’d rather promote a couple of extra 3-promo knights -> cavalry this turn and have the ability to promote some more next turn than the lovely trade routes.
After that I have some interesting choices to make:
Democracy -> Steam Power -> Railroad.
I feel like I can’t let REM grab all good things here and SoL certainly would be powerful in his hands (or dtays for that matter). If I grab democracy I probably want Steam next for the +50%prod in my Ironworks city. I, however, don’t believe I can beat REM to Pentagon if going this route so Assembly line is slightly weaker. Factories + coal plants would be great, but at over 230 base hammers they don’t come free and then most cities that can use them still would need some health buildings… (note-to-self: the environmentalism sported by REM might actually be a pretty good choice, do I need to research economics asap and drop vassalage in favour of this at the end of my GA?).
Railroads are mostly for the mobility, but they do give increased production as well and machine guns are an excellent counter for redcoats or infantry
Steam Power-> Assembly line.
“Half-priced” factories.
Making up some of the gnp gap between REM and me by utilising ktb.
Infantry (that aren’t
that much better against Cossacks, but stops rifles/redcoats dead in their tracks).
Challenge REM for Pentagon (though I doubt I can beat him).
Scientific Method -> Physics
Free GS (for beakers or GA).
Airships (very useful for scouting (to make up for ep-discrepancy between REM and me, but also scratching top defenders to get winning odds much quicker).
Revealing strategic resources. I
should be large enough that I have my own oil and coal, but for instance there’s a strange looking island in REM waters that might well hold one of very few aluminium deposits…
Scientific Method -> Communism->Steam Power -> Assembly line
Initially I thought I’d just forget about Communism. There’s no Great Spy. State property has generally been a great economic tech, but is outshone by mercantilism + representation in this version. My core has towns, but borderlands and islands lack them completely (so US isn’t in
that much demand, “freeing up” rep).
However, image this scenario: I research communism (possibly switch to SP here to start gaining food). I build Kremlin. I research AL. I build/whip factories and coal plants.
Then I start to whip for real…
…and whip
…and whip
…and whip until Nero seemed like a nice fella and I’m either the most backwards nation in the world or has incorporated Russia into my empire (or both).
Probably shouldn’t tease lurkers too much as it’s unlikely to happen (I believe I’d get the production, but doubt the logistics will make it possible until REM has too many machine guns). At least it was an interesting idea in my head…
Military Science.
See, I've got two great generals hanging. A high risk, probably no reward play would be to send 2-3 EI's filled with amphi cavalry towards a suitable REM coastal city (probably
Tiwanaku Edit: Yakutsk), hope that I can take it and unload two gg-commando cavalry in an effort to go raze Moscow. I don't believe he's got more than one older unit in the city normally, but of course he could produce something the same turn... Besides, ships-of-the-line to counter his frigates.
In general I should add that I believe my medium-term goal has to be to get artillery + combustion as soon as possible. If I lose the race to destroyers I have to assume that I’m as good as dead. Preferably I’ll also get some unit capable of razing cities off boats at the same time (marines??), but defence of my territorial waters has to be priority number one. In other words, I like techs like steam power, railroad, scientific method and physics, but assembly line, democracy and communism all require an "unnecessary" beaker cost.