So as I said, I'm on my own in this war now. Still nothing that cannot be dealt with. I have a well defensible spot to sit on.
This turn... I took canaries. More losses than I would have liked, but I have been fortunate in previous turns with combat odds, so I am overdue some unlucky rolls. I lost pretty much every 50%, and could have perhaps had better odds if I waited a turn or 2, but this would have slowed me getting the units back.
So I lost 5(!) inf to kill 3 inf 3 rifles and an airship. Roughly an equal hammer trade, although he did loose obsolete units in it. Only 1 inf that didn't enter combat.... Scary stuff.
I do now have a galleon in position to reenforce silkmoths with another 3 infantry in my turn next turn, which are lightly damaged. The plan is pretty much to stack Silkmoths so Drey4E takes peace. Actually I forgot to move my cavalry into the city, which I will go back in to do shortly. I'm happy with my gains, 3 cities which are all good cities, and actually reduces my exposure to future attacks really due to him not having a coastal city on that water body now.
I'm weary of him countering. Now he has peace with Scooter, he can rejig himself to try and attack back. This ideally would be done pre Silkmoths coming out of revolt. I say this because he has kept an inf stack on the forest hill in range of silkmoths, and there are large numbers of cavalry moving this way. My saving Grace is that he does not have an easy way to bomb down my units in Silkmoths. Only cats is in range for airship bombs, and so unless he builds a couple of forts on his land it will just be 4 airship strikes that he gets. I on the other hand, have yaks and the scooter island city in range of his staging tile on the forest hill, and can use Scooter cities to stack airships as they have no OBs. However should they suddenly open 1 cav could move quickly to take out all my airships. Needing to keep cautious here. Currently all out of range should they open pre next turn.
I am not burning the roads yet as he has enough workers that he could stack them on that forest hill and be able to attack anyway when he has more units in range. Currently I would need 3 cav to do this, of which 1 would remain outside the city. I don't want to burn them unless I have to. I now have a medic in the city tile also, so should start to heal the units up much quicker. He has 3 turns to make a move before I come out of revolt!
As I reached a decent end point in the war, I offered white peace. If he declines and doesn't reoffer I know he will be coming for me and can react accordingly. If he does, brilliant. I am city and tech leader! I also offered white peace to DZ, and nothing has been happening on that front in a long time. I doubt he will take it though, he will probably want out ASAP.
I get 2 new settlers EoT. One for a filler city between Edward and Percy, settled in 2 turns. It creates a canal there, and gets either 2 or 3 unique tiles, plus the free SoL spec. The second was for the cities above Silkmoths, although these are on hold now until a resolution in the Drey4E conflict.
Tech wise 3 turns to railroad, at which point I will be left with 200 gold. I don't think scooter has enough gold to reach railroad, but now out of war if he turns on wealth builds then he possibly could quite easily. This is the reason I want to end the conflicts. Wealth builds, and grocers for the health boost to get ready from the malus of hooking up oil. Burn hammers into tech until I have the mix of combustion/industrialism/flight, then try and take more land from one of the smaller Pind/BGN guys, probably pind. His coast is wide open to me and he has a minimal military currently. He has just got assembly line too, so hopefully will spend most of the next few turns getting factories rather than units.
Any requests for images when I go back in?
This turn... I took canaries. More losses than I would have liked, but I have been fortunate in previous turns with combat odds, so I am overdue some unlucky rolls. I lost pretty much every 50%, and could have perhaps had better odds if I waited a turn or 2, but this would have slowed me getting the units back.
So I lost 5(!) inf to kill 3 inf 3 rifles and an airship. Roughly an equal hammer trade, although he did loose obsolete units in it. Only 1 inf that didn't enter combat.... Scary stuff.
I do now have a galleon in position to reenforce silkmoths with another 3 infantry in my turn next turn, which are lightly damaged. The plan is pretty much to stack Silkmoths so Drey4E takes peace. Actually I forgot to move my cavalry into the city, which I will go back in to do shortly. I'm happy with my gains, 3 cities which are all good cities, and actually reduces my exposure to future attacks really due to him not having a coastal city on that water body now.
I'm weary of him countering. Now he has peace with Scooter, he can rejig himself to try and attack back. This ideally would be done pre Silkmoths coming out of revolt. I say this because he has kept an inf stack on the forest hill in range of silkmoths, and there are large numbers of cavalry moving this way. My saving Grace is that he does not have an easy way to bomb down my units in Silkmoths. Only cats is in range for airship bombs, and so unless he builds a couple of forts on his land it will just be 4 airship strikes that he gets. I on the other hand, have yaks and the scooter island city in range of his staging tile on the forest hill, and can use Scooter cities to stack airships as they have no OBs. However should they suddenly open 1 cav could move quickly to take out all my airships. Needing to keep cautious here. Currently all out of range should they open pre next turn.
I am not burning the roads yet as he has enough workers that he could stack them on that forest hill and be able to attack anyway when he has more units in range. Currently I would need 3 cav to do this, of which 1 would remain outside the city. I don't want to burn them unless I have to. I now have a medic in the city tile also, so should start to heal the units up much quicker. He has 3 turns to make a move before I come out of revolt!
As I reached a decent end point in the war, I offered white peace. If he declines and doesn't reoffer I know he will be coming for me and can react accordingly. If he does, brilliant. I am city and tech leader! I also offered white peace to DZ, and nothing has been happening on that front in a long time. I doubt he will take it though, he will probably want out ASAP.
I get 2 new settlers EoT. One for a filler city between Edward and Percy, settled in 2 turns. It creates a canal there, and gets either 2 or 3 unique tiles, plus the free SoL spec. The second was for the cities above Silkmoths, although these are on hold now until a resolution in the Drey4E conflict.
Tech wise 3 turns to railroad, at which point I will be left with 200 gold. I don't think scooter has enough gold to reach railroad, but now out of war if he turns on wealth builds then he possibly could quite easily. This is the reason I want to end the conflicts. Wealth builds, and grocers for the health boost to get ready from the malus of hooking up oil. Burn hammers into tech until I have the mix of combustion/industrialism/flight, then try and take more land from one of the smaller Pind/BGN guys, probably pind. His coast is wide open to me and he has a minimal military currently. He has just got assembly line too, so hopefully will spend most of the next few turns getting factories rather than units.
Any requests for images when I go back in?