OK, here we go with Turn 118:
There was a message waiting from Chevalier Mal Fet, this particular deal sent back to me. It looks like they got our message on an attack in 18 turns, at least I think that's what this means. They did not accept our offer of an alliance, which was unfortunate but not unexpected. I meant to send Chevalier back a "17 for 17" gold deal but forgot on my turn. I'll have to send him a "16 for 16" offer next turn as a result. I also might see if we can get them to agree to Open Borders, which would let us do some scouting of their territory. Overall, a decent result if not everything that we were hoping to get.
Now for the military portion of the turn. I did indeed lose the caravel as expected, although it appears that it took all three shots (both crossbows and the city walls) to take out the ship. Thank you for your service brave ship, you will not be forgotten. As a result of that caravel's noble sacrifice, I was able to play out the rest of the turn exactly the way that I wanted. Without spoiling too much ahead of time, this ended up playing out quite well for us.
First I moved up the battering ram and used a full strength caravel to attack the city walls. They folded like a poker player with a 7-2 offsuit hand, immediately dropping the rest of the walls and exposing the city center tile. Note that the city's defensive strength fell from 38 points to 30 points. Now Kinchassa couldn't shoot back at any of my units and looks to be a sitting duck next turn.
The two crossbows were next. Once again Japper failed to attack my crossbow as it moved into position between turns, and I took the opportunity to have my 2 promo crossbow line up this shot. I actually ended up with a terrible damage roll here, at +19 combat strength has a damage range of 51-77 and I only rolled 53 damage. Fortunately this was one of those times where a spot of poor dice luck didn't matter, as chunking the Kongo unit down to half health was plenty to get the job done here.
This left my Battlecry musket in perfect position to clean up the damaged crossbow. With a ridiculous +34 combat strength, I had an average damage of 117 points here and probably could have gotten the kill without bothering to soften up the unit first. Better safe than sorry though, and the musket did its job perfectly while taking only 8 damage in the process. The musket victory was exactly what I'd been looking to achieve for the last few turns, providing the boost for Square Rigging tech and an envoy at Geneva. Rome is sitting at 145/150 envoy points and will earn two more envoys next turn, which I'll drop into Geneva for the 6 envoy bonus and the suzerain bonus. That's worth 15% extra beakers while we're at peace... which we're going to be next turn. Now I don't expect to hold the suzerain bonus for very long before someone else snipes it away, but even a couple of turns will be nice to have. Heck, just getting the vision from the city state's borders and units will be nice to have off there in the east.
Next up was the other crossbow. Back Chevalier did not occupy that non-forested grassland hill tile with his units, I was able to move onto it with this knight and attack the Kongo unit. I actually sat here for about 5 minutes thinking about whether to attack with this knight first or the knight next to the musket. The unit that attacked first would stay in the same tile, while the unit that attacked second would move into the tile occupied by the Kongo crossbow. Eventually I decided it was better to attack with this knight first, to keep this tile from being occupied by an English unit. You stay away from Kinchassa, Chevalier! This was one of the "worst" combat odds that I took on this turn at +13 strength difference, and it played out about as expected.
Then the other knight made the obvious followup attack to eliminate the Kongo crossbow. That was all three ranged attacks that Japper could make removed from the battlefield - no more free damage from him between turns. I moved everything else up to follow behind the knights:
And of course there was still this guy, the one Ngao Mbemba that I had essentially ignored. I actually planned on not attacking him at all, however I realized that Japper had an extremely small chance to kill my knight southeast of Kinchassa if he attacked with all three of his Ngao Mbembas. By having a knight who was essentially out of the battle for Kinchassa hit this guy, I could knock out half of his health and lower his combat strength that much further. In addition, it was just way too cool to attack a unit with the maximum possible flanking bonus, +10 strength for having a Roman unit on all six tiles surrounding the Ngao Mbemba. As if the game liked my tactical play here, I ended up with a max damage roll of 52 points. Ha! I'll take it.
I think that Kinchassa will fall to us next turn and eliminate Japper. I have two crossbow attacks to toss in for free damage, and then I can atack with a fresh full health caravel, a fresh knight (by swapping the Great Scientist knight with the one next to the city), and a 92/100 HP musket. That feels like it should be enough damage to take down the city; the musket alone has 55 strength and would do an average 82 damage by itself. If the crossbows can kick in about 20 damage apiece, the three melee attacks should be enough. Japper's best move here is to put his full strength Ngao Mbemba into Kinchassa, which will raise the defensive strength of the city. If he does that, he might be able to live for one more turn. If he keeps the current unit configuration, he's 100% dead next turn.
We have a real race here at to who will live longer, Cornflakes or Japper. Can we actually eliminate Kongo before Woden and Chevalier eliminate Khmer? We'll find out this turn or next turn.
Since one war wasn't enough, I also attacked Seoul and had the indicated result with my caravel. The walls took 39 damage and now stand at 11/50 HP. Singaboy, I think your units should be able to finish off the walls without too much trouble on your turn, and then China can capture the place on Turn 118. I will move the battering ram into the water next turn to clear out more space for your units to attack; couldn't do it this turn obviously. The city state sword is doing something insanely stupid; it's actually EMBARKED in the water just to the south of this screenshot. Seriously you guys, the combat AI is incredibly dumb in this game. It's really a shame that we can't run Single Player stuff because the AI is just too freaking stupid.
Attacking Seoul naturally dropped my science rate pretty significantly, from the 130 beakers/turn you see above down to 114 beakers/turn. Losing 2 beakers in each of my eight Campuses will have that effect. However, I'll hit 6 envoys in Geneva next turn and be right back to the same bonus, while TheArchduke is about to lose the 6 envoys invested in Seoul permanently. Sucks to be him, hehe.
Territorial overview for Turn 118. Those double settlers are getting closer to completion, and Roma/Venezia are still chugging along on their universities for the Printing boost. Most of my other cities are building quadriremes or setting up quadrireme chops. Next turn I chop one out at Genova, which is working on the Commercial district that I'll be overflowing into. Genova will still need about 4 more turns to finish the Commercial district afterwards, and I'm getting a start on it now. Considering how weak the terrain is at Genova from a production standpoint, I'm really proud that I've managed to get a Campus and forthcoming Commercial district finished there. Sinena is 2 turns away from its own chopped Commercial district with quadrireme overflow. Firenze is also chopping a quadrireme, with the overflow probably going into a library. Then I need to finish the Campus district project there; Roma will also be finishing its own district project as soon as the university completes. Probably going to have both of them finish in about 8 turns, which should slingshot me up to the next Great Scientist. Darwin himself would be super useful for the tech boost, plus he'll land the long-awaited boost for The Enlightenment.
I have 4 quadriremes done right now and I'd like to have about 12 of them finished for frigate upgrades before obsoleting them by discovering Square Rigging. They will be useful if we choose to attack Germany and Russia:
Here's how I think we would do it. I think we would have China mostly try to defend along that landbridge in the north while Rome moved its current army acros the southern ocean and landed at Kreutzberg and Bandar Brunei. Since Germany has no canal cities and TheArchduke's navy appears to be in the western ocean, a force of a dozen frigates would be poised to wreck havoc down here. By the way, there are actually several RUSSIAN cities down there in the fog just to the west of the cities we can see. This is how EmperorK has been getting at least some of his faith: he has several tundra settlements where he can take advantage of the +1 faith on tundra tiles. They will be benefitting from Defender of the Faith but they might be poorly guarded. We could certainly use more information down here, which is something that little scout will hopefully provide more information on.
If we make a successful naval landing on the eastern coast of Germany, we could try to get more aggressive still:
The Roman navy could sail into this little bay south of Pagan, then escort a Roman SETTLER onto one of the two circled tiles. Instant canal city through this narrow passageway followed by pushing through the other German city at the northern end, opening up a passage for Rome's navy into the western sea. This would be a bit of a risky move, however, since it would allow Germany passage down into the southern ocean if it were to be captured. We would only look to do this if we decisively crushed the German cities in the south and then wanted to bring our ships up into the western ocean. It's something I'll keep in the back of my mind, however.
I think the perfect scenario would be building something like 12-15 quadriremes and then upgrade them into frigates, followed by claiming Darwin and using him to slingshot forward to Steel tech and battleships. Then we upgrade all the frigates to battleships and blast the living daylights out of anything within 3 tiles of the sea. I'm not sure that TheArchduke could respond to that, especially if he didn't expect to see it coming. We take down Germany first and then look to take down England/Nubia after that. There's one big caveat here: we wait about a dozen turns and then ask for a Declaration of Friendship with Woden, which will push back the possibility for hostilities between our teams another dozen turns. This will mean that England/Nubia can't backstab us halfway through this war with Russia/Germany. If they won't agree to that, then we'll call off the attack against Russia/Germany.
Anyway, it's getting late and we can discuss this more tomorrow. Looking forward to the successful end of the war with Kongo, hopefully next turn.
There was a message waiting from Chevalier Mal Fet, this particular deal sent back to me. It looks like they got our message on an attack in 18 turns, at least I think that's what this means. They did not accept our offer of an alliance, which was unfortunate but not unexpected. I meant to send Chevalier back a "17 for 17" gold deal but forgot on my turn. I'll have to send him a "16 for 16" offer next turn as a result. I also might see if we can get them to agree to Open Borders, which would let us do some scouting of their territory. Overall, a decent result if not everything that we were hoping to get.
Now for the military portion of the turn. I did indeed lose the caravel as expected, although it appears that it took all three shots (both crossbows and the city walls) to take out the ship. Thank you for your service brave ship, you will not be forgotten. As a result of that caravel's noble sacrifice, I was able to play out the rest of the turn exactly the way that I wanted. Without spoiling too much ahead of time, this ended up playing out quite well for us.
First I moved up the battering ram and used a full strength caravel to attack the city walls. They folded like a poker player with a 7-2 offsuit hand, immediately dropping the rest of the walls and exposing the city center tile. Note that the city's defensive strength fell from 38 points to 30 points. Now Kinchassa couldn't shoot back at any of my units and looks to be a sitting duck next turn.
The two crossbows were next. Once again Japper failed to attack my crossbow as it moved into position between turns, and I took the opportunity to have my 2 promo crossbow line up this shot. I actually ended up with a terrible damage roll here, at +19 combat strength has a damage range of 51-77 and I only rolled 53 damage. Fortunately this was one of those times where a spot of poor dice luck didn't matter, as chunking the Kongo unit down to half health was plenty to get the job done here.
This left my Battlecry musket in perfect position to clean up the damaged crossbow. With a ridiculous +34 combat strength, I had an average damage of 117 points here and probably could have gotten the kill without bothering to soften up the unit first. Better safe than sorry though, and the musket did its job perfectly while taking only 8 damage in the process. The musket victory was exactly what I'd been looking to achieve for the last few turns, providing the boost for Square Rigging tech and an envoy at Geneva. Rome is sitting at 145/150 envoy points and will earn two more envoys next turn, which I'll drop into Geneva for the 6 envoy bonus and the suzerain bonus. That's worth 15% extra beakers while we're at peace... which we're going to be next turn. Now I don't expect to hold the suzerain bonus for very long before someone else snipes it away, but even a couple of turns will be nice to have. Heck, just getting the vision from the city state's borders and units will be nice to have off there in the east.
Next up was the other crossbow. Back Chevalier did not occupy that non-forested grassland hill tile with his units, I was able to move onto it with this knight and attack the Kongo unit. I actually sat here for about 5 minutes thinking about whether to attack with this knight first or the knight next to the musket. The unit that attacked first would stay in the same tile, while the unit that attacked second would move into the tile occupied by the Kongo crossbow. Eventually I decided it was better to attack with this knight first, to keep this tile from being occupied by an English unit. You stay away from Kinchassa, Chevalier! This was one of the "worst" combat odds that I took on this turn at +13 strength difference, and it played out about as expected.
Then the other knight made the obvious followup attack to eliminate the Kongo crossbow. That was all three ranged attacks that Japper could make removed from the battlefield - no more free damage from him between turns. I moved everything else up to follow behind the knights:
And of course there was still this guy, the one Ngao Mbemba that I had essentially ignored. I actually planned on not attacking him at all, however I realized that Japper had an extremely small chance to kill my knight southeast of Kinchassa if he attacked with all three of his Ngao Mbembas. By having a knight who was essentially out of the battle for Kinchassa hit this guy, I could knock out half of his health and lower his combat strength that much further. In addition, it was just way too cool to attack a unit with the maximum possible flanking bonus, +10 strength for having a Roman unit on all six tiles surrounding the Ngao Mbemba. As if the game liked my tactical play here, I ended up with a max damage roll of 52 points. Ha! I'll take it.
I think that Kinchassa will fall to us next turn and eliminate Japper. I have two crossbow attacks to toss in for free damage, and then I can atack with a fresh full health caravel, a fresh knight (by swapping the Great Scientist knight with the one next to the city), and a 92/100 HP musket. That feels like it should be enough damage to take down the city; the musket alone has 55 strength and would do an average 82 damage by itself. If the crossbows can kick in about 20 damage apiece, the three melee attacks should be enough. Japper's best move here is to put his full strength Ngao Mbemba into Kinchassa, which will raise the defensive strength of the city. If he does that, he might be able to live for one more turn. If he keeps the current unit configuration, he's 100% dead next turn.
We have a real race here at to who will live longer, Cornflakes or Japper. Can we actually eliminate Kongo before Woden and Chevalier eliminate Khmer? We'll find out this turn or next turn.
Since one war wasn't enough, I also attacked Seoul and had the indicated result with my caravel. The walls took 39 damage and now stand at 11/50 HP. Singaboy, I think your units should be able to finish off the walls without too much trouble on your turn, and then China can capture the place on Turn 118. I will move the battering ram into the water next turn to clear out more space for your units to attack; couldn't do it this turn obviously. The city state sword is doing something insanely stupid; it's actually EMBARKED in the water just to the south of this screenshot. Seriously you guys, the combat AI is incredibly dumb in this game. It's really a shame that we can't run Single Player stuff because the AI is just too freaking stupid.
Attacking Seoul naturally dropped my science rate pretty significantly, from the 130 beakers/turn you see above down to 114 beakers/turn. Losing 2 beakers in each of my eight Campuses will have that effect. However, I'll hit 6 envoys in Geneva next turn and be right back to the same bonus, while TheArchduke is about to lose the 6 envoys invested in Seoul permanently. Sucks to be him, hehe.
Territorial overview for Turn 118. Those double settlers are getting closer to completion, and Roma/Venezia are still chugging along on their universities for the Printing boost. Most of my other cities are building quadriremes or setting up quadrireme chops. Next turn I chop one out at Genova, which is working on the Commercial district that I'll be overflowing into. Genova will still need about 4 more turns to finish the Commercial district afterwards, and I'm getting a start on it now. Considering how weak the terrain is at Genova from a production standpoint, I'm really proud that I've managed to get a Campus and forthcoming Commercial district finished there. Sinena is 2 turns away from its own chopped Commercial district with quadrireme overflow. Firenze is also chopping a quadrireme, with the overflow probably going into a library. Then I need to finish the Campus district project there; Roma will also be finishing its own district project as soon as the university completes. Probably going to have both of them finish in about 8 turns, which should slingshot me up to the next Great Scientist. Darwin himself would be super useful for the tech boost, plus he'll land the long-awaited boost for The Enlightenment.
I have 4 quadriremes done right now and I'd like to have about 12 of them finished for frigate upgrades before obsoleting them by discovering Square Rigging. They will be useful if we choose to attack Germany and Russia:
Here's how I think we would do it. I think we would have China mostly try to defend along that landbridge in the north while Rome moved its current army acros the southern ocean and landed at Kreutzberg and Bandar Brunei. Since Germany has no canal cities and TheArchduke's navy appears to be in the western ocean, a force of a dozen frigates would be poised to wreck havoc down here. By the way, there are actually several RUSSIAN cities down there in the fog just to the west of the cities we can see. This is how EmperorK has been getting at least some of his faith: he has several tundra settlements where he can take advantage of the +1 faith on tundra tiles. They will be benefitting from Defender of the Faith but they might be poorly guarded. We could certainly use more information down here, which is something that little scout will hopefully provide more information on.
If we make a successful naval landing on the eastern coast of Germany, we could try to get more aggressive still:
The Roman navy could sail into this little bay south of Pagan, then escort a Roman SETTLER onto one of the two circled tiles. Instant canal city through this narrow passageway followed by pushing through the other German city at the northern end, opening up a passage for Rome's navy into the western sea. This would be a bit of a risky move, however, since it would allow Germany passage down into the southern ocean if it were to be captured. We would only look to do this if we decisively crushed the German cities in the south and then wanted to bring our ships up into the western ocean. It's something I'll keep in the back of my mind, however.
I think the perfect scenario would be building something like 12-15 quadriremes and then upgrade them into frigates, followed by claiming Darwin and using him to slingshot forward to Steel tech and battleships. Then we upgrade all the frigates to battleships and blast the living daylights out of anything within 3 tiles of the sea. I'm not sure that TheArchduke could respond to that, especially if he didn't expect to see it coming. We take down Germany first and then look to take down England/Nubia after that. There's one big caveat here: we wait about a dozen turns and then ask for a Declaration of Friendship with Woden, which will push back the possibility for hostilities between our teams another dozen turns. This will mean that England/Nubia can't backstab us halfway through this war with Russia/Germany. If they won't agree to that, then we'll call off the attack against Russia/Germany.
Anyway, it's getting late and we can discuss this more tomorrow. Looking forward to the successful end of the war with Kongo, hopefully next turn.