Turn 61
Shoulda done this report BEFORE my errands, since a lot of what I wanted to talk about ahs been driven clear out of my head by now. Anyway, I will explain the current situation. No, there is too much, I will sum up.
We successfully reach the Classical Era without crossing our threshold for triggering a "normal" age. Now, the only penalty, near as I can find, for triggering a Dark Age is that our cities have decreased loyalty pressure, and we don't get the sweet Golden Age dedication boni (remember how Archduke's culture skyrocketed with pen, brush, and voice in PBEM8?). So, mission accomplished and we can finally clear that annoying barb camp, which I believe is responsible for the Quad which is causing complications for my conquest of Grenada.
We get a cool 3 era points for that and we're already well on our way to the next age:
What a goofy mechanic. I don't this worked out really well.
Anyway, we can choose a dedication, and here I realize that I misunderstood quite how Dark Ages worked. See, I thought that you got to make TWO dedications, essentially - a normal one, and then you slotted something like Monasticism or Isolationism or something with the second, which gave you a reward and a penalty. But, I only get normal dedications:
I opt for Exodus of the Evangelist. With my religion coming in during this era, we'll hopefully be able to trigger this one for every city in the empire using my stock of saved faith from Earth Goddess. I add a shrine to the mental build queue at Escobar, and need to think about Holy Sites at Zobrist and Cain. Anyway, we should easily net +12 alone just from the 4 cities on our island, which well get us damn near a Golden Age by itself. Add in incidental points (consult my tables at the start of the thread) and a Heroic Age is easily within reach.
So much for the good news. The bad news is that the damage to our ships is going to make Grenada a tough nut to crack:
I cleaned out the quad, but even a victory at Grenada is costly, taking off what looks like a quarter of the galley's health for only 1/8 of Grenada's. We're losing 4 combat strength from our damage, unfortunately. If we had 3 fresh galleys, this would be relatively straightforward. Can I do it with 1 fresh and 2 damaged ships? Hmmm...
My fresh galley will pit 25 strength against 18. That will be ~39 damage, reducing Grenada to 161 health. Do cities lose combat strength as they get damaged? Not sure. Let's assume not. Next galley swings at 21 vs 18, for ~34 damage, twice. Grenada is reduced to 93 health, heals back to 113 after a turn. I get in 3 more rounds at ~33 damage apiece, MAYBE, if I'm lucky - and we come up JUST short.
Damn. A 4th galley will seal the deal, and I have another coming out soon. Should I wait, pull back and heal? I think so. Rushing things with the odds not in my favor couldcost me a galley and end any chacne to take the city easily. We can wait another 10 turns or so without serious ill effects. I'll even make peace, if I can. Ugh. What a mess, but let's not throw good money after bad.
I also discover that I can change governments - because Dark Age policies, are, in fact,
policies and not dedications. I can give up a government slot to run Monasticism. That's fine, it gives me some flexibility. For now, I swap out Urban Planning for Colonization. I really, really need a better government - but I'm going to have to hard research it. Poor scouting or poor luck? Probably a bit of both. I took a perfect path to meet both city-states near the Archduke - except that he already conquered BOTH near him by the time my galley - which was the first ship in the water in the whole map - got there. :/ I was stuck in a dead end with nothing to show for it, and the only other nearby island is empty. Again, contrast Archduke finding a city state close enough over the water that he could already assault and capture it. Maybe I should have sent my brute squad galleys out in other directions to find city-states, but that in turn meant giving up on Grenada -and I couldn't knwo that that they'd be so thin on the ground, could I? It's a huge setback for me, one I'm a little bit resentful of. Ah, well. I did say I liked a challenge.
Okay, so let's talk long-term strategy. My cities are finishing up builds soon, so it's a great time to make a settler push - but there are some issues with that.
First, what am I hoping to achieve?
Right now, my biggest area of lag behind my rivals is total population and cities. That, in turn, is producing lag in science and culture. I trail by 3 points in culture and 7 points of science at the moment. I considered trying to build a massive army and unleashing it at Archduke, banking on him having a stronger navy and not a strong army to stop Mamluks. That's still on the table, but it's premature to plan for. I need quite a bit more science and culture to get there, and it's no damn good to get there 20 turns after the Archduke's already built muskets. So fix my empire first, and try to catch up that way.
My cities are sort of well-developed now, capable of buidling settlers in less than 10 turns with Colonization slotted in. So, with Grenada, by turn 80 I could be up to 7 cities, with a plan to throw up holy sites/harbors/campuses whereever I can. Every religious city I have gets me +10% science, and I plan to have a LOT of campuses. Plus, Jesuit Education is available (Japper took Choral Music/DOTF), so that's another cheap way to boost science. I'm thinking JE/Church Property. With any luck, I'll be close to Archduke's total cities, and tied or pulling ahead in science with that in place.
The main problem is maximizing Efficiency. I started the Plaza at Zobrist:
Cheap to build, but the Ancestral Hall is not. It costs 150, which is 15 turns for Zobrist (which is growing next turn). 22 turns total, looking at the time to build the plaza, too, and that's without even building a single damned settler. Now, Magnus obviously is the road to speed that up, but he's committed at Escobar for a while, and I don't want to move him until the campus and 1 settler are done.
Towards that end, I went ahead and chopped 1 settler with Magnus and colonization in place. That drops the finish time to 1 turn after pop growth, which is fine - then I can chop the last forest for a campus.
But every settler I build before finishing the Ancestral Hall is a wasted builder, basically. I also need builders - at least one - to chop with Magnus. So, when do I move Magnus to Zobrist? And when do I get those settlers finished - do I delay settling long enough for the Hall to finish? I think I should - the benefits from a free builder up front will snowball. I can build earlier monuments, for example, and get the cities improved tiles to work right away. We'll finish one from Escobar, then start another with +100% in a little while. We'll move Magnus in 5 turns after chopping, and in 10 turns be ready to chop at Zobrist - so we need to grab a builder there, and save up to buy a forest to chop.
Zobrist cannot boost its chop. It sucks, but only settlers or ships can be boosted, and Zobrist has no harbor. It'd be
efficient to build a settler and chop that at Zobrist, but I'm not sure it'd be
faster. I guess I could look at the numbers, though. Anyway, I need 3, maybe 4 things out of Zobrist:
1)The Plaza itself (7 turns)
2)The Hall (15 turns)
3)A builder (8 turns)
4?)A settler (11 turns!)
That's rough. My timeline for settlers is looking unachievable. Hmmmm...
Well, I'll figure it out. My brain hurts for now.
Grotsnot, here's the land south of Cain.
A short sea voyage away, there's a decent site. However, it takes absolute naval superiority to maintain. Any land advance in either direction towards Archduke's core to the west will be slaughtered by ships on that narrow neck of land. That goes both ways - he would need a navy to capture the city, not an army. But it's provocative, and would almost certainly lead to me facing 7 Provinces down the raod. I'd like to avoid that. If it's still available as a site once I have shipbuilding and a decent parity with Archduke, then it's definitely worth thinking about. Right now, though, I need to set my own house in order.
Scores: