Turn 200 (1400 AD)
While the main stacks are advancing on Roy and Elan, there were some minor actions this turn. Is anyone interested in some shots of the three astronomy-archipelagos?
Assault on Bloodfeast
C2 Amphib Cavalry vs C1 Mace, 88.1%:
The city comes with 80g and a granary, but AT deleted the worker that was clearing jungle.
Charge at Haley
Vodka gives us 73% odds to take Haley with our 5 cuirassiers, which I find are acceptable odds when the city has been whipped to complete another grenadier.
C1 Shock Cuirassier vs Grenadier, 3.7% + 14.4%: loss, grenadier at 55 hp
C1 Shock Cuirassier vs CG1 Musket, 11.5% + 13.3%: loss, musket at 52 hp
C2 Formation Cuirassier vs Grenadier (6.6), 72.4% + 4.1%: loss, grenadier at 19 hp
C1 Shock Cuirassier vs CG1 Musket (4.7), 87.6% + 1.9%: Win!
F1 Sentry Cuirassier vs Grenadier (2.3), >99.9%: Win!
The city comes with 66g, granary, lighthouse, harbor, forge
and market. It will be culturally crushed untill we free Roy, but with that infrastructure it's worth keeping. With most of AT's navy on the bottom of the sea and Roy under siege, the city should be safe to keep.
State of the Empire
In the 50 turns since the last major update we've had three golden ages, spammed hinduism and monk buildings everywhere with the monk wonder trio, amassed an army of cuirassiers (and later cavalry) which is still running amok in AT's lands. We've arguable gone from the back to the front of the pack, and while we aren't the clear tech leader we are leading in some areas.
It looks like we have the strongest economy
and production right now. While the monk wonders is an important factor in this, we're also getting a lot of value out of mercantilism and representation, and after getting a late start on cottages we focused on various mills (more on this later).
We achieved all of the he strategic goals set at T150, and updated goals are:
- Secure our borders
- Finish conquering AT's core
- Build the Statue of Liberty for more free supercharged specialists
- Set up Fondor to produce commando cavalry / navigation-II galleons
- Reach AssemblyLine for infantry and cheap factories
Opponents
6th: Ruff (eliminated)
Ruff was the first opponent to be eliminated. I think he hit economic problems with his expansion, from which he never managed to recover. He also had some early border conflicts that later escalated into a full blown takeover from Jowy.
5th: AutomatedTeller (10 cities)
AT Expanded well, but ended up with an unstable border against us after the first war. He's been unable to leverage his extra FIN-commerce into relevant technologies, and was noticeably behind before the war started. After whipping hard during 15 turns of existensial war, his economy hasn't exactly improved. Superdeath and MrCairo both have joined in and taken cities on the other side, so his days seems to be numbered.
Relations: Hostile
4th: MrCairo (28 cities)
Serdoa took Ethiopia to an early lead, but was starting to stagnate around the time he handed the reins over to MrCairo. I'm not sure why he stalled out, but it might have been over-expansion in this case as well, or a lack of focus in the expansion plans. It certainly didn't help to build a large mounted army that never managed to make any gains.
Relations: Cordial
3rd: Jowy (28 cities)
Just a few turns ago I'd rank Jowy as the marginal leader of the game, but then Superdeath decided the game wasn't chaotic enough and attacked, and has so far taken several astronomy-islands and burned a core city. Technology-wise he's ahead on the steel/MilSci branch but behind on the Rifling.
Relations: Cordial
2nd: Superdeath (26 cities)
Superdeath has continued to tech away and build infrastructure, but also had enough navy to challenge Jowy's rule of the sea. I don't think he has the forces for a take-over, but he will be able to harass the coastal holdings and probably take most if not all of the astronomy-islands.
Relations: Friendly
1st: Us
We're currently leading in just about every demographics, and I think we have pretty decent relations with our neighbors.
Selected Planets Overview
I'm not going to post details on every city, as most of them are now fully developed and have the same level of improvements. Just about every city has granary, forge, lighthouse, library, barracks and hindu temple and monastery, while a few also has baray.
Coruscant
Our capital has finally found it's true calling as a great person farm, and has been building older wonders too boost this.
Kessel
After taking some plains watermills from it's neighbors, this is back as one of the top production cities in the Empire, and is currently building Statue of Liberty.
Fondor
Fondor has turned into the shipyard it was always meant to be, with heroic epic and three settled generals. We're planning on sneaking out west point here soon, for 18 xp horses and 11 xp ships.
Kuat
Kuat ended up as the Forbidden Palace city and also helped out on some monk-wonders, but has mainly been delegated to units for the western theatre.
Mon Calamari
Another early production city, which has been leading the buildup for the eastern theatre. (We caught it on a bad day, it will look much better once that colosseum completes)
Kashyyyk
Started out as a fishing village but has turned into a productive unit factory. Lost it's seafood to AT's pirates, which will be hooked back up next turn.
Sullust
Once crushed by AT's culture, the city is now growing like a germ and is drafting rifles every 3 turns or so, thanks to the globe theatre.
Eriadu
Tiny fishing village whose main contribution has been drafted rifles. Lost it's seafood to AT's pirates, which will be hooked back up next turn.
Cloud City
Tiny filler city to work some unclaimed tiles between cities, but has been two-turning catapults for most of the war.
Haven
Ruff's former city of Salmagundi is growing up into quite a decent city.
Map Musings
In short, I think this is one of the best pitboss maps I've seen, and it fit my expectations of the game perfectly. It gave everyone enough room to be able to expand and build, while still having close enough neighbors that you have to worry about them. Here's a list of which details I think made the map so enjoyable:
- The main contact points against neighbors were long, slender landbridges with jungle, making for stable early borders
- Having a large backline against the centre-spine to expand into, making early wars less profitable
- Meeting along the spine opened up more contacts, but there are still relatively few east-west passages
- Everyone had easy early access to copper, the main defensive resource, while ivory was early and secure
- Iron and horses, the offensive resources, were only available later on, limiting early rushes
I do have some very minor niggles:
- If the lake-whale had been inner-ring it would have made the choice to move or settle in place harder, especially if it was only inner-ring for settle-in-place. As it is, moving was the one right choice.
- Given how food-sparse the map is, that seafood we're forced to orphan on the eastern coast is just taunting. I get that everybody had the same choice here so it's not a balance issue, just something that feels bad.
- It probably would have been good to add gems to the astronomy-islands.
Civics / Serfdom
We first swapped into serfdom at the end of our first golden age, as we needed slavery to complete the TajMahal to trigger the second. We temporarily swapped out of in on the last turn of the second golden age to be able to whip out monk buildings, secure in the knowledge that we would soon have a third golden age in which to swap back into serfdom. We have stayed in it since, and don't plan on ever leaving. The main cost of running serfdom is the lack of whipping, but I feel we've covered this by running nationalism and drafting rifles preemptively.
The main draw for me is the boost to wind and watermills, of which we have quite a few. The map is quite low on food making windmills enticing, even more so when ReplaceableParts was just around the corner. The commerce bonus on farms alone isn't worth running serfdom for, but it does add up and is most valueable in a golden age. We've mainly been using the food surplus from farms to work other mills (both water and wind) on plain tiles. Other uses for the excess food has been growing, drafting and some extra specialists here and there.
As for lumbermills, we'd probably run more of them if we'd have more grassland forests in our lands.