As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
[SPOILERS] Chevalier Mal Fet and Marcopolothefraud lead a Soviet Down Under

Kaiser posts in the organizing thread.

Not ten minutes later, Archduke passes him the save. 

Too late. He's gone to bed for the night. By the time he wakes up, *I* will have gone to bed for the night.

No turn today. Intensely frustrating. Because when I play tomorrow, it'll probably take sub a while - and that means no turn on Saturday. EVERY weekend.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

Turn 129

After the skirmishes of the last couple of turns, this one is quiet. The preparatory raids are nearing completion and we're beginning to enter our offensive phase of the war against Indochina. 

Only a few notifications at the start of the turn - two units attacked, no losses:




It looks like China has declined battle, pulling back into his cities, and Indonesia failed - barely - to kill a galley over at Good Time. 

Since that's probably the most important phase of the turn, I start there. Everything's straightforward enough: I put the kampung, fishing boats, and harbor to the torch, and pull everyone out. Three ships are still in range of the city's jong fire, and the injured galley in the city could finish off another galley (albeit probably at the cost of its own life). 




So, I'll lose between 1-3 more galleys on this raid, but we looted enough gold to upgrade that many caravels, and set sub back besides, plus costing him at least one galley, maybe 2. So on the whole, I judge this operation (which I never bothered to give a name) a success. We'll withdraw - all our galleys are pretty battered now and the nearest repair yard is Ilmatic - and hover near the frigates until it comes time to conquer this city. 

On the other front, it looks as if Roland upgraded 3-4 more units, but I think at most only 2 more frigates (I suspect only 1), putting him at 3-4 frigates total:




The frigates are sitting safe in Chinese cities, for now, where I'm content to leave them. If they're there, they can't interfere with the Shikishima operation. 

The scouting galleys reveal fully 3 Chinese city centers during the course of the operation, although no good pillage targets:




These Chinese shipyards are a medium-term strategic threat, although I don't know how productive they are. Kamara, off the coast, is home to Petra AND the Colosseum, and the city is reachable with frigate fire. While torching it won't nullify the Chinese ship threat any, it WILL severely wound Roland's culture and gold generation pretty severely, so it's on the target list. I'll need my army of prayer from Sakhalin, probably, but it's a doable op. 

On the whole, I'm satisfied with the intelligence gathered and the damage inflicted, so I begin to withdraw from the Indochinese coast:




My frigates and caravels are in supporting distance in case Roland goes for my withdrawing galleys, but by next turn assuming the Chinese stay put we'll have broken contact entirely. Instead, we're going to reposition to the far side of what I'm choosing to dub Guardian Island* and prepare for the assault on Shikishima in 5 turns. Five turns is a little long, but I worry staying here too much longer will provoke a stronger Indochinese response - I want them worried about more raids on their shores or even minor assaults on exposed cities, not on the city-state. 

Why turn 134 for D-Day? Because that's how long it'll take to concentrate 5 frigates for the attack:




I have 3 frigates either complete or completing over the next 2 turns, and it'll take them until 133 to sail to the corner of Novaya Zemyla. With the two already in position slashing down from the north, and 3 more attacking from the west (I might detach the lone one to come up through the southern straits, although that exposes me to fire from Vladimir so probably not), I expect I shall be able to reduce the 100hp ancient walls in only a single turn, thus sparing me one turn of jong fire. I'll also have 2 caravels immediately present, with more coming up and of course all the galleys a guy could want. There should be no way to prevent the city's fall on turn 135. 

Now, in 6 turns, on turn 135, I'll also be finishing a civic:




We'll use guilds to flip back into Professional Army. Income is exactly 1 caravel per turn, with some extra in hand, so we'll be guaranteed to ahve enough money to upgrade 6 galleys, so I'll pile as many as I can into the  city limits (after the frigates are done) and begin upgrades. Thus, by turn 137 I should have 6 frigates and 8 caravels ready to fling at Call Me Al, Ryan Kent, and Steve Davis. In that time Sub and Roland will be able to upgrade a somewhat lesser amount of galleys and quads, plus building out a jong or two from the capital, so it'll be close to an even fight without counting my galleys, movement advantage, Great Admiral, military alliance, or printing advantage. 

In other words, it will not be an even fight. 

After Guilds, we'll of course grab diplomatic service, which will enable a spy to be built ASAP and it'll unlock an even better diplomatic card: Wisselbanken. That will be +2 food and +2 production to all my trade routes to either Woden or Marco. I'll want to send one trade route to marco as rapidly as I can, because getting to alliance level 2 will enable +15% production towards military units (level 2 of economic alliances just give more favor per suzerainty, not happening as long as Indochina has their two unkillable city-states in their pockets). Woden's trade routes will be +16 gpt, 2 food, 2 production, and 1 science! Too bad Russia is leading in all research or we'd activate Peter's ability, too. Oh, well, that's a First World Problem. wink

Elsewhere - Ilmatic is liberated:




I don't expect you got doubled production, did you, Marco? 

The city is devastated in pop, as tens of thousands of refugees fled the Indonesian occupation, the government plaza was destroyed, and there might have been a spot of looting (I'd've pillaged the campus, too, Marco - a one-time boost of 100 beakers would more than pay for itself as long as you repaired the campus in less than 25 turns or so).  mischief But with a builder on hand the lumber mill pillage was more than worth the gold boost, and I only regret that I couldn't get to the mine, too. 

Second Fleet sails north and my veteran frigates will begin bombarding African Skies on turn 130:




Ancient Walls, though they'll still hit like a truck, and I don't know if sub has crossbows ready, too, so I expect to lose at least one frigate crippled in the attack, possibly sunk. It should only take two turns to reduce the 100 hp walls, though, and a crossbow in the city won't accomplish much. If all goes well, I could land and take the city on turn 133, but I expect I will more likely capture on 134 - 135 (assuming he doesn't manage to kill the injured chariot as it lands - that's what the knight is for if he does, though). 

If all goes well, sub's attention will be drawn to Steve Davis/Borna Borasic, to Good Times, to African Skies, and the real blow at Shikishima/Monomakh will find him less prepared. Those two cities, once in hand, will enable the mass upgrade for the big push on the capital and serve as faith recruitment bases for the conquest of Sakhalin. A knight every 2 turns at present faith rates will be very, very difficult for him to deal with - unless he's got pikes. In which case, a man at arms every 2 turns instead. smile 

Abroad, no massive drops in milscore yet, so the skirmishing and maneuvering continues, but Woden did pillage a quarry (I find it at the former Mohenjo-Daro) and my exploring warrior finds this tidbit:




Now, where could he be going with that? He might be planning a berserker raid on Thesa, which would be more than welcome. Kaiser is trying the Chinese strategy of running no military at all and letting his partner do all the work. Good luck with that. 

Overview of Fuji Bay:




An annoying barb hanging around delays the settlement of Imperator Nikolai until he either wanders off or my man-at-arms gets there. Note that the Great Lighthouse coincides with the fall of Shikishima and the beginning of a mass galley upgrade. smile 

Russia proper:




Swap off printing next turn, the boost is due in 3 turns. With the caravel upgrade and my frigate count high enough I feel comfortable to order necessary infrastructure upgrades with city's next builds - lighthouses are SO valuable now that I have the Woden alliance, and I want those two Industrial Zones done as soon as practical. Each city gets one building before another round of ships. 

Svalbard:




The barb sword pursues my warrior, and I am forced to upgrade him to a Man at Arms without the card in place. It was that or lose the warrior and see my holy site get pillaged, burning faith to recruit a new unit to drive him off. Irritating. 

There's also a possibility that sub's jong will swing by as my traders are passing through to Woden, that will be a nuisance. I won't have the caravel out of Nakhimov ready to intercept him, sadly, so I might need to spend some faith to replace the traders. I hate to line his pocketbook like that, so hopefully he misses them. 





*

I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

Quote:Kaiser is trying the Chinese strategy of running no military at all and letting his partner do all the work. Good luck with that.

you didn't have to be so cruel lol lol lol


What does your spoiler mean?
Reply

It's why Guardian Island is called Guardian Island! Because I think, with hte patch of fog in the middle serving as the 'eye', it looks like one of the guardians from Breath of the Wild.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

Is it worth offering a research alliance to Kaiser? It locks us into peace for 30 turns, which would be bad if Archduke runs over ljubljana or something...I guess I don't need the trade outlets, Woden is supplying all my needs at the moment.

Perhaps not.

When will you have Mercenaries and Caravels ready to assault Brussels? I think by turn 140 I can have the city flatlined.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

This is like the thiiird day in a row ljubljana taking an agonizing amount of time with his turn is going to cost us a day - I got up early and played my turn so it could race around again at the normal time, and Sub and Woden likewise follow suit...only for the turn to stall for 3 hours as the Europeans go to bed around nowish. This stinks. Just one weekend, I'd like to get in a turn Friday, Saturday, and Sunday. Just once!
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

I know I'm being whiny, but I really want to get through as much as I can before Korea, and every week there's someone who just drags their feet. :/ We missed Kaiser by TEN MINUTES yesterday and as a result we lost a whole day. BOTH times we might have made it if ljub hadn't taken centuries. I should be patient, I know, which is why I vent here instead of jostling the organizing thread, but...c'mon.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply


I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

Turn 130




The Emergency officially ends in an Underdog victory. The healing is cute but not all that consequential (although perhaps once I invade Sakhalin?), I hope we keep the +2 military strength, though. When I get printing in 2 turns, my main fleet will be fighting at 5 (alliance) +5 (admiral) +3 (visibility) +2 (emergency) = +15! strength. The promoted caravels I hope to field will fight at +22!, which means inflicting 57 - 86 damage and taking about 5-10 in return against Indochina's fresh ships. 

Anyway, sub did sink the full health galley retreating, but declined to offer his surviving galley in trade for my 2 hp one, so he limps home to fight another day. I reconsolidate the healthyish galleys into Galley Squadron 2 and dispatch squadron 4, reduced to 3 ships (2 sunk, one exploring), home to refit and repair:




Those 3 will emerge as Caravels once they reach Ilmatic Bay and begin to heal up. 

One final part of the opening operations is the start of the attack on African Skies:




An archer inside, good. The city itself will kick like a mule on the counterfire, crippling one of these two frigates, but even 3 archers emerging out of the fog shouldn't sink one. Then I'll rotate a fresh galley in and the walls will be down. However, I don't trust my wounded heavy chariot alone, so I'll wait until t136, when the knight is up, and both units will land together and capture the city on turn 137 - projected to be the same turn that Monomakh is liberated. Then both cities will train knights, trebuchets (I want 2 - for the eureka on Siege Tactics and to reduce Proof, which is out of frigate range), and crossbows to clear the island of any defenders and seize it for Russia, a task which will hopefully be done ~t150. 

Overview of the Sakhalin front:




China declined battle on his coast, so I begin concentrating my forces for the attack on Shikishima in 4 turns:




Magellan is up with the main fleet now and 3 more frigates and a caravel will be joining, to give 5 frigates, 2 caravels, and 6 galleys for the attack. The caravels will take charge of hitting the city itself after the frigates prepare the way, the galleys will cover the rear in case the enemy fleet makes an appearance. 

You'll note only 6 galleys, not 12. The other 6 are being dispatched on an expedition:




Since we know Roland likes to operate his ships alone, and since we know he's currently hunkering in his cities, and since his attention is now on his eastern coast, and since there's little enough to pillage there, I've decided on another raid, this time exploring China's west coast and seeing what we can find. This galley squadron can handle one or two frigates by itself, and since China doesn't have Cartography it can also run like hell if needed. If all goes as planned, I'll further divide China's attention, and then drop back to Phoenician or Norwegian territory to upgrade as gold is available. Then the caravels will rejoin the fleet and maintain a blockade near Borasic against fresh Chinese interventions while the main fleet captures Sandbox Bay and tries to knock Sub out of the war. 

Final setup around Guardian Isle:




Overview of Fuji Bay:




Man, that barb scout is annoying. Man at Arms due to arrive in 5 turns. 

Mainland Russia:




Printing is due in 2 turns. Notice also 2 cities taking the opportunity to quickly get out lighthouses - the +40 gpt will be amazing - then back to ships. Aleksandr is out of useful things to build, so I'm working on a temple to improve faith income for the GMC - I'd like to crack 300 fpt if I can! Other options were a builder (always useful) or a siege tower (for the island campaign - I don't think I can faith purchase siege equipment). 

Svalbard:




Note the annoying barb about to pillage my amber mine. One downside of living on the tundra like Russians do - way more barb problems than civilized folk. After I heal up my man at arms, I'll have to push south and clear the camp, wherever it is.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

A few notes on the war that I forgot:

- Archduke and ljubljana have finally engaged in earnest, each losing 150 points of military score since last turn. That translates out to 3 modern ships or 5 ancient ones apiece.
- Woden is doing the smart thing and pillaging like hell. He gained a metric TON of gold last round, and his military score is steady, so he's fighting a raiding war, not trying to take the English head-on as Phoenician auxiliaries. Good on him.

Given the stalemate (thus far) tactically, I think this war is going to end in a raider victory. The English fleet will eventually be ground down, and once it goes, the game is over for Archduke and Kaiser - they'll never train as magnificent a force again, and will be outbuilt solidly by the burgeoning raiders.

This is, of course, great news for us, since in 10 turns the era will end and their science will collapse to worst in the world. They can't outbuild me and they can't outtech me. SO, I need to knock out Indonesia and, increasingly, China (who has raised his tech rate to 4th, behind Phoenicia and England), via campaign of conquering their islands and burning out their coastal cities. Then we just need to land one more good knockout punch on whoever comes out on top overseas and the day is ours.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply



Forum Jump: