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

Wheee! The turns are fun, when I can get 'em. 

Turn 135

For once, a rare turn where (almost) everything goes exactly as planned. 




Guilds comes in, enabling a policy swap out of Naval Infrastructure and into Professional Army - costing me 80 gold total for the 4 turns it will be in but saving many times that in upgrade costs, a worthy trade. 

Most pleasantly, despite 3 Indonesian attacks available, Sub opted to throw them all at my hardest target, the Caravel, and so failed to sink a single ship:




Thus far, Sub has failed to destroy a single modern Russian ship, although that will likely change soon. It also highlights something of my tactics that I think is worth mentioning: my constant efforts to hamper Sub's intelligence on my total numbers, movements, and intentions. Since we're Russia, we'll use the Russian term of maskirovka. Essentially, I am always trying to keep my enemies in the dark about my fleet, to make it more difficult for them to plan against. So, where I am weak, I try to appear strong, where I am strong, I attempt to appear weak. I flash ships in and out of vision in areas where I have a small presence or where I have no intention of attacking - like Sandbox Bay or near Good Time. I try to keep my main forces out of view as much as possible, as when positioning myself near Shikishima. In general, I want his ships all in the wrong places to stop my actual intentions. So, as far as I know, most Chinese modern ships are huddled uselessly in his own cities, while the Indonesian army is concentrating near African Skies - all while the true blow falls at Shikishima. Because I kept everything I could out of view, I wonder if sub didn't think that he could save the city if he could only take out the Caravel as the 'lone' melee attacker, never mind my extra caravels and galleys in the fog. The result is I lose NO ships taking Shikishima:






It takes 4 attacks, but the city is brought low, leaving me only 2 to spare for Vladimir Monomakh. The walls and the garrison make that tough nut indeed to crack, and I only do about 30 damage. Even with more ships firing, it will take a few turns to chew through the walls, but I have the city nearby to aid in healing and I have frigates to spare. The real challenge will be in holding Shikishima's loyalty long enough. Naturally, I bought Victor for just this purpose a few turns ago and he takes his place:




He should help keep most of the island in line, provided I conquer quickly enough. I move the knight and chariot into place up at Skies, and that city should fall on turn 137 after we land and move in. I also upgrade 4 galleys in the empty spaces around Shikishima. The other ships I keep out of Indonesian sight. Final setup around Sakhalin:




In theater are 5 caravels, 7 frigates, and 2 galleys, soon to be 7 caravels and 7 frigates, to go up against ~ 10 combined Indochinese frigates and caravels. I will move faster and hit harder than them, so as long as I'm not stupid about how I fight, I should be able to defeat the fleet and start work on the major cities. 

These five cities are the main targets:




It is my belief that the loss of these 5 (only temporarily, for Indonesia), coupled with the loss of their overseas holdings, should mostly neuter Team Sandbox as a major power. They will only have a handful of shipbuilding cities and the major sources of research and funding will be destroyed. I don't want to get involved in a lengthy ground campaign when there's other teams to prepare for, so I want to beat the fleet and take these cities out from the sea as much as possible. 

In the other major news of the turn, we show China that they no longer have a monopoly on wonders of the world:




There's mud in your eye. The Great Lighthouse cost the equivalent of a frigate in production, but gets all my ships +1 movement for the rest of the game - a 20 - 25% increase for most, giving me better tactical flexibility and getting my ships from the shipyards to the frontline faster. I think that will be worth a single frigate, down the line, and the added gold is a bonus. Oslyabya immediately starts on a Caravel. 

In the north, at Good Time, we open up the second front of our offensive as Second Fleet moves in:




The walls stand, but will fall next turn. Sub can either sink a galley or cripple a frigate, but not both. Next turn should be able to reduce the walls even if it takes galleys to do it, 2 turns before the Australian fleet arrives. Then I'll shift most of the fleet west to link up with First Fleet, with what upgrades I can muster (I see a few pillageable harbors). I only have 12 galleys remaining to upgrade and 4 will be upgraded via natural gold generation before we lose Professional Army in 4 turns, so I need about 4 harbor + lighthouse pillages to finish the entire fleet. Anyway, we'll leave one frigate to keep a lid on the city until the Australians can arrive to liberate Brussels. 

Speaking of:




Akkad is liberated by the Raiders. It's been mostly burned to the ground as a result of the fighting, so the suzerain bonus (no rams needed) is probably more worth it to Woden's beserkers than the pathetic city would be to ljubljana. Akkad has changed hands 6 times, 4 in the last 9 turns. 

Final points: Mass Production is in next turn, so I consider where I can expect to place shipyards. I need a minimum of two to be most impactful, and I identify four likely sites:






At 290 production, the shipyard is a 29-turn payoff in 10-adjacency harbors and a 36-turn payoff in 8-adjacency harbors. Borodino and Mikasa have 8-adjacencies, Knyaz Suvurov and Fuji have 10 adjacencies. Fuji and Knyaz will build the two needed for Steam Power, and I'll debate the Borodino and Mikasa builds, which will take ~8/9 turns for both. That's a long time to be off ships, especially since Navarin and Borodino need to get out Workshops soon for Industrialization. I do have the two supplemental shipyards on Svalbard now covering a BIT of the demand, but Petropavlosk alone can't cover my ship needs while all 4 cities build 'necessary infrastructure,' so Mikasa at least is out. The other 3 cities, I see no choice, since those Eurekas are necessary, and the sooner, the better. 

I offer Archduke mutual open borders, and a free sea turtle. My intention is to bodyblock his cities and try to slow the Raider conquest at Open Government and Compassionate Society. I don't care if they raze him, but they mustn't conquer. 

Overview of Fuji Bay:




I need the damn barb to move off the tile so I can land, and found the city next turn to let the man at arms heal. 

Russia proper:




Builders are in place for Noche Triste in 4 turns. The +4 amenities, coupled with the ivory, coffee, and salt from Shikishima, will solve my immediate amenities woes, which is costing me ~10 science and 5 culture at the moment. I SHOULD be at 140+ science, instead of the paltry 134. The extra lake food and production will be nice, especially since Borodino will have a Shipyard soon, too. 

Svalbard:




The economic engine of the empire, as we get nearly 120 gpt from our trade routes here. The enemy jong should pass by this area around now-ish, so I might lose a trade route to a pillage soon. It will be replaced with faith, though I hate to give sub the upgrade gold. At least I"ll compensate by sinking the jong with my caravel if he does reveal himself like that.
I Think I'm Gwangju Like It Here

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A quick note about my incessant complaints about our turn pace the last 3 weeks (wherein we've covered about 9 turns instead of the expected 20):

I know it's super annoying to read, and I do feel bad about how often I do it. But I use this thread to vent and it's really frustrating how often ljubljana, Archduke, and Kaiser will delay things by a day or more, because I'm on a ticking deadline for this game. Once we hit June 22nd - less than a month, now - I will lose 90% of my ability and flexibility to play. Once we hit September, I'll be moving to South Africa, and I will return to a purely lurker status on these forums. PBEM7 started in December and finished by the end of May, so I thought I'd be able to manage a team game. But instead of nearing turn 160, like I anticipated when deciding whether or not to participate, we've crawled from 120 or so to 135 in a solid month of play, meaning by the time I leave we'll be damned lucky to be past turn 150.

So, in all likelihood, I will not be finishing this game, and I personally attribute 90% of that to the turn pace. We'll need to begin the search for a replacement soon.

Anyway, sorry for all the whining, I know it's not pleasant to read, but if I can't vent here, where can I? frown
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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hmm...I wonder if I can manage two civs by myself if I had your token.
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I'm a very spoiled genlurker and thus unable to typecast myself by jumping in again, but for any silent dedlurkers out there who might be debating this, I highly recommend giving it a shot. This is a great chance to get your feet wet in a game for which there are some guardrails in place (an active teammate to discuss stuff with, and Chevalier's preexisting strategic plan to lean on when uncertain of what to do next).
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CMF, you should know by now that a game turn pace is inversely proportional to your urge to play the turn. The more you dread to open a new save, the faster you'll get the PYDT pop up.  lol

Whether you finish the game or not, at least you can be proud that you are leaving with one hell of a swan song.
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Sorry for holding the turn for 12 hours.

MBDTF can make 4 turn Frigates now. However, I'm losing 6 gold per turn, so I'm producing a Trader instead.
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We just need Kaiser to play his turn!

And yes, after settlers, Gold is most important, and the best way to get that is via international routes. One to Borodino should be decent enough, and it'll level up our alliance faster. We want to have Australia ready with a decent enough navy to fend off Norway and Phoenicia in 25ish turns, and we must have an income capable of supporting that.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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I will bet anyone on this forum $100 that Kaiser does not play his turn today.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Damn, I could have used $100, too.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Much like my attempts to nullify China's suzerainty of Antananarivo, I make a futile effort to get a real turn today and play yesterday's turn as soon as I woke up. Kaiser's delay overnight will cost us an entire day, as it has four times before already. I hate that he keeps doing this, or ljub will randomly post in the team thread when he gets the save, then sit on the save for fifteen hours, and only then pass it on to Roland. We should be at turn 150 by now or beyond. 

Anyway, quick hits since I'm at work:

* Biggest news of the turn is China coming out for a scrap at Mitla. The Battle of Mitla so far pits 3 Russian caravels and 3 galleys against...well, 3 Chinese galleys and a frigate are the only survivors, but 2 quads and a fourth galley were present BEFORE I moved. There may be more Chinese ships in the fog - if the ~5 Chinese frigates are around, or a few caravels, then I will not be winning this fight. But I accepted battle anyway, since I still have a combat edge and attrition favors me - especially the easy sinkings of obsolete Chinese units, since China makes enough gold to upgrade one a turn. Surprised China didn't sit back and upgrade those, but this Bruindane is more aggressive than Roland, I think. One to watch.

*China has Wars of Religion, which equalizes things somewhat. China is actually the much more formidable of the two - Marco, my prediction that Indonesia would shortly be worse off than Australia is coming true. I am considering modifying my plans in response. I have 20 turns until war with the Raiders is possible, so 20 turns to finish this war. 

* The fleeing jong did indeed arrive at my trader nexus with Woden, pillaging one of my routes. I replace it and use my caravel to cut off the jong, hitting it hard in the process. Sub must flee to the south now, into the ice bay, or I will be able to catch him. The Great Lighthouse equalizes our movements. 

* I work on the walls at Vladimir, but it will be some time before they fall - perhaps two more turns. The wall upgrade may work for sub here, although I still don't like it in general - it's tying down my frigates and preventing me moving in force on the Indonesian heartland, unless I want to go without frigate support (I do not). 

* Walls are down at Good Time, and I cheekily am healing my galleys in Indonesian territory. Australia can take the city in 2-3 turns. 

* Industrial Zones are finishing and I start Workshops. At 60 turns' return on production, the only ones that are worth it are those where I will place factories - so no more than the 2 needed for the eureka, most likely. 

* Mass Production is in. I discussed shipyard strategy last turn. Will need to build one at Borodino or Mikasa since Fuji is ~22 turns away from finishing its shipyard (still needs a lighthouse). Borodino must build a workshop first. The IZ, Workshop, and Shipyard will make Borodino capable of building frigates in 3 turns - faster than my niter supply allows. Every city save Borodino will accordingly build caravels for the foreseeable. 

* Amenities from Shikishima trickling in - furs this turn, coffee next turn, salt as soon as I can spare a land unit to clear the barb warrior hanging around. Already I only have 3 unhappy cities, and once hte coffee connects that will be 0. Then Huey and the salt can start building a happiness buffer. Mercury, incense, and marble from the Raiders are ending soon, though, throwing me back towards unhappiness unless I can find replacements.
I Think I'm Gwangju Like It Here

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