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

Turn 138

We're moving right along. Sub is practically in free-fall, but he has had time to scrape together a decent navy, and the Chinese fleet is 4th largest in the world and not to be underestimated. Speaking of:




Bruindane is more aggressive than Roland and knows to use his ships in groups. As a result, I think I've blundered Melee 3 away. I knew there was a chance of getting swarmed by superior numbers of ships when I detached them on this duty, but I thought the benefits of potential pillage and diverting Chinese defenders worth the risk. Anyway, at least I can extract another frigate before I go. On the whole, not favorable to me, but those are the risks. 




I maneuver and kill the frigate, but blundered the galley move and so can't hit the quad. I expect to lose the galley and one caravel next turn. If the caravel that survives can run, it will do so, cutting my losses here to 3 galleys and 2 caravels in return for a galley and 2 frigates - unbalanced, but not horribly so, against me. If the caravel must die, then at least I'll try and take the quad out - one fewer frigate down the line. I approve of Bruindane's moves here. He's one to watch. 

However, I can take risks myself. After pausing to pillage an extra 100 science off the campus, we throw everything we have at Vladimir, gambling one of our three knights:




And the city is taken in a stroke of good luck. Both cities are loyal to me and growing more so, African Skies is stable for 19 turns, I have 3 knights, a courser, and a trebuchet on the island, with another trebuchet, 2 crossbows, a siege tower, and a heavy chariot to be added, along with naval gunfire support. Against that I face 3 crossbows, a courser, and a slinger that I know of, plus possibly a few more units to the north. 

The land campaign will be to heal up my cavalry and concentrate it on the drive on Proof, focusing on killing enemy units. Once the units are down, my trebuchets - or bombards - with the siege tower (which only works with infantry...hm. Need men at arms here, or muskets? Muskets) will be able to secure the island in short order, aided by frigates at the northern two cities. 

Proof has no medieval walls yet, and sub is about 4 turns away from being able to purchase them, so I will try and hit the city with a knight before he gets those up. 

In the far southern theater, sub surprises me as the lone survivor of the Australian campaign is not, as I thought, making for the straits and escape:




He must be trying to slink around to the southeast to try and get at my cities for more pillaging. I bring the caravel back east to cover - if he emerges I should be able to hit him next turn. I will also be finishing another caravel in 3 turns and the two will own this sea. 

In the north, the redlined galley is gone from the city. There's only one real spot he can run to:




Didn't quite have the troops in range to hit him this turn. Until it reaches friendly waters it can't heal, so it's essentially irrelevant apart from pillaging. I pull everyone else to the west of Good Time, leaving sub with a bit of a puzzler on his turn. The city will be at 40 hp and should fall to Australia easily. 

Situation at Sakhalin at the end of my turn:




I have the ideal force mix to beat him here, now I just need to add some city-cracking infantry. 

The main fleet is sailing west:




Towards Borna Barasic. Like I said, hitting China here rather than sailing for Al in the north lets us split the enemy fleets. Sub can ONLY upgrade around Al, China has shipyards on both coasts, and their core around Al MUST be defended since so much Chinese gold and culture is based there. But at the same time, the main Chinese coast - Barasic is China's third largest city, and one of its oldest, the capital is up there, and the Mausoleum city - is on the other side. Taking and razing Barasic gives them the same dilemma that sub threw us into when he broke through at Rodeo: splitting the defenders and letting us take fleets on either side. Then I can choose whether it's better to strike east or west. 

Early attacks can hit the city as soon as turn 140, or I can launch a more concentrated blow on 141. Don't know if I should rush to try and stop the walls - he's working on them, but how close is he to completion? I have 7 frigates and 9 caravels to throw into the fight. 

Abroad, I decide it's poor form to bodyblock, and instead will use my caravels for a target of opportunity:




3 caravels should burn a strength 32 city with no walls fairly easily, yeah? Who's going ta stop me? 

Fuji Bay overview:




We FINALLY make landfall. I will found the city, heal the man at arms, and then begin clearance operations. The city itself will pump out a lavra and then get to work on caravels. The faith will be worth it if I can get even 2 more ships out for the main event. 

Russia proper:




Builders clear the lumber mill and mine for the first phase of Noche Triste next turn. That should chop off 4-5 turns apiece, to drop me down to approximately 10 turns ETA. I think I will save the northern forest - the mill can't be replaced with a mine and it's actually serving Borodino right now, not Oryol, so it's more useful. The third chop, then, will drop us down to ~5 turns and we hand-build it from there, finishing ~t145. 

Aleksandr will start a spy. Petro, Mikasa, and Navarin will remain on ship duty, while KS and Borodino will get out my shipyards, due in ~11 turns, for Steam Power. Notice also the Galileo and Newton pins - I had a spot in mind for each, but the lucky winner is Galileo. He will arrive on turn 141, but I will burn him to reach the more distant of Industrialization or Steam Power. He'll be worth 1000 science, or about 8 turns' of production. 

Svalbard:




This island will be supercharged next turn. Anyone know what's about to happen?
I Think I'm Gwangju Like It Here

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

Liberated "Have a Good Time", aka the former city-state of Brussels. MBDTF can now make 2 turn Frigates.

I will send a trade route from College Dropout to Borodino for +12 gold per turn and +1 science per turn.
Reply

There can be only one?
Reply



From now on this is my canonical Roland/Bruindane voice.
I Think I'm Gwangju Like It Here

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

Also, all my posts must now be read in Heavy's voice.

Marco is obviously Sniper.
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 wonder what my worst PBEM is? PBEM7 might be the worst game I ever played on this site, unless it was PBEM13 (actually TBS is just really fuckin' good) or PBEM19 (I don't think I could have done anything differently. What, build nothing but archers? Still woulda lost to potatoes).

I do have a great VA site near Navarin - ironically, named after the ship which is named after the same battle that my PBEM7 city of Navarino was named for, where I built the VA that game.
I Think I'm Gwangju Like It Here

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

Well, it's 1 in the morning CET and despite getting the save 8 hours ago Kaiser hasn't taken his turn, so I guess no turn today. 

We might have had 3 in a row.
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 139

Two days in a row Kaiser surprises me! He's apparently playing the turns very late at night, just before bed. Well, I shan't complain, but accept in gratitude. I expect I will be dropping out around turn 150 or so, probably a little before. 




Big news of the turn is, obviously, Diplomatic Service. This enables spies and gets us one step closer to theocracy and wars of religion. I don't know what I'll drop to run that card, but the +4 strength is practically mandatory, and it will be ages before Indonesia can drag itself here. Suboptimal is increasingly irrelevant in his own war - the main show is between Russia and China now. 

It does enable a policy swap, too, which I use AFTER upgrading my last two galleys in Professional Army. That gives us our total main force:




9 caravels and 7 frigates. I have 3 more frigates with 3 galleys coming in from the north, and more caravels and frigates sailing up from the south, but they are both about 8 turns away. We're now fighting on enemy shores with long supply lines, so their new builds will get into the fight more quickly than ours. We must move quickly. 

Sub's jong didn't appear, so I scoot along to the east, making use of the caravel's massive sight range to find it skulking near my borders. I pounce and fail to get a screenshot of the battle:






Every single Indonesian who sailed to attack us - every jong, every galley, every sword, every heavy chariot - is now dead. The Australians have already refounded half of their destroyed cities, set back 40 turns but not out of the game. Sub, on the other hand...well.

At Mitla, I lose my galley and caravel, bringing my losses in both to 2 of each, in exchange for a frigate, quad, and 2 galleys. That's, well, close enough, so I run with my remaining caravel. I THINK I can escape:




I can heal up at Balder and then head north to rejoin the main fleet in a few turns. There are two Chinese caravels, two frigates, and a handful of lesser ships just west of Barasic. 

Operation Noche Triste begins with a chop yield of 132, uh, just as planned:




I have 7 unhappy cities now as I keep conquering 'em off sub - I NEED these amenities! I have salt still to connect and I think I can trade for Mercury, maybe, but still. Science growth has stagnated even as my population continues to increase due to the happiness limit. I will have extra district slots, soon - an encampment or an entertainment district? Hmmm...




448 in, 262 left to go. A chop will drop that to 130, which is approximately 6 turns' build time. So it's due in turn 144. 

In the north, my 3 frigates and 5 galleys prepare a drive-by:






We'll kill the galley, move in and burn the harbor, and then sail down to Shikishima. My belief is that the main Indochinese fleet anchorage is around Call Me Al, so I'm wary about a sortie - I will need to coordinate with Marco and perhaps retreat south or east. 

At He Was My Brother, the land war heats up as I risk my knight to go after a Crossbow:




I don't know where the Courser went, but I think it can pair with the xbows to kill my knight. But I need to take pressure off Brother, or it WILL go down under the concentrated fire. The courser can still punch, and I buy a crossbow in the city itself, so he'll be forced to retreat, I think, next turn. 






I might have been able to kill it with the courser instead and that might save the knight, I dunno. I don't optimize this stuff.

Overview of the front:




I will not hit Barasic next turn, but will launch a powerful attack on 141. I might be spotted this turn or next, but I hope to achieve another surprise blow. Then the two enemy fleets will be split and I should be able to defeat each in detail. 

Overview of Australia:




Marco has refounded LET and MMLP. Both ahve very powerful holy sites available around the Natural Wonder once he can afford the tiles. Unfortunately, LET no longer has access to the great food tile, so it will grow slowly until he can pick up the food. Also, sadly, no Ancestral Hall, but MBDTF is the single best city in the game I think at the moment and can supply any unit needs the other cities have. 

Fuji Bay:




WE FOUND IMPERATOR NIKOLAI! multidance I bought the settler for it I think TEN turns ago! The lavra (+7/14) is placed (27 turns), but no chop yet - the MaA needs to heal up and then drive away the skirmisher. I have 2 archers making their way here after a circumnavigation. 

Russia Proper:




Couple of notes:
1)Navarin and Borodino will jointly finish workshops in 3 turns, boosting and locating Industrialization.
2)KS and Borodino will finish dockyards in 11 turns, boosting and locating Steam Power. 
3)Sevastopol and Sissoi are going to start filling the lake with ships. Once I get Steam Power, I can place a canal and unleash the entire mini-squadron onto the map. 
4)Everyone else stays on ships, even Mikasa. 

Svalbard:




Compare those growth and build times with last turn! Bwahaha! We're running Wisselbanken, and every single route to Woden - that is, all seven of my routes - are now being boosted by +2 food and +2 production. That's +14/14 spread across the island. This place will be a mature state very soon. 

Okay, so a few closing thoughts on the game before I depart next week or the week after:

The war with Indochina is mostly decided, though there is hard fighting ahead. Compare our team situation wtih theirs. 

First, my prediction that Indonesia would shortly be worse off than Australia has come true. Sub trails Marco in total science, total culture, and total cities. He barely leads in faith, has a trickle of gold (better than Australia, sure, but that's the lowest bar in the world), and has a larger military but also has much larger enemies. He is down to a single shipyard, his faith income has been crippled, and half of his remaining cities are cut off on an island with no real prospects of contributing to his larger empire in any way. As long as I control the seas, he can only hard-build new units at the island, he can't even faith purchase land units without the GMC (and he still doesn't even have a plaza on the trade screen). In other words, Indonesia is basically a rump state. The ships he has rebuilt in the last 20 turns between the destruction of his jongs and now - whatever galleys he upgraded or jongs he built (he purchased none with faith), are basically what he's got other than a jong every 6 turns from his capital (which means his capital is building nothing else). Sub is done. 

China is much stronger off. He has the second or third best science in the game, relative to Japan, and has a fairly large empire and soldi faith economy. His gold is very competitive as well and obviously his faith is tops. He has built the fourth-largest fleet, behind Russia and the twin behemoths of the Raiders, and knows how to use it. He has a spy (or should), he has Wars of Religion, and so he's rapidly equalizing the strength differential although he can't do a damn thing about the +10 from my military alliance and great admiral (he and sub STILL have no alliance! what the heck). Anyway, he's clearly the remaining source of strength and so he needs to be cut down as soon as I can. Hence, the Barasic operation, which I need to come up with a name for. Hm...

Operation Zenbao.

[url=https://en.wikipedia.org/wiki/Sino-Soviet_border_conflict][/url]So, on the whole, I think there are great prospects of wrapping this war mostly up within 20 turns or so. 

But I'm pessimistic about the game. 

The main reason is Archduke and Kaiser have completely given up, and have been for ages. They stopped updating their spoiler thread weeks ago, they take aaaaaaaaaages with the turn, they're not really building or maneuvering units, or even fighting hard. Woden has dragged Norway phoenix-like from the ashes of a badly backwards civ purely through pillaging literal thousands of gold (3000 at least so far), no-doubt nearly that much science, faith, culture, etc. Their cities are starting to fall and will go rapidly, and neither one is bothering to build military units (see Japanese military strength). They took Crusade but didn't bother to spread it to their cities, took Japan but didn't bother to build a military, built a massive English fleet alone but blundered hte entire thing away without achieving much. 

So as I see it, Team Raider will grow fat and happy off the spoils of a more or less supine team, while I still have to fight through China nad Indonesia's second fleet. Sub's cities are garbage and won't strengthen us much, but all of England's are coastal and will get the +50% for Woden or the same bonus for Ljub if the RNDs convert cleanly to Cothons. As it stands, I have a slight edge in shipbuilding...I THINK...but that won't last once those cities fall. So they'll be able to outbuild me, I don't even know if I'll outtech them since Woden can steal all of England and Japan's mines for science. Australia will be somewhat recovered then, but will it be enough? Marco and I's combiend military score is close enough to theirs, and our research rates blow theirs out of the water, but what tech can I reach to give me an edge? Our gold is abysmal compared to theirs and so upgrades will be hard to come by, even if I save (as I plan to) every penny between now and then. 

I dunno. I've tried my hardest, and I don't know what I could have doen differently - NOT get attacked by suboptimal? Played worse in the early game so sub wouldn't come after me? Made Archduke accomplish what he very much should ahve with that game-leading fleet 12 turns ago? 

We have a chance, but we'll have to be clever and lucky. I will noodle possible solutions, as I have before. Best chance is probably a strike at their shipyards before they can get at me. A war of mutual annihilation favors me with my backcountry. So something along those lines is my plan.
I Think I'm Gwangju Like It Here

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

Side note, where the hell is everyone else's envoys? There's basically none besides our own and Sandbox's in Valetta and Antananarivo, and basically none in Akkad, either. Is there another city-state out there? They wouldn't just sit on them if they could neutralize China's suzerainty for even one turn? He's getting +25% culture from that unkillable city-state. Did they not meet Antananarivo? 

Baffling.
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:I dunno. I've tried my hardest, and I don't know what I could have done differently - NOT get attacked by suboptimal? Played worse in the early game so sub wouldn't come after me? Made Archduke accomplish what he very much should have with that game-leading fleet 12 turns ago? We have a chance, but we'll have to be clever and lucky. I will noodle possible solutions, as I have before. Best chance is probably a strike at their shipyards before they can get at me. A war of mutual annihilation favors me with my backcountry. So something along those lines is my plan.



Well, that's an easy question to answer. If I followed Cornflakes' advice all the way back before t40 (researching Mining and Sailing), I would've had a lot more food and production in my empire, and got out an early ship to find a Natural Wonder. I don't really see how I could've improved my gold generation, though - Holy Sites and Campuses were inarguably more important than Commercial Hubs and Harbors.

Imagine if Illmatic was as strong as MBDTF is in the early Medieval Era, when Suboptimal just unlocked its Jongs. Imagine if my early population accelerated my cultural growth, which would've accelerated the Natural Philosophy card, and maybe I could've unlocked Square Rigging before CMF did...or at least, switch to making my own Quadriremes/Frigates instead of relying on CMF's navy. Even if Illmatic fell to Suboptimal, I could've slowed him down by the 1 or 2 crucial turns it took for CMF's navy to catch up to Suboptimal's.

No matter. Every single one of the four newbies in this game (Kaiser, Roland of Gilead, Marcopolo, Ljubljana) have all made strategic blunders, and there's an argument to be made that Kaiser's and Roland's mistakes might be worse than mine in the long run. But Australia has much more potential than either Japan or Phoenicia on this map, especially with the dual DoWs that we received in the late Classical / early Medieval era. And I really, really hope I can avoid these early-game mistakes in PBEM21.
Reply



Forum Jump: