Turn 142
The endgame is taking shape. I do think we have a chance, if Archduke and Kaiser can hold out long enough...this will be very tight. If they weren't collapsing like a wet paper bag, it'd be an easy win for us. Oh, well.
Big news:
The workshops finish, phase one of Operation Merrimac. That eureka's Industrialization for us, and the shape of the tree is THE major part of our research strategy for the next 30 turns, so let's take a look:
Fantastic. Metal Casting revealed Steam Power right behind it - it's an easy research once we get Siege Tactics in, which is at one turn. I was holding techs one turn from completion due to the era flip, now we get a discount on all of 'em! So here's the plan:
First, beeline Steam Power up to the boost. The boost is due on turn 150 - that should be our target date for finishing it. That will allow Sevastopol or Borodino to build a canal, enabling Sevastopol and Sissoi Veliki to serve as shipyards as well. I don't know how expensive the canal will be - Borodino could get it done faster, but Sevastopol has little else to build...except, wait, ships, which will be useful once the canal is complete! Anyway, that's the plan.
Step two is Industrialization:
The big obstacle there is Economics, which requires two banks, which aint no one getting. BUT we have a secret weapon: Galileo.
Galileo earns us 1000 science at my chosen tile, plus our own natural 150 science per turn (triple English and Phoenician science, 50% more than China, our nearest peer). That's enough to grab Economics in 1 turn. So the timeline is:
1)1 turn for metal casting.
2)1 turn for Astronomy.
3)5 turns for Steam power (dump one turn into Sanitation).
4)1 turn for Economics.
5)8 turns for Sanitation (no way around this one)
6)5 turns for Industrialization.
Thus, we will start being able to earn our own Coal in
21 turns, or turn 163. Whether that should go to Coal Power Plants or to Ironclads, I don't know. Probably ships. The only coal in the game right now is ARchduke's income from his Great Admiral. I went ahead and asked him for it, but we could send another request when we unlock steam power on turn 150. As much as we can get will let us upgrade ironclads early, which will be a nasty surprise for the raiders. He's got no use for it...
China comes to me with a peace deal:
After I stop laughing, we move on. Japan offers a cryptic message:
Please help us in our war? Peace or war? Well, we WANT to help you, bud, but we're locked out of attacking because I didn't expect you to melt like snow in summer. Maybe this emergency will let us backstab the Raiders, in which case I drop my assault on China immediately, take any peace deal they offer, and pile into Norway.
Archduke is soon going to be down 4 cities:
He's down to sub levels soon, and unlike Kaiser China actually is a pretty tough customer.
Speaking of, let's knock him down a peg, shall we? Jerkface was complicit in the unprovoked assault on us, now he begs for peace as if he gets to escape the consequences of his actions. No SIR. I have 12 frigates and 17 caravels in the theater now, accounting for ~1600 power, more than their entire militaries combined, and those ships move faster and hit harder. With 9 movement points per turn I can concentrate anywhere along the Chinese coast. This turn I make use of that speed. First, we scout around the corner for the Chinese squadron that hit Melee 3 and zapped my great writer:
Nothing, but we do find the outskirts of Connor Goldson, China's third city. It looks inland.
Second, as more ships pile up, I move up and take potshots at the nearby cities of Glen Kamara and Steve Davis:
I picked up this trick before. Roland can't finish those medieval walls he was building in both cities now - so all the production he invested in it, which can be hundreds (medieval walls cost more than frigates with Press Gangs active), has just gone up in smoke in both cities.
Build ships, people. Anyway, he doesn't get the walls, and now I can strip each city of ancient walls in ~6 frigate attacks. Kamara is a low priority (although it's a juicy, juicy prize - it's the Petra and Colosseum city), but Steve Davis can build ships, so it dies. Ryan Kent I COULD have attacked, but it would have meant exposing a frigate to the Chinese fleet northeast of the city (where it's chasing Australia's fleet into the deep blue yonder - I could ahve diverted some of my frigates to try and hit but that would mean a fight with an unknown number of ships - I think it's wiser to concentrate right now, especially since Australia can churn those babies out in like 2 turns at the moment). I'll hit it next turn and cross my fingers that he doesn't finish walls on the interturn. If he does, no biggie.
Scouting Caravel reveals an enemy caravel in Steve Davis, but the Chinese frigates are charging east and Sub has a small, weak navy, so I can accept battle here. I move up my frigates to begin the attack next turn.
I shift as many frigates and caravels as I can spare this way, plus the great admiral.
There should be a battle next turn. Barasic burns on turn 143, Steve Davis on 145 if nothing changes. Ryan Kent will go by 147 and Call Me Al at around the same time. That will be that. I might content myself with burning Barasic and trying to stab Norway, though.
Over on land, Sub's crossbow retreated but not far enough:
A potshot and a courser charge and it's gone. Now, I know of one surviving pike, a slinger, and probably a third unit in Graceland in the far north, but by and large the Indonesian army has been defeated over the course of 3 turns using
entirely faith purchased units. We lost one knight doing so, or 1.5 turn's faith. Not a bad outcome.
Next turn we begin the assault on Proof:
Two knights, two crossbows, two trebuchets, 2 men at arms, and a siege tower. Plus whatever else I buy.
Remember, I offered sub a peace deal after his jongs were sunk for only my two cities in return, no reparations for the mutilation of Australia. Sub rejected it. Then, after he lost all his conquests, and his city-state, and one of his cities, I offered him peace in exchange for the remaining island cities, as compensation. He rejected that. Now China's coast will burn. Will he take my third offer?
Situation in China:
Fuji Bay:
Donskoi comes off ships for ~2 caravel's worth, to get a harbor and lighthouse out. I couldn't chop at Nikolai because I am stupid.
Central Russia:
Navarin is back on ships, project done. Borodino and KS come off ships for 8 turns to get shipyards out. Sevastopol starts an entertainment complex - between this one and the one at Oryol I can cover every city on the mainland with a zoo in the lategame, similarly factories can reach nearly every city. Oslyabya and Nakhimov could cover the two colonial areas, respectively.
Svalbard:
Most cities have placed campuses now, but they remain on ships. This is an excellent shipyard! Very pleased, it's helping cover my builds on the mainland. Russian power is above Norway/Phoenicia combined and I am not slacking my pace. Either they keep up or they try to catch up in IZs/Campuses and let me pull ahead. Hopefully it's enough to stay ahead of their
4,000 pillage gold. Woden even pillaged his way past me to Reformed Church! That's how much science, gold, and culture he's getting. Disaster.