Turn 158:
Industrialization completes:
We have two sources of coal in our territory, one already hooked up, the other currently lumbermilled but soon to be connected by the nearby builder:
Marco also has two sources:
Japan, England, Phoenicia, and Norway also appeared to have two each. Strangely, Indonesia seems to have three, one in the third ring of Hermanos:
And China controls at least two, both around Joe Aribo:
There's another in a somewhat awkward spot in Sakhalin:
And finally, another unclaimed source on the island west of Svalbard:
Industrialization has revealed the locations of Flight and Electricity. On the whole this is good news, our path to Steel is boostable with two privateer builds. It looks like we can maybe get this done before the Raider war.
Obviously we are still at war with Team Sandbox. I have counteroffers waiting (I anticipate unreasonable demands), but it's very clear to me that we cannot surrender Hermanos, and should probably be willing to invest in defensive ground troops to protect that coal, and we should certainly take a crack at two settlers to get the most accessible unclaimed spots. The ability to support three more ironclad fleets per source is an enormous benefit, and will keep us even with the Raiders if they do manage to get the techs for coal and ironclads in time.
So, what is Suboptimal after in exchange for peace? Literally every city on Sakhalin, including Shikishima. We expected nothing less, of course, but I hope you at least recognize the insanity of making demands like that when you were the aggressor who lost predominantly because of your own gross mismanagement (and Chevalier's stubborn application of the Zapp Branigan defense). If Russia/Australia coming out of that war on top makes us your forever enemies, so be it. My only regret now is not obliterating Alfredo Morelos, or hell, taking Valletta too. Would have got us another coal source.
(Sidenote, am I spoiling anything important in revealing that Chevalier's read on this situation from 50 turns ago was 100% correct? I've unilaterally decided that I'm not)
Because we are most certainly trapped in a forever war with a pointlessly stubborn and clearly inferior adversary, I'm putting serious thought into assaulting Diamonds. That gets us one obvious benefit (three more coal) and will further limit Suboptimal's ability to harass us. With Steel defenses, the city will be virtually impervious to whatever China tries to throw at it, and the coal can't even be pillaged because it's under the city center. The problem is that, even with our army from Sakhalin shipping over in just a few turns, we'll probably need Military Science units to make real progress here. That's an investment of four turns worth of research and probably some Niter, for a long term benefit to our naval power as we try to execute a timing attack with a very clear deadline. Bah, no good. Oh well. I do kill his knight with the city + crossbow + courser, but I'm 100% going to lose the courser in retribution next turn because Roland has a Pike and Shot unit two tiles away:
Oops. Here I go again getting distracted and making bad tactical decisions.
Oh, and did I imply we could build settlers for those unclaimed coal resources? lol. Alexsandr, our Ancenstral Hall city, currently needs 10 turns to build a 530h settler. We're hard capped on 6 ironclad units, 9 once I get a builder all the way up to Hermanos. I might even wind up leaving a bunch of them one turn from completion just to avoid being stuck unable to heal the ones we have in the field.
I start tech research on Electricity, and swap civics research to Mercantilism. My plan is to bring Electricity to boost+1, then swap to military science. Once Mercantilism completes, knock out as many privateers as seems reasonable given available production queues relative to resource incomes and stockpiles, boost Electricity, and complete it before moving on to Steel. I hope to time Military Science to complete shortly after the start of the war, while our planned army of coursers and Men at Arms will be en route to Raiderland and ready to upgrade as they make landfall.
We are going to have to make tough calls about policy slots. Come wartime, we'll have a bunch of military policies (Press Gangs, Conscription, Wars of Religion, Professional Army, Retinues, Drill Manuals) all competing for three military + wildcard slots. We can increase that all the way to four slots if we drop Theocracy and it's faith purchase discount, which we also don't want to do. So that's going to be fun.
To tell the truth, playing turns has been a bit of a slog and with other stuff going on for me right now, It's been difficult to devote serious mental energy to the turns or to larger scale strategic planning. I'm also frustrated that Marco hasn't been participating here, so I'm worried that our combined military edge is going to be frittered away by lack of coordination and ultimately allow the Raiders to first strike the Aussie fleet, then trap and destroy the Russians.
And if anyone is wondering given the increasing frustration over Marco's turn pace, even if he were willing to give me his PYDT token there is no way in hell I am playing both turns.
Industrialization completes:
We have two sources of coal in our territory, one already hooked up, the other currently lumbermilled but soon to be connected by the nearby builder:
Marco also has two sources:
Japan, England, Phoenicia, and Norway also appeared to have two each. Strangely, Indonesia seems to have three, one in the third ring of Hermanos:
And China controls at least two, both around Joe Aribo:
There's another in a somewhat awkward spot in Sakhalin:
And finally, another unclaimed source on the island west of Svalbard:
Industrialization has revealed the locations of Flight and Electricity. On the whole this is good news, our path to Steel is boostable with two privateer builds. It looks like we can maybe get this done before the Raider war.
Obviously we are still at war with Team Sandbox. I have counteroffers waiting (I anticipate unreasonable demands), but it's very clear to me that we cannot surrender Hermanos, and should probably be willing to invest in defensive ground troops to protect that coal, and we should certainly take a crack at two settlers to get the most accessible unclaimed spots. The ability to support three more ironclad fleets per source is an enormous benefit, and will keep us even with the Raiders if they do manage to get the techs for coal and ironclads in time.
So, what is Suboptimal after in exchange for peace? Literally every city on Sakhalin, including Shikishima. We expected nothing less, of course, but I hope you at least recognize the insanity of making demands like that when you were the aggressor who lost predominantly because of your own gross mismanagement (and Chevalier's stubborn application of the Zapp Branigan defense). If Russia/Australia coming out of that war on top makes us your forever enemies, so be it. My only regret now is not obliterating Alfredo Morelos, or hell, taking Valletta too. Would have got us another coal source.
(Sidenote, am I spoiling anything important in revealing that Chevalier's read on this situation from 50 turns ago was 100% correct? I've unilaterally decided that I'm not)
Because we are most certainly trapped in a forever war with a pointlessly stubborn and clearly inferior adversary, I'm putting serious thought into assaulting Diamonds. That gets us one obvious benefit (three more coal) and will further limit Suboptimal's ability to harass us. With Steel defenses, the city will be virtually impervious to whatever China tries to throw at it, and the coal can't even be pillaged because it's under the city center. The problem is that, even with our army from Sakhalin shipping over in just a few turns, we'll probably need Military Science units to make real progress here. That's an investment of four turns worth of research and probably some Niter, for a long term benefit to our naval power as we try to execute a timing attack with a very clear deadline. Bah, no good. Oh well. I do kill his knight with the city + crossbow + courser, but I'm 100% going to lose the courser in retribution next turn because Roland has a Pike and Shot unit two tiles away:
Oops. Here I go again getting distracted and making bad tactical decisions.
Oh, and did I imply we could build settlers for those unclaimed coal resources? lol. Alexsandr, our Ancenstral Hall city, currently needs 10 turns to build a 530h settler. We're hard capped on 6 ironclad units, 9 once I get a builder all the way up to Hermanos. I might even wind up leaving a bunch of them one turn from completion just to avoid being stuck unable to heal the ones we have in the field.
I start tech research on Electricity, and swap civics research to Mercantilism. My plan is to bring Electricity to boost+1, then swap to military science. Once Mercantilism completes, knock out as many privateers as seems reasonable given available production queues relative to resource incomes and stockpiles, boost Electricity, and complete it before moving on to Steel. I hope to time Military Science to complete shortly after the start of the war, while our planned army of coursers and Men at Arms will be en route to Raiderland and ready to upgrade as they make landfall.
We are going to have to make tough calls about policy slots. Come wartime, we'll have a bunch of military policies (Press Gangs, Conscription, Wars of Religion, Professional Army, Retinues, Drill Manuals) all competing for three military + wildcard slots. We can increase that all the way to four slots if we drop Theocracy and it's faith purchase discount, which we also don't want to do. So that's going to be fun.
To tell the truth, playing turns has been a bit of a slog and with other stuff going on for me right now, It's been difficult to devote serious mental energy to the turns or to larger scale strategic planning. I'm also frustrated that Marco hasn't been participating here, so I'm worried that our combined military edge is going to be frittered away by lack of coordination and ultimately allow the Raiders to first strike the Aussie fleet, then trap and destroy the Russians.
And if anyone is wondering given the increasing frustration over Marco's turn pace, even if he were willing to give me his PYDT token there is no way in hell I am playing both turns.