Hey thrawn (as well as wiiliams and Xist), thanks for keeping interest in the game. Yes I feel I should post a T200 update with pics, so please request the details that you’d like to see. So far I’m planning:
–City screenshots with very little commentary, but extended build queues.
–Graphs
–Demographics
–Marathon Wonder analysis
–Tech strategy
–overview maps
–New Mrrshan city name updates!
It remains to be seen how far I’ll get on these goals, but I definitely want to provide you all as much info as possible to foster discussion on how I’m planning to handle the next 30 turns. And before I do that, I think it’s important to shed some light on where we stand at this point.
The Fall of Marathon (T198)
I can say I’m really happy with this development, though it was bound to happen eventually.
By T197, a Size 2 Marathon was defended by 18 mostly-healed Iranian units, holding Superdeath at bay with roughly 25 units after suffering outsized losses while trying to take the capital. He had also exhausted all 20 Catapults he brought in his initial stack and Marathon still had 30% cultural defense remaining from its culture/Castle. But circa T194, Dreylin moved in with a stack of 28, siege weapons in tow. And by T197, the city defenses had been reduced to 0%.
On T198, I expected a mutual assault on Marathon but instead Dreylin went for broke and apparently fell just short of pinching this prize jewel of a city from SD’s languishing troops. So, the latter was able to waltz right in unscathed after about 25 turns of stagnation, immediately changing the balance of the game
He’s got about 7 Muskets and his full stack there now, so there’s no way I’m going to take a crack at the city. I’ve actually purposely stayed away from this theater with the hopes that the Marathon situation drives a wedge between our last two viable rivals.
The only way this could be worse is if Dreylin purposely served up Marathon to repay SD for getting him out of a jam with Gavagai awhile back. I doubt that's the case, but I’ve been playing under the assumption that we could close out the game on the wrong side of a 2 v. 1. I’m counting on SD keeping his word for now.
Peace Until T230?
With Magic adeptly defending like a mongoose inside a powder keg (all 3 of us have been dealt devastating losses during this war), SD reached out to me with Fish peace until T230 right before Dreylin’s advance. I believe that he shared my concern of being left vulnerable if one of us were able to clear their side of the channel first.
There was a bit of heft to his offer as he had just completed Chemistry with Steel queued up next. This is the only reason I was forced to accept the offer, as I’m halfway to Astronomy to start building Observatories as a means of teching competitively. And I’ve been considering Steel for awhile, considering the game-changing attributes of Cannons (at the very least). I'll definitely be prepared to have it by T230.
For what it’s worth I am the military leader in terms of troops and have a plan to keep that advantage, though likely not in the manner you’re expecting. More on that in a moment...
New Civics
Earlier in the 190’s, I began coveting Mercantilism since Drey and Magic both had it, closing off our trade benefits as a result. I didn’t want to be in the position to lose my last foreign trade routes (however meager) should SD get there before me. And with only about 15% of our trade routes foreign, I wanted a specialist boost for a higher trade off. There are great cases to be made for bumps in EP, culture and science to warrant me making the switch.
However, it would take two turns of anarchy to procure this civic, which to me was overpriced. I could bring along a second civic for the same penalty, so with no GA expected in the near future, I chose to add Organized Religion. On T196, I took the hit and just got our cities back online for T198.
And for the record – yes, I've been looking forward to fielding Commandos as much as you have. But a military advantage coupled with 30-odd turns of peace convinced me that this was the time to make some massive gains in infrastructure to prepare for the endgame. OR would help us get Banks and Observatories quickly to supplement both sides of the slider. I’ll also be able to complete the Parthenon in Mantar and the National Epic in Quayal after years of them supplying units to the Iranian frontlines.
And also assist with…
The Oncoming Culture War
The only bad thing about the killer gains I made from Gavagai is that CRE Superdeath has grabbed territory close enough to deny me a severe amount of food. So cities like Lahore, Golden Sphere, Calcutta and even the last Indian holdout Goodneighbor are a shadow of their former selves against long-standing (or new CRE) borders.
My choices for the next 30 turns are geared more toward culture and commerce/tech than military. And since I’ve turned away from Theo for the moment, I’m limiting the types of troops I’ll build to those that don’t lose a promo. We can still build:
–Longbows/XBows (8/8 XP) - still viable at Garrison III
–Catapults (5/8 XP) - still get Barrage III on mostly expendable units, so additional promos not really a concern.
And Ive got special plans for Reticuli for the rest, though I’m not sure I’ll be successful. On T198, instead of Astro, I was able toi 1-turn Music so SD cannot see (but may still C&D) that I’m making a play for Sistine. To force it along, I’ll be 1-whipping units here just short of a full build so that the overflow enhances the next turns hammers toward the Wonder. With religion playing a huge role in this game, I really should have noticed this opportunity back when I bulbed Macchu Pichu –clearly a miss on my part.
Drey does not have Aesthetics but SD obviously has because MT. And since he added the Spiral Minaret via his Marathon spoils, it would be nice if I could gain a religious benefit. Incidentally, Drey just built Sankore U. so I’ll be left out of the religious fun should I fail here.
Serfdom Golden Age
I’m not sure how soon we’ll get here, but I’d like to have my next GA before T230. And I’d like to time it after getting Replaceable Parts due to the boost of Watermills and Windmills from that tech. In doing so, Serfdom would fully replenish our hill production while giving us extra GA commerce for just about every active tile. Our cities can also recover unhindered after all the whipping I’m about to do.
In preparation for this possibility, I’ve been sending workers across the empire to put 4 of 5 turns into Windmills on 40+ mined hills so that they can be converted quickly when needed. In fact, I may start the process well before the GA since my rapid infra plan depends more on food than production. I’m really looking forward to seeing how this turns out. Workers are now doubling back to do the same thing for Watermills, but I may divert them for a test run in a city or two before taking it nationwide.
War with Iran Nears Its End
I must have some crazy things in the works if the current war ends up on page 6! But my part of it should hopefully be over in 3 turns with the conquest of New Tehran. We have a 54-29 advantage here in the home stretch, and 9 of Magic’s units are Catapults.
My desired troop numbers were calculated to evenly distribute the barrage from these Cats, which is why you may have noticed the 15-odd whips in PBSpy just before I revolted to new civics. I’ll be able to counter with 5 Cats of our own. It should have been 7 but Granicus conveniently added a 4th ring during my advance. My stack is optimized against Melee so I think we’ll be alright.
T200 looms once SD plays. I’ll do my best to keep the promises I made above. Thanks so much to you all for sticking around!