Turn 165:

I get a GP next turn, 89% chance that it's not a duplicate engineer. (Also note the wonderful silver pop I got here a while ago. And the double culture theatre from a random event - eat your heart out Pindicator. Pavillions, shmavillions.)
The 11% wouldn't be _that_ bad. There's always something to use an extra engineer for: Oxford isn't terrible. Other than that I'm deliberating when and how to use the Golden Age.
Here are my forces:

The "Chinese Channel" sure does look purple, doesn't it?
My army is heavy on knights and cats, which is a good thing.
Desires:
1. I want to attack Zanth as soon as possible with way more Cuirs than he's expecting.
2. Also, some defensive units would be nice.
3. I'm going to need MT and 1500-ish gold to upgrade all knights.
4. But also, I'd like to come out of this on an economic track, sooner or later. I've been running Vassalage way too long!
5. It would be nice to have the 3-man GA available to switch to Econ (and maybe Rep too) when I get there. Econ is arguable the largest tech inflection point in the whole game with this mod on this kind of map, with saturated IC trade routes.
Plans:
1. Hit the GA immediately, use the first few turns to build up gold. Revolt to Slavery early. In this era, up Cuirs vs knights, the third promotion isn't as important - Pinch is an important one as the second. So I definitely lose Vassalage. I might run Nationhood immediately to start the defensive drafting, and make use of a high happiness cap. I'm not a fan of drafted muskets in general - I like to have key defensive cities on hills where they aren't really better than longbows. But here, with a sprawling empire, high happiness cap, and slight tech advantage, they would be nice just to cover the defensive bases.
2. Hit the GA immediately, run Caste + Pacifism for at least 5 turns, try to get GPs for the 3 man GA. And exit with military civics. This means slavery isn't hit until at earliest 5 turns after the GA starts. But maybe I'm not ready for it until then anyway. It gives more time to prebuild knights to promote in the queue after the whip. This also would _look_ like a peaceful plan to Zanth. This might be too slow though - I'm feeling like every turn might matter here since Zanth is teching very quickly.
3. Save the GA until right before I'm ready to do the whip turn. This is probably a stronger GA but it isn't used to help with teching the rest of MT and accumulating upgrade gold, so would be slower than 1.
I'm not really sure, but probably I go with 1 just because it's simplest and fastest.
This definitely isn't going to be an elimination war. The realistic ideal is to take a few or even a couple front line of cities and shore up defense and that will weaken Zanth for later (mass Cav + Cannon + Airship push or something). Exact tactics are to be worked out over the next few turns. I'm even tempted to just try razing Absinthe (ancient NE stone-steal city... I forget what Darrell's original name was). On flat land it might be more valuable to have a no-mans land there, than to have a defensive liability swamped in culture.
Mouton can, and probably should, be hit out of the fog. It improves the defensive position since otherwise Trojan is very vulnerable.
So where would I inject a rolling siege force? Roading that hill W of the silver at Black Stallion wouldn't look very suspicious, right? Lol.
Are there any creative tactics I can use? I think I can rule out a surprise naval invasion force, just because his vision is so good. Playing for an Artist is possible, though the opportunity cost is very high.
At the end of this, perhaps the ideal is just to take Mouton and Boca Juniors, raze Absinthe, and _maybe_ try to take Pan Galactic. That's taking a marginal advantage and coming out a little more than marginally ahead, and tech up from there. What I know _not_ to do is what Ichabod tried in PB13 - get bloodthirsty and make the mistake of overextending into a culture quagmire. So the plan would be, basically, to figure out what the force needed is for a conservative goal, and then double or triple that and go for it.

GNP is highly buffed by wealth builds right now.

Zanth's GNP is disturbingly competitive... He seems to have played his fundamentals quite strong since taking over. It's a compliment that he's doing much better than my expectations... Maybe Gavagai is tutoring him here or something.


We have a significant lead over him in food and hammers, though not dominating by any means.
This game has two pretty clear tiers of 4 that have shaken out, with me and Pin in the second tier, though he's certainly angling to join the top.

You guys are going to see the brown line go up a bit in a few turns, I think... Also, Pin vs Cyneheard could be looking a _lot_ worse.
I get a GP next turn, 89% chance that it's not a duplicate engineer. (Also note the wonderful silver pop I got here a while ago. And the double culture theatre from a random event - eat your heart out Pindicator. Pavillions, shmavillions.)
The 11% wouldn't be _that_ bad. There's always something to use an extra engineer for: Oxford isn't terrible. Other than that I'm deliberating when and how to use the Golden Age.
Here are my forces:
The "Chinese Channel" sure does look purple, doesn't it?
My army is heavy on knights and cats, which is a good thing.Desires:
1. I want to attack Zanth as soon as possible with way more Cuirs than he's expecting.
2. Also, some defensive units would be nice.
3. I'm going to need MT and 1500-ish gold to upgrade all knights.
4. But also, I'd like to come out of this on an economic track, sooner or later. I've been running Vassalage way too long!
5. It would be nice to have the 3-man GA available to switch to Econ (and maybe Rep too) when I get there. Econ is arguable the largest tech inflection point in the whole game with this mod on this kind of map, with saturated IC trade routes.
Plans:
1. Hit the GA immediately, use the first few turns to build up gold. Revolt to Slavery early. In this era, up Cuirs vs knights, the third promotion isn't as important - Pinch is an important one as the second. So I definitely lose Vassalage. I might run Nationhood immediately to start the defensive drafting, and make use of a high happiness cap. I'm not a fan of drafted muskets in general - I like to have key defensive cities on hills where they aren't really better than longbows. But here, with a sprawling empire, high happiness cap, and slight tech advantage, they would be nice just to cover the defensive bases.
2. Hit the GA immediately, run Caste + Pacifism for at least 5 turns, try to get GPs for the 3 man GA. And exit with military civics. This means slavery isn't hit until at earliest 5 turns after the GA starts. But maybe I'm not ready for it until then anyway. It gives more time to prebuild knights to promote in the queue after the whip. This also would _look_ like a peaceful plan to Zanth. This might be too slow though - I'm feeling like every turn might matter here since Zanth is teching very quickly.
3. Save the GA until right before I'm ready to do the whip turn. This is probably a stronger GA but it isn't used to help with teching the rest of MT and accumulating upgrade gold, so would be slower than 1.
I'm not really sure, but probably I go with 1 just because it's simplest and fastest.
This definitely isn't going to be an elimination war. The realistic ideal is to take a few or even a couple front line of cities and shore up defense and that will weaken Zanth for later (mass Cav + Cannon + Airship push or something). Exact tactics are to be worked out over the next few turns. I'm even tempted to just try razing Absinthe (ancient NE stone-steal city... I forget what Darrell's original name was). On flat land it might be more valuable to have a no-mans land there, than to have a defensive liability swamped in culture.
Mouton can, and probably should, be hit out of the fog. It improves the defensive position since otherwise Trojan is very vulnerable.
So where would I inject a rolling siege force? Roading that hill W of the silver at Black Stallion wouldn't look very suspicious, right? Lol.
Are there any creative tactics I can use? I think I can rule out a surprise naval invasion force, just because his vision is so good. Playing for an Artist is possible, though the opportunity cost is very high.
At the end of this, perhaps the ideal is just to take Mouton and Boca Juniors, raze Absinthe, and _maybe_ try to take Pan Galactic. That's taking a marginal advantage and coming out a little more than marginally ahead, and tech up from there. What I know _not_ to do is what Ichabod tried in PB13 - get bloodthirsty and make the mistake of overextending into a culture quagmire. So the plan would be, basically, to figure out what the force needed is for a conservative goal, and then double or triple that and go for it.

GNP is highly buffed by wealth builds right now.
Zanth's GNP is disturbingly competitive... He seems to have played his fundamentals quite strong since taking over. It's a compliment that he's doing much better than my expectations... Maybe Gavagai is tutoring him here or something.
We have a significant lead over him in food and hammers, though not dominating by any means.
This game has two pretty clear tiers of 4 that have shaken out, with me and Pin in the second tier, though he's certainly angling to join the top.
You guys are going to see the brown line go up a bit in a few turns, I think... Also, Pin vs Cyneheard could be looking a _lot_ worse.

