Hang on to your hats ladies and gents, we're about to embark on a wild ride - my first PBEM war, hopefully I'll make a half decent showing.
I plan to kick things off next turn and declare war unless Rego beats me to it.
I'm studying to be a military historian, so with that in mind: time to invoke Sun Tzu!
[SIZE="3"]"Attack Weakness, Avoid Strength"[/SIZE]
Rego clearly expects me to attempt an attack T-Hawk or Ilios. His source of iron is located there, which is a huge priority due to it being necessary to build frigates. Accordingly, he has in the area:
3 musketmen
3 longbowmen
1 catapult
1 axeman
2 spearmen
2 quechuas
1 galleon
1 galley
5 frigates
Next turn I expect to see at least a couple rifles staffing both of those cities. There is no way my puny little army can do anything against that. What Rego doesn't know is that Shoot is going to be coming at those cities the back way in 5t or so with tons of rifles. If all goes well, he'll never see it coming. So, I'm keeping just enough defenders in Alexandria to deter an assault and scraping together all the soldiers I could with my Northern Fleet for an attack on Rego's west coast. Alexandria is currently the most vulnerable, staffed by a rifle and 2 maces. Rego can use those 5 frigates to instantly bomb down the city's 40% defenses. However, he can only move five units to attack the city (1 galley, one galleon). And unless he pre-loaded the galleon, the best he can throw at me next turn is 2 muskets, and 1 longbow. Still, I need to be careful to not leave myself open here. The only way this city is falling next turn is if he has a loaded galleon hidden in the fog.
Scrounging every spare unit together, including emptying Antioch of defenders, I positioned the Northern Fleet to fork the cities of Sciz, Bato and Tatan (to the southwest).
My Fleet:
8 East Indiamen (2 Combat I)
3 rifles
3 muskets
4 macemen
Bato Garrison:
1 Musket
1 Catapult
1 Spear
Sciz Garrison:
1 Quechua
Tatan Garrison
Nothing
Nearby Incan Navy:
1 Frigate
1 Caravel
1 Galleon
1 Galley
Tatan is toast. Rego is not in slavery and the city is beneath the threshold to draft from. There is no unit even near the city to even upgrade. In Sciz he will probably draft a rifle and upgrade the quechua, which would make it two units against ten. Fingers crossed that he does not have rifles or frigates near completion in either city. Bato is a possibility, but he will probably draft there next turn and upgrade the musket. Even if he doesn't, I just don't have enough soldiers to spread over three cities. The only thing he could do to seriously screw with my plan is block me with his ships. If he attacks, the 5 unloaded ships (2 combat I) will absorb the attacks, and the three loaded East Indiamen can go boat his cities. If he blocks, I have 5 ships to spare and lots of airships within reach, which - barring really bad luck - should be enough to clear the seas of his ships.
Speaking of his fleet:
He positioned that galleon to fork the cities of Damascus and Cairo. However, Damascus is staffed by a rifle and a musket and I whipped a rifle in Cairo in addition to the axemen. Unless he has modern armor in that galleon he will not be able to take either city, in which case I counter with spearmen :neenernee
I additionally marked in the screenshot where I plan to build a new city to redeem a wasted grassland tile as well as the fish from Tatan once (if?) I take it.
Which brings us back to Sun Tzu:
[SIZE="3"]"All Warfare is Deception"[/SIZE]
I really like how this deception played out. It has at least tempoararily forced Rego to abandon any attempt to boat Hattin. He does not want to risk that I have one of those East Indiamen loaded. However, the bluff is over now. I split them between the two tiles with the 2 galleys and trireme to prevent him from boating Hattin while simultaneously pressuring Nowitzkiville. They're also playing zone defense for Nazareth. Shoot is currently shipping my three rifles to the islands. Nazareth will be defended in 3 turns, Hebron in 4. I just need to keep him from boating either of them in the meantime. The HMS Bellerephon is closer to Hebron playing defense against any opportunistic moves from his galleon.
Darrell declined my East Indiamen, saying he will cash upgrade galleys to transports once he gets to Combustion. Nice of him, I wish he had told me earlier because these 14 East Indiamen were in position to be gifted to him and are far away from any fighting. It also meants I built far more than I actually needed. Lesson learned: never be the one to build the navy. On the plus side, these ships will be a nasty surprise for Rego in about 6 turns, and will definitely get some use. Speaking of the rest of my fleet:
I gifted the eight remaining ships to Shoot in addition to the two I've already fronted him (plus an airship). I should probably come up with more concrete terms for lending these guys

Shoot has been really hard to catch and his heart is no longer in this game, despite the war. However, I'm glad he's at least going after someone with me.
Darrell has also expressed interest in a couple of airships which I'll work out with him when the time comes.
When and if I boat Rego's cities next turn, I'm at a bit of a loss of what to do next. One option is to use all my forces to boat Tatan and then chain raze Polka, Far Open, along with Commodore if I'm lucky. They're all too small to draft and have no defenders are nearby. I currently have 15 airships all in my eastern cities, here is the pre-war recon shot of the Incan core:
I'll be curious to see what it looks like afterwards.
My economic builds are all for war. All my cities on the mainland are pumping out riflemen while my far western island cities of Beruit, Damietta and Jaffa continue to produce airships. The notable exception here is Jerusalem, which is finishing up Oxford University to give my GNP a much needed shot in the arm. All these riflemen will be assembling for an as yet, undecided attack that will probably roughly coincide with the arrival of those 14 East Indiamen from the west. Attacking somewhere in his south looks the most promising at this point. So, basic plan of action in bullet points:
- Attack targets of oppurtunity on his west coast
- Fortify and hold down my own seaboard against any counterattacks.
- Use my superior numbers of ships and airships to clear the seas of his fleet.
- Launch larger attack spearheaded by rifles in the south in ~6 turns
At this point, Shoot should be involved and should be doing some damage. And a few turns later, Darrell will be making the decapitation strike at Pindicator. I'm hoping being attacked from so many sides will simply overwhelm Rego's ability to defend. I'm worried we might end up very much like the Coalition of the Willing in PB2 if Rego plays his cards right, given the uncordinated nature of this war.
Shoot and I both closed borders with Rego last turn, and Darrell should do the same on his turn. We all also traded maps around to get an updated picture of the world. I contacted Space and he assured me he and Novice would stay out of this war and would not trade Rego iron. Darrell suggested opening borders with them to grease the wheels of diplomacy, and Space said they would be interested in this. I went ahead and offered open borders with them.
Tech Report, Turn 124
Rego - Rifling
Darrell - Chemistry
Shoot - Engineering
NoSpace - Literature
NoSpace queued up steam power, due in two turns. I'm pretty sure this does mean they'll be heading for assembly line. They could potentially be really scary in about ~25 turns. Teching and building while the four of us tear each other apart too. Darrell is looking really intimidating too - he is uncomfortably close to destroyers. Maybe I can get them to fight each other....
This update is really dragging on, so I think I'll stop and address future civics changes and tech plans in another.
I'll end with a picture of my core, which I haven't shown in awhile:
My workers have been bored, and have been roading all the tiles. Railroads soon!