[SIZE="7"]Turn 130[/SIZE]
Opened the turn to see Commodore once again holding out an olive branch in exchange for the city of Palaven, and a carpet of doom surrounding the city.
![[Image: Palaven-6.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/Palaven-6.png)
He spotted my reinforcing army with his sentry knight, and accordingly spread out his forces to make them harder to kill with collateral. Very smart move on his part I think. He also moved 6 rifles and LS's to menace Tuchanka.
Time to queue up some dubstep
So, this turn saw fighting along three fronts, Palaven, Tuchanka, and west of Zoe. Here's how each went down:
[SIZE="4"]Palaven[/SIZE]
While Commodore had spread out most of his forces surrounding the city, there remained two small stacks. One of an LS and Rifle, another of a LS, Cat, and Rifle Pair. I targeted both of these, hitting them with Cats, then a sacrificial mace to take down the top defender, before mopping up. The last unit I attacked with in each case was one of the city's garrison, so it could move back behind the walls after making the kill
The other order of the day was to kill the rifle protecting the sentry knight, then nail it with a pike. I sacrificed a mace to scratch the rifle, mopped it up with another, then sent a pike against the Knight at ~90% odds. Unfortunately, this pike left, the only battle of the turn that did not go the way it 'should' have. I gritted my teeth, and detailed another pike to take out the Knight. If he wants, Commodore can kill that particular pike with a Guerilla II Rifle he has in the jungles north of Palaven on his turn. However, that would mean practically sacrificing the Rifle. I have a couple workers ready to road the tile the pike occupies next turn to get it back in the city.
Palaven is now officially the most fought over location in the world.
Here's the aftermath:
![[Image: Afterwards.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/Afterwards.png)
I moved all my units into the city, and staged the catapults southwest of the city to be closer to Irune while still reaching all the tiles I need them too. He has 2 Rifles that can attack the city next turn, and probably score a couple kills. We'll see what I can do.
[SIZE="4"]Tuchanka[/SIZE]
![[Image: Tuchanka-6.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/Tuchanka-6.png)
Pretty straightforward set here. He started out the turn with four units in range of the city, I decided to knock out the rifle/LS pair on the flatland and leave the hillfolk alone. I sacked in a couple catapults, then brought in a Pinch musketeer in from Irune to nail the Rifle. I mopped up the LS with a mace, and that was it. I'm still holding a small force in between Irune and Tuchanka. If he attacks with the Rifle, he can probably kill the newly completing musketeer, but the LS should just die to the fresh mace.
[SIZE="4"]West of Zoe[/SIZE]
Commodore tried retreating Hamilar Barca back to his territory, but my newly completed Musketeer in The Citadel was just in range...and the spilt blood of the innocents of Thessia was crying out for revenge.
![[Image: SnipingHisGG.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/SnipingHisGG.png)
Take that Commodore!
Also, note the galley moving down the coast. It looks like he's going to try to land rifles to attack the Citadel. I'll be ready. It also looks like he's preparing to found a city 1 NW of the Rice, but there's nothing I can do about that for now. I deleted the musketeer before ending turn to deny him the easy kill for XP.
So, after two turns of war, here is the score:
[SIZE="4"]French Losses[/SIZE]
1 Archer
1 Musketeer
3 Maces
1 Pikes
8 Catapults
[SIZE="4"]HRE Losses[/SIZE]
5 Rifles
3 LS
2 Knights
1 Catapult
Not a losing rate of exchange, but not one that is going to win me this war either. I'll get back to that later. Here is the relevant event log:
![[Image: TheEventLog-1.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/TheEventLog-1.png)
![[Image: MoreEventLog.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/MoreEventLog.png)
NoGas started another MoM powered golden age, revolting into US and Pacifism. Someone birthed a GS, and I lost a fourth spy in/around Jumping
None of my spies have survived more than three turns in Byzantine territory. I'm about ready to give up on spies altogether. My fifth one, the last build produced by Thessia, is heading for the HRE city of Zoe and check out the defenses there and give me the heads up on any incoming forces.
So, the question worth asking at this point is: "Dave, why haven't you given Commodore peace for Palaven when you've already said it makes your defensive position untennable and that you have been willing to give it up for some time. Here are the reasons:
1. If I gave Commodore peace for just that city now, I feel sure he would come back ten turns from now for more. And not only would he come back with bigger armies, he would come back with Cannon. I'm better off putting up a fight now and bleeding him while I'm relatively stronger compared to the HRE than I will be 10 turns down the road. The more he whips and drafts now, the less he'll have to whip and draft later when he gets more powerful units unlocked.
2. I CAN defend it. I didn't anticipate Commodore declaring war on me so soon, but I was prepared to defend the city. And as long as I can expend units nearing obsolescence to kill Rifles and get more production out of the city, I will.
3. Retention of Great Wall. The longer I keep the GW and accumulate GG points from all the fighting in my borders, the better. Likewise, the longer I can deny it to Commodore, the better.
3. I don't like having my cities burned/taken. No logic here, other than the almost premieval: "You hurt me I want to hurt you back." So, he burns Thessia, I'm going to make it as painful as possible for you.
After I bloodied Commodore this turn, I offered him a white peace. I doubt he'll accept it, but I wanted to give him the message that I am prepared to return to our status quo, despite his underhanded razing of Thessia. The longer I can hold onto Palaven and bloody his nose, the more likely, I feel, he'll be to acquiesce to a peace between us.
All this being said, my loss here is inevitable. If I was just facing Commodore, I might be able to hold my own, but I'm fighting the Byzantines as well.
If we just consider Commodore, my odds aren't great, but don't look awful. He can draft rifles yes, an incredibly efficient way to produce military. However, my MFG, even outside a golden age, is better than his. And while I can't hammer efficiently kill his rifles in such a way that his drafting won't eventually prevail over my higher MFG, my interior lines of reinforcement and six-move musketeers will. I have a massive mobility advantage fighting in my own territory and with musketeers. So my reinforcements can get to the front eons before his do. So, if I was just fighting Commodore, I expect this war would devolve into a stalemate, and I would even be able to hold the far-flung city of Palaven. When I unlock Nationalism for myself in just a few more turns, I'll feel even better about my position.
However, Mist and Ichabod change the balance of power. The last few turns they've been moving units into Jumping, presumably in preparing for a renewed offensive which I HAVE to hold off. Even more worrisome, they've completed their research of Astronomy. And without Optics to give me increased visibility over water, there are several places they can boat me from the fog. I'm starting to keep garrisons in all of my backline cities. While they can't do much besides sail around the coasts and shake their fists at me, they're pinning down defenders I desperately need in Irune or Palaven.
Mist and Ichabod haven't truly started mobilizing yet, but when they do, things are going to get very bad very fast, and my defense is eventually going to crack under the strain.
So, why bother holding out at all? Well, because the international situation is changing. A superpower is emerging the the east, and the two other great powers face a choice: Unite and attack the superpower to bring them down, or try to divide me up and add France to their territory to bring them on par with the Chinese. The longer I am able to hold them off, the more likely it is that one or both will sue for peace with me and turn their efforts to dragging down the Chinese. That's the endgame I'm playing for at this juncture, play for time for China to get stronger. NoGas may actually end up helping me in this by attacking Commodore while his back is turned. One can hope.
At any rate, that's what I'm trying to do at this point. Techwise, I'm currently saving gold to research Nationalism. After that, if I still have a fighting chance, I'll either try to unlock Cuirs, Rifles or Cannon, whichever looks like it might help me the most/is most reachable.
I ended the turn by sending out a few diplo offers. I asked NoGas for each of their surplus luxuries and health resources, individually so they can accept or decline what they want. I hate the Chinese, but they have a vested interest in propping me up, and some happy would make my coming switch into PS easier. Since Commodore is apparently asking Yuri for gold, I went ahead and requested his gold to. I daresay I could put it to much better use at this point than he can, and as the only civ that has not been at war with him this game, I feel like if anyone has a claim to it, it's me.
Here are the armies at the end of the turn.
Mine:
![[Image: MyArmy-2.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/MyArmy-2.png)
Commodore's:
![[Image: HisArmy.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/HisArmy.png)
End Turn.
Opened the turn to see Commodore once again holding out an olive branch in exchange for the city of Palaven, and a carpet of doom surrounding the city.
![[Image: Palaven-6.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/Palaven-6.png)
He spotted my reinforcing army with his sentry knight, and accordingly spread out his forces to make them harder to kill with collateral. Very smart move on his part I think. He also moved 6 rifles and LS's to menace Tuchanka.
Time to queue up some dubstep

So, this turn saw fighting along three fronts, Palaven, Tuchanka, and west of Zoe. Here's how each went down:
[SIZE="4"]Palaven[/SIZE]
While Commodore had spread out most of his forces surrounding the city, there remained two small stacks. One of an LS and Rifle, another of a LS, Cat, and Rifle Pair. I targeted both of these, hitting them with Cats, then a sacrificial mace to take down the top defender, before mopping up. The last unit I attacked with in each case was one of the city's garrison, so it could move back behind the walls after making the kill
The other order of the day was to kill the rifle protecting the sentry knight, then nail it with a pike. I sacrificed a mace to scratch the rifle, mopped it up with another, then sent a pike against the Knight at ~90% odds. Unfortunately, this pike left, the only battle of the turn that did not go the way it 'should' have. I gritted my teeth, and detailed another pike to take out the Knight. If he wants, Commodore can kill that particular pike with a Guerilla II Rifle he has in the jungles north of Palaven on his turn. However, that would mean practically sacrificing the Rifle. I have a couple workers ready to road the tile the pike occupies next turn to get it back in the city.
Palaven is now officially the most fought over location in the world.
Here's the aftermath:
![[Image: Afterwards.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/Afterwards.png)
I moved all my units into the city, and staged the catapults southwest of the city to be closer to Irune while still reaching all the tiles I need them too. He has 2 Rifles that can attack the city next turn, and probably score a couple kills. We'll see what I can do.
[SIZE="4"]Tuchanka[/SIZE]
![[Image: Tuchanka-6.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/Tuchanka-6.png)
Pretty straightforward set here. He started out the turn with four units in range of the city, I decided to knock out the rifle/LS pair on the flatland and leave the hillfolk alone. I sacked in a couple catapults, then brought in a Pinch musketeer in from Irune to nail the Rifle. I mopped up the LS with a mace, and that was it. I'm still holding a small force in between Irune and Tuchanka. If he attacks with the Rifle, he can probably kill the newly completing musketeer, but the LS should just die to the fresh mace.
[SIZE="4"]West of Zoe[/SIZE]
Commodore tried retreating Hamilar Barca back to his territory, but my newly completed Musketeer in The Citadel was just in range...and the spilt blood of the innocents of Thessia was crying out for revenge.
![[Image: SnipingHisGG.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/SnipingHisGG.png)
Take that Commodore!
Also, note the galley moving down the coast. It looks like he's going to try to land rifles to attack the Citadel. I'll be ready. It also looks like he's preparing to found a city 1 NW of the Rice, but there's nothing I can do about that for now. I deleted the musketeer before ending turn to deny him the easy kill for XP.
So, after two turns of war, here is the score:
[SIZE="4"]French Losses[/SIZE]
1 Archer
1 Musketeer
3 Maces
1 Pikes
8 Catapults
[SIZE="4"]HRE Losses[/SIZE]
5 Rifles
3 LS
2 Knights
1 Catapult
Not a losing rate of exchange, but not one that is going to win me this war either. I'll get back to that later. Here is the relevant event log:
![[Image: TheEventLog-1.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/TheEventLog-1.png)
![[Image: MoreEventLog.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/MoreEventLog.png)
NoGas started another MoM powered golden age, revolting into US and Pacifism. Someone birthed a GS, and I lost a fourth spy in/around Jumping

None of my spies have survived more than three turns in Byzantine territory. I'm about ready to give up on spies altogether. My fifth one, the last build produced by Thessia, is heading for the HRE city of Zoe and check out the defenses there and give me the heads up on any incoming forces.
So, the question worth asking at this point is: "Dave, why haven't you given Commodore peace for Palaven when you've already said it makes your defensive position untennable and that you have been willing to give it up for some time. Here are the reasons:
1. If I gave Commodore peace for just that city now, I feel sure he would come back ten turns from now for more. And not only would he come back with bigger armies, he would come back with Cannon. I'm better off putting up a fight now and bleeding him while I'm relatively stronger compared to the HRE than I will be 10 turns down the road. The more he whips and drafts now, the less he'll have to whip and draft later when he gets more powerful units unlocked.
2. I CAN defend it. I didn't anticipate Commodore declaring war on me so soon, but I was prepared to defend the city. And as long as I can expend units nearing obsolescence to kill Rifles and get more production out of the city, I will.
3. Retention of Great Wall. The longer I keep the GW and accumulate GG points from all the fighting in my borders, the better. Likewise, the longer I can deny it to Commodore, the better.
3. I don't like having my cities burned/taken. No logic here, other than the almost premieval: "You hurt me I want to hurt you back." So, he burns Thessia, I'm going to make it as painful as possible for you.
After I bloodied Commodore this turn, I offered him a white peace. I doubt he'll accept it, but I wanted to give him the message that I am prepared to return to our status quo, despite his underhanded razing of Thessia. The longer I can hold onto Palaven and bloody his nose, the more likely, I feel, he'll be to acquiesce to a peace between us.
All this being said, my loss here is inevitable. If I was just facing Commodore, I might be able to hold my own, but I'm fighting the Byzantines as well.
If we just consider Commodore, my odds aren't great, but don't look awful. He can draft rifles yes, an incredibly efficient way to produce military. However, my MFG, even outside a golden age, is better than his. And while I can't hammer efficiently kill his rifles in such a way that his drafting won't eventually prevail over my higher MFG, my interior lines of reinforcement and six-move musketeers will. I have a massive mobility advantage fighting in my own territory and with musketeers. So my reinforcements can get to the front eons before his do. So, if I was just fighting Commodore, I expect this war would devolve into a stalemate, and I would even be able to hold the far-flung city of Palaven. When I unlock Nationalism for myself in just a few more turns, I'll feel even better about my position.
However, Mist and Ichabod change the balance of power. The last few turns they've been moving units into Jumping, presumably in preparing for a renewed offensive which I HAVE to hold off. Even more worrisome, they've completed their research of Astronomy. And without Optics to give me increased visibility over water, there are several places they can boat me from the fog. I'm starting to keep garrisons in all of my backline cities. While they can't do much besides sail around the coasts and shake their fists at me, they're pinning down defenders I desperately need in Irune or Palaven.
Mist and Ichabod haven't truly started mobilizing yet, but when they do, things are going to get very bad very fast, and my defense is eventually going to crack under the strain.
So, why bother holding out at all? Well, because the international situation is changing. A superpower is emerging the the east, and the two other great powers face a choice: Unite and attack the superpower to bring them down, or try to divide me up and add France to their territory to bring them on par with the Chinese. The longer I am able to hold them off, the more likely it is that one or both will sue for peace with me and turn their efforts to dragging down the Chinese. That's the endgame I'm playing for at this juncture, play for time for China to get stronger. NoGas may actually end up helping me in this by attacking Commodore while his back is turned. One can hope.
At any rate, that's what I'm trying to do at this point. Techwise, I'm currently saving gold to research Nationalism. After that, if I still have a fighting chance, I'll either try to unlock Cuirs, Rifles or Cannon, whichever looks like it might help me the most/is most reachable.
I ended the turn by sending out a few diplo offers. I asked NoGas for each of their surplus luxuries and health resources, individually so they can accept or decline what they want. I hate the Chinese, but they have a vested interest in propping me up, and some happy would make my coming switch into PS easier. Since Commodore is apparently asking Yuri for gold, I went ahead and requested his gold to. I daresay I could put it to much better use at this point than he can, and as the only civ that has not been at war with him this game, I feel like if anyone has a claim to it, it's me.
Here are the armies at the end of the turn.
Mine:
![[Image: MyArmy-2.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/MyArmy-2.png)
Commodore's:
![[Image: HisArmy.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/HisArmy.png)
End Turn.

![[Image: Peace.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/Peace.png)
![[Image: TradeScreen.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/TradeScreen.png)
![[Image: DomesticAdvisor-1.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/DomesticAdvisor-1.png)
![[Image: Power-5.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/Power-5.png)
I'll need that luck.
![[Image: Bravery-3.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/Bravery-3.png)
![[Image: Jumping-2.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PBEM38/Jumping-2.png)
