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Gandhi of France II - Assuming Direct Control

[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]

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 nod

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]

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]

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]

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]
[Image: 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 rant

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]

Commodore's:

[Image: HisArmy.png]

End Turn.
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If this game had diplo, this is what I would send about now (sounding a lot less formal and haughty of course :neenernee):

Quote:To the Esteemed Commodore of the Sluggy Empire, and Consuls Mist and Ichabod of Byzantium,

Right now, you are falling into a classic mistake of Realms Beyond FFA games. In many games, whenever a potential runaway emerges, the modus operendi of the other powers becomes something akin to this:

"If I just achieve 'X,' then I'll be caught up to the runaway!"

They delude themselves into thinking that if they can research a certain tech, unlock a certain unit, or unlock a particular unit, only then will they be set to tacke the runaway. However, in my experience, these lofty hopes very rarely work out. The runaway simply grows more powerful in the meantime, and whatever goal the player has set themselves ends up simply not being enough to combat the rising tide. In the end, there is simply no substitute for a despoiling military attack on the runaway at the earliest possible opportunity to drag them down. Regardless of any tactical success on the field, it invariably forces the runaway to readjust their priorities and turn their civilization to producing guns instead of butter. "But" you may say "Doesn't this just create another runaway? Doesn't whoever is not involved in the war benefit most?" Yes, this is true, but by never stopping the first runaway, you throw away any opportunities change in the balance of power might bring, and resign yourself to your fate rather than take the chance to change it.

In this game, it seems the three of you have convinced yourselves that if you absorb just enough French territory, you will then be on par with the Chinese Superpower rising in the East. If you two persist in your military operations, France will, eventually, inevitably fall. However, I can assure you that whatever you take will not be sufficient to bring you up to the same level of the Civilization that has already completely absorbed the territory of another. Furthermore, it will come at too high of a cost for either of you to ever truly recover from.

In effect, by continuing your efforts to bring me down, you are throwing the game to the Chinese. If you both turn your attention now to the Chinese, and wage a war to stop their rise to power, the former balance of power might be restored. But if you continue to wage war on France, you will have nothing to show for it but a few additional cities and a lost game.
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[SIZE="7"]Turn 131[/SIZE]

[Image: Peace.png]

I can hardly believe it myself, but it actually worked. Commodore took my peace offer. I am not so vain to think my spirited defense was the primary factor in his withdraw. I suspect the main reason for his settlement was China setting off their 2nd golden age. It's almost as though Commodore read my letter, and now understands that something has to be done about China.

Needless to say, I couldn't be happier. I lost a city, but my northern neighbor and I are resuming the status quo; as indicated I think, by this trade offer from Commodore.

[Image: TradeScreen.png]

I accepted. I thought about cancelling my Ivory for Spices deal with Gaspar down the road, but I think I prefer things as they stand. Ivory gets doubled with markets while spices do not.

At any rate, Commodore also offered large lump sums of gold for Tuchanka and Palaven. I would never consider willingly parting with Tuchanka, but I briefly considered sending him a counter-offer for Palaven. In the end, however, I decided I would rather keep it's production for now. With the threat from the north gone for the time being, I'm turning my attention back to the south and the Byzantine aggressors.

My immediate priority is to lock-down Irune and Palaven; and defend Earth and Dekunna from any attack from the seas. Optics may end up being my next tech target just to make defending easier on me. Longer term, however, I'm invading along the border between Jumping and Irune. Hopefully not stopping until the Byzantines are no more.

The Byzantines have rifles yes, but are not focused on building them. Last I checked, they were pushing economy. I expect they still are, with a mix of galleons and rifles sprinkled in. More importantly, they're not in Nationhood, and cannot draft the population into the ranks. I figure there is a simple calculus to this, that if I throw enough musketeers at the Byzantines, their cities will fall. A two-mover draftable unit that gets defensive bonuses is a force to be reckoned with, even if you have rifles; and when you're fielding dozens on them, they can be truly scary.

[Image: DomesticAdvisor-1.png]

I figure that the Byzantines will run out of rifles before I run out of musketeers. How does this end? Well, hopefully with their entire empire belonging to me, though I shudder to think of what WW would look like at that point thanks to the SoZ. I may have to send a force of musketeers in deep to try and raze that city. At any rate, I don't have an end game in mind at this stage, I'm just going to try to hold my cities and induce as much misery as possible on Byzantium. If I actually manage to win that war...well I'll cross that bridge when I get to it.

"But" you ask "Why does Commodore get a free pass?" Yes he did backstab me, but it's simply not expedient to nurse a grudge against him at this point. He's about to embroil himself in war with China, and I approve wholeheartedly. For now, he's a friend, if an untrustworthy one. Btw, here is the power graph for Commodore's attack and my counter-attack.

[Image: Power-5.png]

t131 was my last turn of golden age, and I'm putting almost every city on building musketeers - additionally revolting into Police State. The one exception to this is The Citadel, which is building a settler to refound Thessia 1N of it's original spot (and then will be building another settler to refound Ilos). I anticipate being able to beat Commodore to the spot. I'll have Nationalism in time for my next revolt, and then I can really start cranking out musketeers. Meanwhile, Mist and Ichabod founded a worthless backfill city in the mountains to hold down the center of the line, named Tackling. If I do manage to take Jumping, it will fall immediately afterwards.

We'll see where this all leads.

End Turn.
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Fintourist Wrote:This is simply a great and entertaining thread! Many thanks for all the updates and good luck with the comeback!

Thanks smile I'll need that luck. lol
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Closest battle I ever fought, but I have begun to dish out revenge for the phract invasion.

[Image: Bravery-3.png]

Bravery has been burned to the ground.

And yes, you can believe I'm going to be gloating the banter thread over this. smile
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:2dance:

So, what's the grand plan for Davy victory at this point?
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BRickAstley Wrote:So, what's the grand plan for Davy victory at this point?

Eh, crush Byzantium under sheer weight of musketeers and hope Commodore doesn't come back to try and kill me again after t141.

Coming up soon - Siege of Jumping wink
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The Siege of Jumping

Mist moved his Phracts northeast towards the ruins of Bravery to skirmish with my musketeers. I saw my chance and took it, it's all in now:

[Image: Jumping-2.png]

Next turn, I can hit the city with:

20 Musketeers
12 Macemen
1 Crossbow
10 Pikes
11 Catapults

54 Units Total

Additionally, I have a spy in the city ready to lower the defenses (provided the RNG doesn't screw me over again)

Defending the city, Mist and Ichabod currently have:

7 Riflemen
1 Musket
2 Maces
1 Crossbow
3 Longbows
5 Catapults

19 Units Total

I'll go into more detail of the global/domestic situation and my tactics when I have a bit more time, but felt this occasion warranted a quick update. If all goes well, next turn the city will fall and I break the Western Front wide open. Nationhood comes online next turn, and I'm going to keep drafting and shoving Musketeers down Mistabod's throat like there's no tomorrow.
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Alrighty, time brief summary of the situation on the ground. No pictures I'm afraid.

Immediately after the repulsing the Holy Roman invasion, I reshuffled all my forces to the south. I staged all my one-movers in Irune, other than a few pikes in Palaven. As for my growing swarm of Musketeers, I placed them northeast of the city in the blind spot of Tackling's culture. From there, they could reach either Palaven or any of the tiles south of Irune in one turn.

Mistabod exposed a couple workers northeast of Tackling, and I sniped and deleted them with a musketeer; promoting it to Woodsman II to save it from counter-attack. However, the next turn, Tackling was still garrisoned by just a Longbow, that I had odds on. I took the ~63% shot....and lost. frown

C'est la vie

All this time, I had visibility on the Bravery garrison. It remained constant: 1 Rifle, 1 Musket, 2 Pikes, 1 Axe, 2 Archers. I had entertained the idea of striking the city directly with two-movers for quite some time, however, I thought the garrison would be reinforced before I had sufficient numbers to make an attack possible. However, by the time t136 rolled, the garrison had not been reinforced and I had a sizable force of musketeers assembled. Taking the opportunity, I staged 16 musketeers in Palaven, and on t137, assaulted the city.

The battle was the nearest run one I've commanded in a very long time. Bravery was probably the most defensible city on this pangaea. On a hill and protected on two-sides by a river, it was a tough nut to crack.

I had to suicide 4 musketeers before I got the rifle in killing range, and an additional pair to sufficiently scratch the musket. Even then, the match-ups where I finally killed both of the top defenders I won at ~40% odds. If these battles ha not gone my way, the battle would have een lost, because ultimately I needed every last unit to breach the Byzantine defenses.

After that, it was the pikes, which both took a sacrificial musketeer before getting them in killing range. Even then, the battles against the wounded pikes, axe, and pair of archers were all just in the ~65% range with the sheer strength of the enemy position. I lost one of the match-ups against a CG1 archer, but one the rest. In the end, I lost 9 musketeers to kill the seven defenders, but the city fell. A much too near run thing. I covered the musketeers with a pike and sent the turn on.

It was quite a relief to finally pull this off. Since Mistabod planted that city, I've been considering how to burn it. After my failure to take it down with pikes vs. longbow, I had written it off as too strong to assault from the northeast. The loss of their second biggest commerce city (outside their capital) was a major blow to Byzantium, and opens up the north to forking attacks from my musketeers. I would have liked to follow-up my initial assault with a push into north Byzantium. However, I simply did not have the forces available to make that a reality. Moreover, with the naval threat from Mistabod, I need to be focusing my efforts on their coastal cities to deny them production centres for galleons; and acquiring cities I can actually hold onto rather than just burn.

So, with that in mind, I've been holding the majority of my forces in and around Irune, opposite the largest visible garrison of the gray shirts. The threat of galleons has forced me to keep larger garrisons than I would like in Dekunna and Earth to defend them against being boated. However, I've been scaling them down steadily as the threat appears to be less and less. To date, I've only seen a single Byzantine galleon, Mistabod aren't going to have rifles to spare at this point to attack my coastline.

On their turn, they moved their cavalry force northeast. They managed to kill my musketeer that burned Bravery, but lost a 70% battle to take down my pike defending my stack. On my turn, I moved my musketeers back into Palaven, and deleted the valiant pike to deny Mistabod the experience.

As I showed above, I also last turn moved to assault Jumping, leaving just a tiny garrison in Dekunna (risking an attack from the galleon) and going all in.

Mistabod poured reinforcements into the city, emptying their nearest cities, and hit my stack with catapults. Most cripplingly, however, they caught my spy on the turn I would have needed him. rant

So, I had the choice of attacking on coinflip odds, or waiting a turn, pulling in an additional dozen musketeers (including the Bravery veterans), partially lowering the defenses of the city with cats and healing my own collateral damage courtesy of my supermedic. After some thinking, I chose the latter. It would have been a near run thing. Mistabod was fielding 11 rifles in the city, a pair with Drill III. Those things are going to be extremely hard to kill. Hopefully, they're forces will not have grown significantly by next turn, though I am expecting the return of the Phracts, possibly for flanking damage.
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Story of the last few turns:

Attack on Jumping Fails, my forces are hammered and Mistabod sweeps me from the field.

Two turns later: Mistabod moves in, this time I'm the one doing the hammering. 22 dead Byzantine units.

Next turn: Attack on Jumping Part III
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