Since the last page was pretty long and full of pictures (~70), it takes a long time to load on phones and is pretty jumpy. I decided to try putting the posts behind spoiler tags. Let me know if you like or dislike it and I will move forward depending on any responses.
Report under Spolier Tag...
Turn 133
Well, Singaboy let the cat out of the bag and I am sure oledavy has a huge rant in is thread (rightly so). I look forward to reading it, he does write some good rants. Diplomacy is starting to get interesting here.
Anyways, not much going on this turn. I switch into Exploration (due next turn) and Square Rigging (due in 2). Banking has 2 turns left, maybe 1 because I should get a lot of overflow from Square Rigging. Also, Castles will finish when I switch into Merchant Republic; over shot that one a little. Quadrireme finishes at Salgueiro and I start an Armory. That is about it. Since I didn't take any pictures when I signed the alliance, here is England's and Germany's lands.
First Germany (or what will be Germany)...
The old Viking's land...
And England's core...
Look at all those trade routes! Once again, most of the cities are coastal. Starting to think I am the only one who tried to not settle the coast when possible. I probable was not as vulnerable as I first thought but I think a war with TheArchduke would only hand oledvay the game. I might have handed TheArchduke the game but we will see.
Looks like England stole Darwin from Japan!
Nice. At least he has less tech than me.
Turn 133
Big, big turn! Starts off with...
Which gets me to the next tier of governments. I put in Merchant Republic, which gets me...
Overshot that one by a little bit. My new government (for this turn at least)...
I will do some upgrades next turn. With Merchant Republic in and discount gold purchases, I decide to build a builder at Grand Rio for 345
The city has poor production and my other builders would take too ling to get there and have other things to improve. I also upgrade a crossbow at Salgueiro. The rest of the money will go to upgrading Frigates.
Germany and England make peace. Look at the old Vikings land...
Looks like England got a few swords, seven to be exact. Also, it looks like Japan is going to take out Spain...
Interesting. Here is the score for reference...
England way ahead and everybody else is about par.
Well, diplomacy is becoming interesting. It is going to be fun seeing where this goes. I will discuss my update strategy in my next turn post, need to figure a few things out.
To be able to read on my phone (especially when going in badly connected area) I have changed my profile to have only 5 posts per page instead of my regular 20.
Spoiler tags are a huge plus when viewing on a phone And for that matter once the pages gets longer it loads much quicker on my desktop with the spoilered images.
I have to agree with Cornflakes, it is nice. I think I am going to keep using them, especially with the world war coming. I find have all the pictures load on a phone not only take a while to load but burns through the data and feel like I will be revisiting my pictures often as I plan for war.
Turns 135 - 139
This diplomacy game is getting interesting. It looks like the battle lines are drawn with England and Brazil facing off against Japan and Germany. Spain is going to get gobbled by Japan soon. It is going to become a very interesting game in about 20 turns. Anyways, a little behind on the reports. Should be all caught up now.
Turn 135
Start this turn off with...
And...
Which lets me swap policies. I decide to go with...
I need a few builders and plan on some Settlers to settle the northern island. I need to increase my culture and the best way to do that plus get a little extra is to plant a few more cities and build their monuments.
In the diplo thread, me and oledavy seem to have an agreement on Jerusalem. I personally think it is a high price for a city but figure I can through him a bone since I screwed him over a little. So, this turn, Japan comes asking for a loan and since we have a deal on Jerusalem, I figure I will just send him some of the gold. Part of me thought I shouldn't do this yet as he can them screw me (which he does, we will get to that later) but figured he would probably not want to create a game long enemy.
Turn 136
Start this turn with...
Then notice Japan moving ships into position to take Jerusalem!
Really! There is no reason for him to have ships over this way if he is campaigning against Spain. I figure the best action would be to declare war this turn and pillage the Harbor for 50 and block him from being able to melee attack twice in case he can't take it this turn. I honestly don't understand this. Jerusalem is shitty island city with no luxury resources. In fact it will cost him 2 or 3 and lower happiness in other cities. Plus, now I am going to be hell bent on fighting him and side with England. I did give him information on England's positions but I can also give England Japan's position. This maybe for the best, as Japan will be much easier to attack then England. All his cities are on the coast and only a few have walls. Plus, his cities are spread out and will be difficult to defend all at once. The best option here will be for oledavy to focus on taking the old Viking cities and on England, figuring I am not much of a threat and too passive to put up much of a fight but I have 23 more turns to see his lands and plan an invasion. And like I said, his lands will be easy to take, most on the coast. Most of my core is inland; he needs an army to fight me and I already have one. We will see how this all turns out real soon.
Anyways, I find it funny that my science is not that great but...
I am leading by 2 techs. Granted, I am sure they are going for more expensive techs but WTF. Japan has 1.5x my science and has for a while. I don't know how much long this will last but hopefully they keep going deeper into the tree while I get the the tech that helps with defense.
Here is the score for reference...
Not much has changed. As a last note, I was looking over teh new diplo screen and saw a rumor that Engalnd has finhsed an Entertaint District, which could only mean one thing...
He is building the Colosseum! I should have started this earlier. Next turn the builder at Carnival finishes and I will start it. Not sure if I can beat him but I can see what I can do.
Turn 137
Yep! Oledavy takes Jerusalem...
I think he thinks he is in position to win. We will see about that. Didn't really take any other screenshots this turn, not much else going on. I am going to move my ships to follow Japan's ships to let England have vision on them. Additional, Japan and Germany are now friends and will soon be allies. Looks like we are going to start playing axis and allies now!
Turn 138
Armory finishes at Salgueiro, which gives...
I decide to switch out of it for Industrialization right now. Might be able to build another sword before I finish it. I was looking through my cities and notice this...
See the pitiful 1/1 tile I have locked (to the left of the pop-up). I had it locked because there was a forest on that tile and forgot to unlock it. Oops! Lost probably 20 over the long-term. Kids, let this be a lesson, always check your tiles, especially after chops. Oh well. Speaking of chops, I can chop into the walls at Portela. Chop has a base of 95, 190 with Limes. Knocks the Harbor down to 2 turns.
Oledavy is ripping through Spain...
Took out Hong Kong last turn. I just hope England can hold off until T159. He should with his navy. Also, notice in the last screenshot he still has his GS. I think he is working towards his way to subs and is waiting to get a few euerkas. I bet he will have subs the same time as Japan.
Still leading in science...
Also, fourth in Military Power but I have a lot of units I need to upgrade. Just nee the gold to do it.
Turn 139
Start with a new civic...
This allows for another policy swap...
Decided to replace Serfdom with Trade Confederation and Limes with Press Gangs. I can build walls a little later and really want some ships out sooner. Also done with builders for a bit and figured I can increase my culture with trade routes. Speaking of trade routes, I was going to build the Great Zimbabwe at Beija-Flor (and still might) but it will take to long and probably finish after the great war. I really need culture now, so I figure I will send all trade routes to Mohenjo-Daro. With Trade Confederation, each should be +2, +1, +6. This way i can increase gold, culture, and science. This will also free up Beija-Flor to build a shrine and a Carnival. Each will add culture.
Turn 140
Trader at Beija-Flor finishes and I sent it to Mohenjo-Daro...
Not the best return on investment but it does add +2, which I need if I am going to finish Nationalism any time close to when my alliance with Japan finishes. A Harbor finishes at Portela, so I decide to buy another Trader at 305...
It will be awhile before it pays itself back, but once again, the culture is what matters here. Over 20 turns, each trade route is worth a little less than a turn of research, so it will help. The next trader for when the Harbor at Grand Rio is complete will probably be built, since I will need gold for upgrades and time will be limited, but I will probably have to check the math. Beija-Flor starts a Shrine and will complete in 7 turns after some tile swaps. A shrine is worth +2 and I can run a worker in it for +2 more. I will do the same at Caravel after the Settler. I need to shave about 10 turns off of the research to finish Nationalism if I want to put up any kind of fight.
Here are the rankings...
and score for reference...
Not much has changed over the last few turns. As a reminder, my alliance with Japan started on T129 and should finish on T159. Luckily, he offered and I accepted, so I should get the first turn without it.
Fits and starts, my well oiled machine has been coughing and sputtering along...
Not the most optimal turnset, lots of bad moves, poor prioritization, starting a build and then switching a few turns later because it was the wrong thing to do, and turns where I realizing what I should of done after I passed the turn.
We will have to see if I finally figured out what needs to be done.
Turn 141
Not much going on here. I did get another trade route sent to Mohenj-Daro for +2, +1, and +6. I switch out of Colosseum this turn as I figured it would be better to build a Settler, not for the need of another city but for the added culture if I can get a monument up. I am still at have Nationalism finish on T165, much too late. Need more culture. I am actually building 3 settlers, 1 to go north, 1 to go south to the 2 luxury island with crabs and copper to harvest, and 1 to use as a military unit to give a MG 3 tile vision. They can shot 3 tiles but can only if they have vision.
Turn 142
Start turn with...
Now I just need to finish the Commercial Hub at Tuijca to hook up my second source. I am going to have my inland cities build units when I can.
Also this turn...
Dammit Spain, no more un-pillagable trade routes and I want my next 3 envoys to go to Mohenjo-Daro for the +4. Oh well, it will have to wait until I get Nationalism and go back for Theology. I will say, I have been considering just taking the city but I would lose ~+30 and need gold for upgrades. My take it if Japan becomes their Suzerain.
Sent my 3rd Trade Route to Mohenjo. Combined, the routes should shave off a few turns of Nationalism. I should be able to get a few more sent there in next 10 turns, as current routes finish.
Turn 143
Not much this turn, no useable screenshots. Things are getting tense in the diplo thread. I have moved my army to Grand Rio, ready for upgrades.
Turn 144
In between playing turns, I realized that deer provide production, not food. And this is what snapped me out of my shitty play this last turns. I decide I am going to strip my lands of any production or gold producing bonus resource. Should help me get somethings done. I have 3 crab and 2 deer (a 3rd one in 11 turns). Additionally, each deer has forests for more production and I have a stone resources and a forest at Beija-Flor. All I need is some Builders. So, with the coming war and need for Builders, I switch to Naval Tradition to make my emergency policy swap next turn.
England declares war on Germany this turn. I don't know what he is doing with his ships...
He had the choke point here blocked off and could have slowing worked down Japan's ships as they tried to break through. He could have 6 shot any 2 ships entering the chop point but he seems to have retreated to the next choke point. I also don't understand why I have not seem any Seadogs yet. He has to have civic by now, his culture has been higher than mine for quite some time. Seadogs are the only thing that potentially can counter the Venetian Arsenal with possible free ships on capture. Well, maybe he has something else up his sleeve. We will see.
Turn 145
Finish...
Time for a policy swap...
This is going to cost me some gold. Income was 112.2 before swap, 93.2 after and will go down further as I upgrade my units. I upgrade to 3 Knights, 1 Crossbow, 2 Muskets (1 from a Sword, 1 from a Warrior), and 3 Frigates. The 2nd Crossbow gives...
With all the upgrades, my income is now 73.2, a drop of 39 per turn. Ouch! I shift my GG down to Grand Rio and will sail towards Germany next turn. Hopefully England can hold on for a while...
Thats a lot of ships.
So, I have a Builder that removed the camp on the deer at Carnival. I was hoping I would be able to chop the forest without removing teh camp to get the bonus from the Settler but no, have to remove the camp first. The Builder will chop the forest into a Builder and then will harvest the deer into another Builder. The 2 new Builders plus the ones I have should give me enough Builder action to Harvest much of what I can and be able to chop into walls and get a monument complete in my new cities. That way, I don't need to buy them and can save gold for MG upgrades.
War is coming, Germany declares in me in between turns. I have played another turn but will write that up with tonight's turn. WW2 starts! Or would this be just WW1 as not everybody was involved in the Norway-Germany conflict?
Time to chop the shit out of my civilization and burn any usable forests, jungle, or deer. Luckily, most are on hills that I can mine for more production.
Turn 146
Thanks to the diplo thread I knew what to expect when I opened the save to find...
He took out my Caravel...
It was sitting where the lower Frigate is located. I figured that might happen when I moved it there and saw some of his ships. Well, WW2 has started. Look at this Naval battle. We all know now what has happens but I was sure TheArchduke would not do so well. Awesome.
Turn 147
Open the save to see few Japanese ships...
Nice! I harvest some crabs for more gold...
Now, I panic a little bit that Germany maybe able to push through the straits area and come and sink my army, so I decide to not attack the planned Kiel city and instead attack his southern most city. This is not optimal as I can only hit it with 1 Frigate but it is better to land and fight and I can always swap out Frigates. I do hit it with a Frigate and barely put a dent in the walls. This might take a while. I think my Frigate will get hit but should survive.
I am going to need more ships soon, so I decide to burn some money on a builder...
Not optimal but it is needed. This guy can chop the forest and harvest the deer into 2 Frigates and then chop a jungle, harvest bananas, and put a mine down at Grand Rio. Should be money well spent if I can get more Frigates on the field earlier.
Turn 148
Germany counter attacked and was able to kill my Frigate! That sucked! I decided that I can't take Teutoburg yet and shift my attack to Kiel, where I can hit it with multiple Firgates. I can also land at Zitronenhain with my army and provide cover with my Frigates. Hopefully it goes well...
Also notice in the previous screenshot that oledvay built the Hanging Gardens...
Looks to be in Callisto. Must be nice to build a wonder as everybody is at war. Here is how the battle of the narrows is looking...
A lot of ships have been lost. Hopefully TheArchduke can hold the straits. Otherwise my army will be toast in the water. .
Turn 149
Finally finished...
One down, two to go. This turn, Nationalism will finish on T168, way to late. But I think I can get that down to T161 to T163. Here is my core...
As you can see I am building ships and cultural buildings anywhere they can be and the Commercial Hub at Tijuca to hook up my second Niter. Humanism finishing allows a policy swap...
I go all out on culture plus Limes to get walls and a monument in my new cities with a chop. Last turn I moved my Frigate to see if anybody was coming down the channel along Germany's southern shore and came across a Germany Caravel that was fighting with a Mohenjo-Daro Caravel. I hit it and took it down to 1 health. Looks like Germany came to hit my Frigate...
Here are the rankings for reference....
I have a few more turns to report on, hopefully I can get caught up tomorrow.
I don't know, but I am sure trying too. I am sure you have read the diplo thread but looks like oledavy is trying to divide my alliance with TheArchduke and also looks like Sinagboy is starting to get sick of oledavy's efforts, or at least lack of commitment to defending him. I hope despair is starting to take hold with oledavy so it starts to effect his game play. We will see. It is starting to look like the game is very much still a toss up.
I must say, I am really enjoying the diplomacy in this game. It does play on the emotions a little but adds a fun aspect, as long and keep in mind it is just trash talk and propaganda. And, as I said before, the BS is starting to pile high! Anyways, on to the report...
Turn 150
Sorry, but didn't take any screenshots this turn for some reason. Started landing my troops near Kiel. Harvested stone into a trade route at Beija-Flor and the overflow will go into a Street Carnival. It will finish next turn and add 3. One for the district and 2 as teh second district next to the Theater Square (1 from the district, 1 from the doubling card). I also founded a new city in the north and keep the given name for now (Natal). I harvested the stone into ancient walls and overflow should be enough to finish a monument next turn and a grainery the turn after. One charge left on the builder that will harvest the cooper up there when culture grabs it (it should be the first tile). Chopped the first ship out of Portela and will harvest the deer into another next turn.
Turn 151
Time for more chopping. I harvest the deer at Portela for another Frigate...
This guy will now go to Grand Rio and chop a jungle, harvet the bananas, and put a mine down. Grand Rio might become a good little producer. 3 plains mines and an iron mine.
Sent the chopped trader route to Mohenjo-Daro...
Culture is really starting to increase. TheArchduke comes calling...
I had to consider this as I should be able to hook up oranges soon but I think his WW is starting to impact him and it really doesn't impact me in the short term, plus I will have 2 additional ones (pearls and mercury) in about 6 to 8 turns. I do accept it.
Germany injured my knight and took his knight out with my Frigates. I forgot to take a screenshot. This happen in PBEM2, I get to involved with the war, I forget to take a screenshot. Hopefully I remember on T153.
Turn 152
Start the turn off with...
Increasing my production everywhere, especially Salgueiro. For the last 5 or so turns, I have been wanting to denounce Spain to see if I can get a CB war with them for the inspiration for Nationalism but always forgot until after I passed the save. Finally last night, I put a note on my keyboard for when i play my morning turn and...
I am pretty sure I won't be able to get the inspiration but formal war is under the CB menu and I have never tried it after I have the ability to declare a CB war, so we will see. This would be awesome if I could get the inspiration. Nationalism would finish on T157 but even if I don't, I will have it finished on T161. It will be close and if WW starts to drift higher, it might be T162. We will see, fingers are crossed. This is kind of the reason for me goating oledavy a little by telling him to hide his Subs. So he doesn't attack right away. Give it a few turns and I should be safe. I think his target will be, or at least should be, Salgueiro. It is my highest production city and if I was him, I would raze the thing to set me back. I don't know if he will be able to take it too fast. I will build Medieval walls for +2 and upgrade a Musket to bring its defenses up to 65 versus a 75 attack strength. He should be only able to attack twice a turn due to the landscape and his attacks will only do 15% of the damage until the walls fall. So, with a strength difference of 10, each attack should do roughly 7 to 18.5 points of damage. The city should be good for a few turns, until the walls fall but should give me enough time to finish Nationalism.
Here is how my research to Nationalism stands on this turn...
I will be adding a shrine with a citizen in it, a Museum with a citizen, a new city with 2 luxury resources, and a monument. Then run Theater projects until I get there. Should be enough to barely finish it on T161 if my happiness stays the same as it is right now.
I am now on top producing culture. The reason is...
12 from trade routes. If oledavy was smart, he would take Mohenjo-Daro but he doesn't have anything close to do it. I did also put 3 envoys for +4 this turn. Took out TheArchduke as their Suzerain but I need culture. Ever little bit counts, especially this early. Every turn I get less returns on my investments to culture, so need to increase it as fast as I can.
Here is the leader board. Back on top with my tech. Also, now have a bigger army/navy than Singaboy but his did just get wiped out by England.
And the score...
My new city put me above Sinagboy. Nice, no longer 4th. Things are starting to look up.
In the war, I lost a knight and killed a musket. I should have 4 Frigates to attack Kiel next turn. Probably won't take out the walls but should the following turn.
Turn 153
Start off with...
which also gives...
Now on to Nationalism. Says 11 turns to complete. Well, at least last turn it said 12. Here is the war situation (I remember this time)...
I just moved my Frigates to attack Kiel. 4 shots and maybe 25% of the walls are gone. I should have brought a ram. I figured I could take the first city and buy one but I might need it here. The defenses are 71 strength and looks like he built the 3rd level of walls. I am sure he will take out 1 of my frigates but he takes out 2, I might have to withdraw until I get MGs.
I check the Casus Belli screen and find something intresting...
Out of all of them, Protectorate War is the only one that says I don't satisfy for it. I don't know if that one just checks now and the others when they are availible but am intrested in seeing it in 4 turns.
Here is the rankings, looks like oledavy finished a tech...
And the score for reference...
oledavy is starting to pull away now that he is getting more cities.
I start to feel the first effects of war wariness...
Can't have my Capital, and major cultural producer hurting, so I decide to do this...
Hopefully he accepts it or at least doesn't demand a bunch of money for it. Interesting times are ahead. I am not sure if this game will last another 50 turns but we will have to see.
(November 7th, 2017, 13:54)Woden Wrote: @oledavy,
Why would I trust you to send your offer after we sign friendship when your past performance shows the opposite? Why would I sign friendship with the game leader right when I hit my sweet spot and can actually be relevant? Why would I let you spam Frigates for 30 turns and face a monster force of Battleships?
I may have not finished Nationalism yet but consider that might be on purpose. Remove you vision so you don't know what is going on or maybe get a few more Frigates out for cheap upgrades. Who knows, but switching policies gets cheaper the closer you are to finishing a civic and it was damn cheap to switch cards. I suggest you move your ships back to defend and better start building walls (well probably not since my MGs get no reduction for walls). Remember, when I attack your Frigates have a 35 strength difference, your Ironclads have a 20 strength difference, and subs have a 15 strength difference, and that is without fleets. Your Frigates will be 1 shot and Ironclads and Subs should be 2 shots. Granted, your subs have a 5 strength difference on the positive side when you attack but you will need to be able to attack. Plus, my cities will be stronger and shooting at the same strength once I get 1 MG.
You may be able to raze Mangueira if you go all out and attack quickly but Salgueiro should not fall. 8 or 10 or 12 MGs should be plenty to wipe out 11 Frigates, 4 subs, and 7 Ironclads, plus whatever you produce in the coming turns. Thanks to Press Gangs, I will be able to produce my MGs at the same rate you can produce subs. If you are thinking of spamming Frigates, thanks for the experience. Your best option here is to retreat and defend, then hope you can get to Steel quickly.
There will be no peace between us, your land is just to juicy to give up for a few crappy cities and a few turns of gold.
@Sinagboy,
If you and TheArchduke come to terms, I will follow and who knows where this game will be in 30 to 50 turns. We may have to join to fight England or you 2 will have to join to fight me. Power shifts quickly here.
@TheArchduke,
You should be safe from attacks, looks like he is throwing everything he has towards me.
Propaganda beget propaganda. Not sure how much of it I believe but hopefully it will make oledavy second guess himself. Really looking forward to reading any rants from him about this, should be interesting.