1710 AD - Peace riots were stifling productivity throughout the Empire, much to the remainder of the government's chagrin. Didn't the
fools people realize the government wanted peace as much as they did? To top it off, a huge debate had erupted over whether to rename the capital DanQ or MarkG - as no consensus could be reached, it was decided that the capital's name would have to remain River's Source.
With no way to make peace, the government decided at last to implement a bread-and-circuses tax of 30% - far higher than it would've liked, but necessary to ensure the other half of the empire didn't start rioting in five years.
Two towns were doomed this turn - Tobacco Junction and Desert's Edge. The amount of forces by each one was simply overwhelming. As such, their defenders would simply be sent east towards The Fens to help there.
Grassy Coast, in the west, was not severely threatened, but there was a Cavalry outside the gates; as such, it was attacked.
After it had received a solid thrashing from my Cavalry, the Musketman and Rifleman in the countryside began moving south, along with Tobacco Junction's garrison, who stopped to form a pillaging line.
At this point the commander at Desert's Edge realized the opportunity to form a complete pillaging line of the type that hadn't been seen in a decade. Even better, the deserts would force their Cavalry to take the long path west to reach Coastal Cove, likely buying Occidental Slope an extra turn in the process. Finally, if we did it right, we could save a source of Incense in the middle of the desert, a valuable luxury that could be exported.
With the pathway for the Talented advanced now interrupted, the issue of what to do with the doomed cities rose again. Among the more controversial propositions was to allow the Militarists or Seafarers to take official control of the cities, with a piecemeal contingent of their diplomatic corps running the city. Such an action would force the Talented to declare war on them to take the city, and would ensure that the Talented could not advance quickly if they opted not to declare war. The plan garnered significant consideration, and was nearly implemented, before the politicians who argued that the Talented would inevitably declare war on anyone receiving a city in such a way won the day. It wasn't like the Miliarists or Seafarers could hold a candle to the Talented in such a situation, either.
The abandoning of the cities would give the Talented Cavalry a bit more room to work with, but they'd have had it after two moves in any case. Most importantly, they would not be able to bridge the gap to take Grassy Coast this turn, and would only be able to reach Coastal Cove next turn.
In better news, thanks to the mass-movement system implemented in 1705, by the end of 1710 twenty-eight Cavalry, or 82% of our total, had reached The Fens. Joining them were seven defensive troops. This force was considered sufficient to defeat the first wave of Talented troops, although more troops, especially defensive ones, were heavily desired. One Cavalry was sent on a sortie to defeat the lead Talented Cavalry regiment.
The sortie was successful; no others were made while the defences were prepared.
Just when I thought the turn was over, I notice one minor oversight.
Whoops. Those guys are kinda stuck. Or are they? The desert is safe! Grabbing as many canteens as they can, they run to the safety of the Musketman's square.
With everything taken care of and an excess of gold, I turn science up to 30% for a turn, and end my turn.
Well, lookey there. Glad to know they're on my side - I almost gave them a city! Immediately following, the two sign an alliance against the Hippophiliacs as well - and then the Governing! Prince Henry must have taken leave of his senses!
Some potential allies I have! Well, this could be good - gives me an expansion place after this war ends.
MPP? I hope not - I want to beat up on the Militarists!
Really? The only reason I didn't bring the Innovators into this was their weakness - let's hope the Utopians win against the Talented on the continent next door.
Only eleven bombers are counted this turn; I think my retreat tactics may be putting some of them out of range. This is fortunate, as their navy is now arriving; six or seven Destroyers shelled Grassy Coast this turn as well. Had more Bombers been present, I may have lost the city; instead, my redliner is able to defeat their Cavalry.
Elsewhere, the advance goes just as I'd hoped - all toward Coastal Cove!
Note the Rifleman is on a Flood Plain, not a desert. Nonetheless, getting them to all head west is a huge victory.
Now the Seafaring are at war with the Honest! What next?
(I forgot to take a picture of the Civ3 screen
)
Apparently, a history of the world - at a most inopportune moment! The Universalists being first is no surprise. What is a surprise is that I'm all the way down to 8th. I had indeed helped the Scientists and Aviators, but I didn't expect to fall that far! Oh well, at least I'm still on the list.
In 1715, the war is more under control. I count seventy-two Cavalry north of Coastal Cove; that city is lost. But all's calm on the eastern front.
Almost eerily so. There should be more enemy troops there! At least it'll give me time to reinforce The Fens even more, as well as improve my rail network. Meanwhile, in the west, there's just a bit of pillaging left to do.
With that, Desert Mine is safe and the Talented expansion routes are limited. Three passages across the mountains do still exist, but all three are guarded by troops ready to pull the fuses, light the mines, and blow up the roads just ahead of the Talented advance.
Some more pillaging occurs just north of Coastal Cove to slow the Talented advance towards Occidental Slope and Leafy Village. They've no choice but to advance this way, so it may as well be slow.
Coastal Cove is abandoned, leaving the stranded defenders of Grassy Coast to sort out their fate. Only one thing is sure, and that is that it's bleak.
Some effective pillaging is the best that can be hoped for. The redlined Cavalry in the city sets out first to do just that.
Jackpot! That stack is actually mostly Knights, along with three Cavalry and two Horsemen, but this appears to be a main supply line, and these units at least will be slowed. My Cavalry moves in and pillages their path. He then moves one square farther, and sees some enemy Infantry in a Barricade.
These Infantry are set to attack The Fens in 1742 - likely one turn too soon if greater numbers are around. I expect to be able to get peace in 1745 at the earliest, and could not defeat one of their stacks of infantry doom. There remains at least one option - to sacrifice some Cavalry on a pillaging mission. Unappealing as it is, it may be necessary - their Infantry are currently unstoppable. My Cannons and Trebuchets are advancing, but theirs is a hopeless battle.
But what if I send out a Cavalry only to discover there are no other enemies out there to worry about? Fortunately, I have sufficient workers to extend my rail network and improve my ability to scout into the fog.
Nothing thus far. But it's clear we need to see farther. I decide, however, that we can safely wait one turn - even if their Infantry advance towards The Fens, we'll have sufficent time to pillage.
With that, we expect the action of the turn is over - but the
ISS Greek Fire scores a surprising victory in bombardment!
Who'd've guessed it? Good thing we still control this eastern shore.
In 1717, the Frisky find themselves facing an alliance of the Urban and Innovators - certainly enough to crush them. They may soon be toast. The Honourable, meanwhile, approach me with the suggestion of an embargo against the Sailors. I agree - they're too close to the Talented. I then suggest an embargo against the Talented, which is heartily agreed to.
And as if to justify the embargo, the Sailors then sign an alliance against the Utopians. Fortunately they're too weak for it to matter much.
Some interesting events happen during the Universalists' turn. First, their bombers head south and start bombarding Commercial shipping.
They're re-basing to Stern! My out-of-ranging techniques have been working, and it's the only base left that's useful to them. If I could take it in a couple turns, I could deal a blow to their Air Force.
And they're heading east in the north. This is a surprise - I'd expected them to wipe out the west first. Apparently, my pillaging campaign was too successful. The good news is, this buys me a turn or two for the western cities to produce. The bad news is, if I don't turn them back to the west, things are looking bleak in the east.
Unfortunate. I could've used that. I wouldn't have finished it in time even had this war not occured, but it's still inconvenient that they obtained it.
The five most-advanced Cavalry must be taken out, or allowed to attack Hunt Linn/The Fens. The former has very little value, so plausibly I could just let them attack my Riflemen in The Fens. The choice is difficult, but in the end it is decided to let them attack The Fens with their low numbers - they cannot do any damage yet. The Cavalry, of which we currently have 44, will be saved for countering their main force of about seventy. The Riflemen won't be as much use against that force, anyways, and our Cannons will be able to help here on the defence.
Hunt Linn is abandoned, in hopes of diverting the advance, and medium-strength garrisons are installed at Swampy Plantation and Choxorn's Oases, ensuring that the easy advance for the Talented is in the west. River's Source, Desert Mine, and Dromon Delta, one line further back beyond Choxorn's Oases and not actually in any danger, receive token garrisons.