There is no land action in 1650, with recuperation being the focus instead. On sea, three new ships are launched, the
ISS Brucha,
ISS Coastal Cove, and
ISS Grassy Coast, and the
Greek Fire and
Swampy Plantation move between two Commerical convoys and my coast, while bombarding them at the same time.
The
Fens reaches the area this turn, and next turn I'll be ready to attack the smaller convoy.
Peace is made between the Militarists and Urban in 1652, ending yet another pointless AI war.
The Commercial send their injured ships scurrying home - hopefully not out of reach of mine, although possibly so as they are very fast thanks to both being Seafaring and having Magellan's Voyage - and bombard and attack a settling party of mine.
Their Cavalry loses, and my party survives. It is due to found a city in 1660. No more Commercial Cavalry are seen this turn.
So it is that in 1655 I begin my next advance, this time on the city of Rudder.
The offensive begins poorly, with two Elites being sent to their graves, thanks in part to Catapults. My Cavalry continue to struggle thereafter, with another dying and two retreating, but at least my Medieval Infantry does well, and the city is taken with no more losses than the Commercial suffered.
At sea, the
ISS Dromon Delta and
ISS Western Shore are launched, the remainder of my western fleet heads south towards the front, and my eastern fleet finally sees some action.
The
Swampy Plantation takes little damage in sinking the Galley, and the
Greek Fire is not damaged in sinking the Caravel, and is promoted to Elite. They'll head south, the
Plantation taking repairs in Oar. In other good news, the
Brucha's Commune spots an unguarded Commercial Galley on its way south. It tries to hide in the fog, but if all goes well our navigator will guess its course correctly and we'll either catch and sink it, or chase it to the far ends of the world.
Shaka comes to me in 1657, alleging I have violated Talented borders. Oops. Maybe it's a ship? Needless to say, I agree to withdraw!
Alexander of the Commercial comes, too, requesting peace. But he has nothing worthwhile to offer. The war will continue!
So what does he do? Turns to piracy!
But his pirates are sunk. No skull-and-crossbones will be flying over any of our ships.
I see many other Commercial ships this turn, and am lucky with the galley spotted by the
Brucha's Commune - it turns south! Right towards the jaws of my navy! Even better, an injured Galley ends up right by the
Commune. My guess is these troops are ferrying troops to the Urban coast, where they'll inevitably be slaughtered now that the Urban-Utopian war is over. They'd be much better off saving their forces to fight me - not that I'm complaining. I promptly sink both Galleys.
The front then turns to land. Fort Recovery is built on the western shore, crucially extending my borders.
I now have a clear path of attack on East India. And of course, I decide to take advantage of that.
One Musketman beats back two Cavalry, but the other are easy pickings, and the city meets its fate. Three Catapults and a bunch of workers are taken with it, and the path to expansion is eased once more.
I decide to advance on the eastern front as well, hitting Stock Market. Although it'll cost me artillery support, I have no idea when the Commercial will sport Riflemen. As I have a feeling it'll be sooner rather than later, advancing as quickly as reasonably possible seems the logical thing to do, at least until the Commercial Democracy falls.
Unfortunately, the Commercial make a heroically strong defence at Stock Market. Democracy, it seems, does not make all the citizens peace-loving hippies, and there's a pretty high concentration of skilled warriors here. I win two battles, lose four, and retreat from four more in the first ten battles. That leaves them with a redlined Musketman - but leaves me with a redlined Cavalry to attack with. Well, if they survive and get Riflemen the losses were all for naught, so I send the injured horse regiment in and hope for the best.
The regiment is successful! There certainly was a high cost for taking that city, but it could have ended much worse. Two pikemen are sent to guard the injured regiment.
The Commercial again prove weak in 1663, merely picking off a Swordsman who probably wouldn't do much anyway.
Lately I've been noticing the population exhibiting a considerably shrinkage - Stock Market, for instance, was size 7 before it's turn. Many cities shrunk again this past turn, in all likelihood due to war weariness. And sure enough...
Anarchy! Not being Religious, they could have several turns of Anarchy. I check the diplomacy screen and see that they still lack Nationalism! Excellent! Although Fascism or Communism would probably be worst for them in a drawn-out war, here I'd much rather take Monarchy without Riflemen. Considering it was 1590, 15 turns ago, that they reached the Industrial Age, I consider myself quite lucky that they still haven't managed to research Nationalism.
I begin my actions with the founding of another town, Crossroads, on the front.
This puts Tuba Town in a safe position, and opens the door to taking Florin. With no hurry and Florin sitting on a Hill, I decide build up a few more forces in Crossroads before the attack.
The eastern front is quiet as well, with rest necessary after the attack on Stock Market. Port, to the east, is marked for capture next. My land troops and artillery begin a long trek east across the mountains towards Currency. At sea, I bombard yet another Commercial convoy, likely headed for Urban shores.
The Commercial do nothing in 1667 but it nevertheless become an unfortunate year. My trade advisor brings me this message.
Uh-oh, what could this mean? I don't even remember who I'm importing Horses from.
Turns out, just that the deal expired. I then recall that it was the Hippophiliacs, logically enough, from who I was importing horses. Which should have increased the skill of my cavalrymen's horses considerably. Alas, for a turn I'm out of Horses. But I've captured a source by now near Tuba Town, which I begin building a road to at once, and will gain a source when Wind's borders expand next turn as well.
I also noticed some Seafaring Settlers heading out to claim some land in 1667. There's not really anything I can do to stop them, as I have a right of passage agreement with them. But it'll be a short-term annoyance - I could defeat them pretty easily at this point.
I hold off for one more turn in my attack on Florin in 1670, allowing for five more Cavalry to be ready for the attack. The Port-side offensive, too, is delayed as I wait for reinforcements to heal. So the only action is to pick off a marauding Musketman. That allows for a new city to be founded, which we name South Bank.
But then I realize that Port is now a mere Town, and I do have four full-strength Cavalry ready. So I attack after all.
It's a well-defended town, though. I retreat once, lose once, and win twice, but they still have at least two Musketmen. It'll fall next turn.
Shaka, "a known liar and cheat" according to my advisor, comes to me in 1672, informing me the embargo against the Commercial is over. He obviously didn't like what the real purpose of it was. Oh well. It served its purpose. I try offering a Mutual Protection Pact to maintain some semblance of friendship, but he calls me, "either incredible arrogant or incredibly stupid", and I sense he wants to add, "probably both." But I do manage to convince him to embargo the Frisky. Anything to keep him diplomatically bound to not attack us. And of course, I wouldn't mind annexing the Frisky island
.
Immediately thereafter, the Talented Navy kicks into high gear.
And high-tech gear as well. I'm not sure where they're headed, but at least it's away from me. The only war declaration I get, for now, is the Frisky against the Urban. Which I'm sure is a mistake for them.
I begin my turn in 1675 by finishing off Port.
My first two Cavalry die, the third wins, and I'm dealt a surprise when a Knight then jumps to the defence.
I didn't know they even had any Knights anymore! It must be on a ship. Unfortunately, it won its first battle.
Another? At least this one is harmless.
And then I face a third. What's up with all these Green Knights? They're dealing some damage, too. Makes you wonder how dangerous the remaining Talented Knights must be.
Yet another! Clearly the Urban are avoiding boatloads of Knights.
And at long last I face a Musketman. I win, and they are left with a redliner. Unfortunately, I've expended all my Cavalry in the region and have only a Veteran Pikeman left. Seeking to sink their ships, I send him in against the odds.
And he wins! Another Hero of the Republic!
But they've still more troops on board the ships! They must be weak to be less potent than a redlined Musketman. But they're enough to delay the capture of the city another turn. Bombardment is highly successful, and the
Greek Fire moves in for the kill, barely managing to sink the Galley. It's left to the
Swampy Plantation to finish off the Frigate.
Mission accomplished! They've still got a lot of ships, but I'm slowly making a dent in their navy.
In the west, I still intend to take a city this turn, namely, Florin.
Winning the first battle is a huge boon, even if my Cavalry is redlined. The next two Cavalry struggle a bit, but by then I'm seeing Regulars. Still my Cavalry struggle - the hill is a challenge. Four of my first five fail to win, but after the fifth all the defenders are redlined. That makes the battle easy, and Florin is razed.
The Commercial are down to nine cities, a shell of their former empire.