Round 7, 1400 AD - 1575 AD (25 turns).
Another relatively short round, this game is not looking easy.
1400: As discussed previously I felt that I would rather ensure future tech trading by prolonging the war against Nappy, even if it meant he would become the vassal of Joao. This is exactly what happened on the following turn. Before ending the turn I switched all EPs to HC and put research slider to 0% to gain some extra time before comitting.
1410: The capitulation to Joao is signed. SB gets a shiny new tech and we do a trade.
Yes
very fair SB, you leech.
1420: After whipping a settler I revolt to Emancipation. I start to research Artillery as some trade partners lack it and I will need it myself in my future wars.
1430: WK is no longer WHEOOHRN. I check his comment about attacking HC and he states that he would have nothing to gain. Well I guess HC was not his intended target.
1440: Nappy gets communism and I rejoice as Liz hasn't got it yet according to the tech screen. A trade is done.
He had part of Rifling already but once again I'm ripped off. I guess you have no choice about that at deity most of the time if you need to trade.
I switch to Steam Power to try to trade Communism for it with Liz.
1450: 3GD BIDL (HC). Rock & Roll BIDL (HC).
1460: WK asks me for embargo against HC and I refuse, putting him at annoyed though as it turns out only temporarilly.
1470: The settler I whipped earlier arrives and is placed to use 6 tiles other cities can't reach and more importantly, prevent Nappy from cutting Paris off and helping with culture pressure against nearby tiles.
I do the trade with Liz.
I then put research on The Corporation but pauses it with around 50 beakers left which it takes my GP farm specialists 3 turns to complete while I hoard the gold in anticipation of deficit researching Assembly Line after losing another trade route when Corp replaces GLH.
1480: I feel ready to adopt State Property, Free Speech and Universal Suffrage but first I do some calculations. SP costs me one trade route per city which I calculate will cost me 57 gold per turn at 100% gold from slider.
The savings outweigh this considerably however, mostly because HC has been spamming Sid's Sushi in all my cities.
Corporation costs and distance upkeep for my cities multiplied by the inflation costs me 145 gold per turn. The corporation gives me 3 food per city (9 cities for total of 27). I have just slightly less workshops/watermills so food loss is insignificant, then there's the 10% production multiplier on top. All in all a no-brainer as it turns out.
The other decision is whether to keep HR for some time yet to keep Joao at friendly for possible trades. I decide to switch all 3 at once to save a turn of anarchy and for the extra production as happiness is not a factor either now.
Perhaps I should have taken Nappy as a vassal after all, I wouldn't be able to trade with SB then but Nappy's had the same techs as he available and Liz don't mind. As it turns out I never got the chance to trade more with Joao anyhow before switching out of HR and thus debuffing him to pleased where his WFYABTA immediately kicked in.
1490: Cristo Redentor BIDL (HC).
Apollo Program BIDL (Liz).
1500: Creative Constructions FIDL (HC).
Joao is WHEOOHRN. WK is WHEOOHRN. Interesting, WK is afraid of HC so probably SB as target. Joao can only attack someone at the other continent due to diplo.
1505: Eiffel Tower BIDL (HC).
Muslim Shrine BIDL (Liz).
1510: I experience a revolt by the portugese border and move most of my SOD to the city.
1525: Apollo Program BIDL (HC).
1530: Corporation -> AL
1535: A GE is born in Lalibela which it was my goal to get a shot at since some time back before we decided that a domination victory would be the only possible scenario, in case I would run free market I could've used him for Mining Inc. I save him in the capital. I could still found Mining Inc to prevent others from getting it but it seems better to save him for a second GA. What do you think?
1540: Cereal Mills FIDL (HC). Compete with your own corp? Nice. I guess it stops others from getting it.
1545: WK dows SB but is forced to make peace with him the very same turn due to an event.
1565: AL -> Railroad to trade.
Joao dows WK!
1570: I also put some research on Electricity since both Liz and Nappy lacked AL, I hoped to trade with both. Nappy acquires AL before that however so I'm left with the one trade.
Docking Bay BIDL (HC).
The Internet BIDL (HC).
1575: After missing out on the Electricity trade with Nappy I decide to pause and assess my chances.
HC has a huge techlead, he already has Laser and Robotics giving him Mobile SAMs, Mobile Artillery and Mech Infs. He is one tech away from Composites and Modern Armor. With the internet in his hands it's a double challenge to get any kind of special technology advantage on him down the line.
Joao is also ahead of me with tanks, destroyers, artillery and sam infantry (not to mention an upgraded army).
There was a small window of attack against SB as I initially planned however I lacked sufficient transportation and after getting half a dozen galleons ready he had already aquired rifling. I decided I'd rather keep my army on the home front than fight a difficult overseas war at tech parity against a protective AI.
State of the world:
Army. Needs to be doubled and upgraded probably. My fleet is of course a joke.
Demographics.
Relations. Getting harder to avoid stepping on anyone's toes. I have some pretty important resource trades with WK, but no open borders of course. I can afford to piss of Joao a little though since he's at +10. Unless my aim is to get him back to friendly somehow.
And techs.
As I see it I have three tech choices right now, I have some research in all of them already.
Electricity 1852/7605 around 5750 b left.
Medicine 1147/7605 around 6550 b left.
Artillery 1769/6760 around 5000 b left.
Medicine is only held by WK and HC still so I if I could get it before this changes I could trade it for both artillery and electricity with Nappy and Liz.
Electricity is needed for Industrialism and tanks (and marines).
Artillery is needed to upgrade my cannons to something more effective.
I guess the question is, how soon do I attack Joao? Do I get artillery only and rely on massive siege to take him down with some antitanks on railroads for home defense vs tanks or do I get tanks myself?
Is medicine worth the risk to get it + artillery + electricity in the same timeframe? (7-8 turns needed).
One bit of good news is that I'm outspying HC quite severely at the moment and already have more EPs on him than he on me. I'll need to grasp every little straw I can if I'm to prevent him from going to space.
I recently lost a lot of old spies I had lurking about but my scouting tells me that Joao has sent away about half of his fleet though he hasn't sent an invasion stack from what I can tell, at least not any significant forces. Worst case scenario is him just building lots of troops but never sending an invasion or get invaded by WK, leaving me to face the stiffened resistance.
HC has 3 SODS spread over his empire but the largest is in his capital. He recently sent a small stack to our border, don't know what that's about. No WHEOOHRN in any case.
Right now I'm putting up half-price factories in all cities with reasonable production but after that I'll be ready for a massive mobilization. I'll also need gold to upgrade my rifles and cannons though.
I'm really really bad at modern wars since my games almost never lasts this long before I call it a win/loss and quit, aside from the occassional tank mop-up in particularly entertaining games, so I could use some advice on how I should plan this.