(0) 835AD The first thing I note is that TheArchduke actually only played 9 turns, not 10 on his turnset. Whoops! Well, I'll play 11 then to get us back on track. That means one final turn here before making the swap, interesting...
First things first. What tech to we pursue next? I'd still like to see us land the Great Library in Madrid, and I think we have a shot at it. We can trade Code of Laws for Aesthetics, and at 18 shields/turn (plus chopping) can knock out the wonder in as little as 20-25 turns. Faster than that if we go for Civil Service next and Bureaucracy. Peter's marble is on an offshore island, and with no workers over there, it'll be a while before he can hook it up. Plus, Darius and Ramesses are refusing to trade Aesthetics, suggesting that they're woking on the wonders located at that tech. If they're building THOSE wonders, they probably aren't building the Great Library, at least not yet. Maybe it's silly, but I think we can get this wonder, and I think the attempt is worth it, with a capital containing an Academy and Representation.
So... Code of Laws to Peter for Aesthetics. Ramesses has Literature, Peter has Literature and Drama. Interesting, Darius lacks anything beyond Aesthetics (hey, at least we've not quite as behind in that area!)
Militarily, I'd sure like to capture Nagoya from Tokugawa before signing peace. He has an iron source there that we could really use, plus it would divide his territory even further. I wonder how well defended those southern cities are (?) I think we have enough forces on hand to grab another city, but it depends on what Toku is packing down there. We're also one victory away from a Great General, so I'll see if I can manage to win a battle on this interturn.
We still only have FOUR workers!
That's definitely not enough. I'll try and remedy that on my turn. Cities everywhere are configured to max commerce on this last turn before the swap. I also whip a courthouse in Madrid to take advantage of the "free" whip unhappiness.
(1) 850AD As I planned, we defend on the interturn and kill a Japanese chariot with our spearman. (Unfortunately, we also lose an axe in a coinflip battle.) This produces a Great General for our civ! I mop up some of the other Japanese stragglers with our chariots:
Chariots are so much more useful with that attack bonus against axes. I know, I know - that's not exactly a recent change! But when you played as many games as I did back before this game was even released, getting used to the new things can be hard!
OK, everything looks good. Time to make the swap. I roll our leader and get... Wang Kon. Hmm. Although Protective isn't likely to be much of a help, Financial never hurts. We've got a lot of coastal cities, so we should be able to get some good value there. Now for the civ... we pull Rome!
Wow, that's a nice fit for us right now. Let's get some Praetorians going... but wait, we don't have any iron! Argh!
Capturing Nagoya, the Japanese city with iron, just went up several priority levels!
As usual, I go through our cities and reconfigure them after the swap. The top priority is to max food in all cities, since the food box empties completely after making the civ swap. This means stripping specialists all over the place, temporarily of course. (Man, the AI absolutely LOVES those crummy spy specialists. Keep an eye on the governors!) We're going to be rather low on production for the immediate future as well - par for the course. Economically, we're now in pretty good shape, researching at a sustainable deficit at 70% science, a little over 100 beakers/turn. We can support more cities economically, so let's go conquer some from Japan! Gotta get that iron, baby!
Our civ after the changeover:
I also founded red dot on the southern island (now named "Rome", in humorous fashion!) and sign Open Borders deals with Peter and Ramesses. Why not, we can use the trade route income. (They're bigger than us, so this kind of deal is actually to our advantage!)
(2) 860AD We lose an axe between turns to a Japanese sword in another coinflip battle. I take out the sword on the following turn, but these kind of losses are not to our advantage. We need to do better than 1:1, obviously...
Found Antium on our desired spot:
Now we've got a good view into Nagoya, if nothing else. A little culturally crowded in this region, if I do say so. We also need to set one city onto missionary duty soon, and just keep spamming Christian missionaries into all our cities lacking them. Oporto might be a good location for that; I think I'll try and begin setting that up right now.
(3) 870AD Seriously, how the hell does the AI do this? Toku goes from having 3 units in Nagoya last turn, to SEVEN units there this turn. Man, sometimes I really miss the old AI that wouldn't go whip crazy when threatened... Well, that might put an end to this war right there. I'll wait another turn and see what they do.
I decided to merge the Great General into Madrid as a super-specialist. That seems more valuable to me long-term than creating a beefed up unit at this point. Maybe use the next one on a Medic III chariot (?) Note that units coming out of Madrid now start at 8XP, thanks to barracks + Ikhanda + Great General specialist.
(5) 890AD Literature discovered, I start us pursuing Civil Service. Never a bad way to go, cliched as it may be in this game. Madrid starts the Great Library, let's cross our fingers on getting it! The only one who can trade for Literature is Darius, and he won't give us anything but Monotheism for it. That's definitely not worth it, so I hold off on the deal for now.
The Japanese are massing for an attack on Antium:
They're coming to us, so we should have good odds here. Let's hope for no wild dice streaks!
(6) 900AD Ha! We clean up!
Axe kills sword.
Spear kills chariot.
Spear kills chariot.
Spear retreats chariot (darn!)
Catapult kills axe (!?) We'll take it!
Four kills and ZERO losses. Time to heal up the survivors for a couple turns, then push on to Nagoya with the axe reinforcements heading from Ondini and kwaDuzka!
One potential
MAJOR issue for future turnsets: when we did the civ swap, Toku stopped being willing to sign peace with us. He's back to the "refuses to talk" stage of warfare. This isn't a big deal at the moment, but it could be HUGE in future rounds. Please bear this in mind.
(7-9) Quiet turns, reinforcements on the way.
(10) 940AD Our stack moves out against Toku. At the same time, he has a mini-stack heading into our territory in the north:
Nothing I'm overly worried about, but there's been some minor whipping of units to be safe.
(11) 950AD I kill the chariot threatening kwaDuzka and whip an archer out of caution. With a City Garrison III Protective archer defending, behind 40% cultural defenses, I think we're safe there. Monster stack moves next to Nagoya in the south.
So... our stack is sitting outside Nagoya. That's the end of my turnset. I mean, I played 11 turns already, taking another turn would just be wrong, right? Right?
Must... resist... temptation...
Screw it, I've got to play
ONE MORE TURN! Nagoya must fall!
(12) 960AD Toku reinforced the city between turns with a couple more units. But he's still far from having enough to cope with our stack. Let's roll!
Bombard the city with one of our Accuracy cats (defenses down to 4%).
City Raider catapult dies.
Accuracy cat "retreats" (actually won the battle).
City Raider axe dies against axe.
City Raider axe kills archer.
Melee axe kills chariot.
Combat I axe kills sword.
Combat I axe kills spear.
Chariot kills crippled archer.
Spearman kills crippled axe.
And that's it - we take the city!
I immediately stop my turn here, since I've played far enough already. We will have
IRON as soon as Nagoya comes out of resistance. I suggest making peace with Toku for now (he'll give us his 40g, if nothing else) since he has two units wandering around in our territory. We can rest for a dozen turns or so, build some PRAETORIANS, and come back for another offensive. Toku still lacks Feudalism, so...