A few quick points before posting the turn report, as the discussion has continued while I was playing. First of all, trying to go for Conquest instead of Domination is just silly. Why make things harder on ourselves? Our continent alone will give us ~40% of the land requirement. All we have to do is research Communism for State Property, and all of our fears about having too many cities will instantly disappear. To top things off further, there are two AI civs on the western continent (Monty/Izzy) whose land would easily put us over the Domination limit, and are extremely backwards. Why take on Hannibal and Huayna Capac if we don't have to?
Anway, that's my 2 cents. Now for the report.
(0) 1700AD Our financial situation isn't QUITE as dismal as we've made it out to be. Guess how many courthouses we have so far? ONE! A single one for our whole empire. I really think this is something we should remedy, some of these troop builds can be canceled in favor of courthouses as they complete.
I guess I'll hold off on finishing Astronomy research as a result of the discussion we're having. Our civ really, really needs those trade routes to connect to the eastern half of our territory though. Those poor cities are hurting very badly on health right now. I'm not sure why we burned down ALL the forests at Mesa Verde and Sakae either; that only created a health problem that didn't exist before...
Honestly, our cities are hurting for health and happiness in the worst way. Thank goodness we can take out our frustration on the Portugese.
(1) 1702AD Isabella adopts Bureaucracy civic, which should give you an idea of how the other continent is doing about now. Another turn of bombardment drops defenses in Lisbon to 20%, down from 64%. I swear, I really hate these castles in Beyond the Sword. Takes too damned long to bombard each city, and you can normally use spies to game the system completely. But enough complaining from me...
(2) 1704AD Trebs finally drop Lisbon down to 0% defenses. Rather than sacrifice our remaining trebs to do suicide damage, I decide that the better strategy is to go with our rifles on the attack... the reason being that we're already getting 88% odds against Joao's top defender (his only City Garrison II longbow), and rifles are relatively cheap for our civ. Trebs are actually more valuable in this context. So here goes the
Battle of Lisbon:
Cover rifle kills longbow (95%)
Combat II rifle kills longbow (95%)
Cover rifle kills longbow (96%)
Cover rifle kills longbow (95%)
Cover rifle LOSES to longbow (96.5% - got a little unlucky here!)
Cover rifle kills longbow (99%)
Combat rifle kills war elephant (99.3%)
Combat rifle kills horse archer (99.9%)
Combat rifle kills horse archer (99.9%)
Unfortunately, there are still three units remaining in the city, and we only have two more attackers left, both of them at half health. The only option is to wait another turn here to attack further. War weariness has spiked ENORMOUSLY on this turn, from 300 to 425 on the score box, thanks to that RIDICULOUS Statue of Zeus wonder.
This is a broken game mechanic, plain and simple. I have no idea what Firaxis was thinking when they designed the wonder ("let's take the least fun aspect of Civ4's gameplay and make it even less fun!")
(3) 1706AD Izzy asks us to go to war with the Aztecs. Uh, no thanks, we'll pass on that. (Only a matter of time until we cross the seas and go after your sorry civ!) We are one turn away from completing Astronomy research, so I swap us over to Chemistry, as planned.
Cahokia now has four unhappy faces from war weariness. We have lost...
ONE UNIT... in this war. I freakin' HATE this system!
Lux tax to 20% to compensate.
Joao was nice enough to move a worker into his capital this turn, which means a free unit for us:
About time, eh? Lisbon comes with an Academy, aqueduct, market, grocer, courthouse, and three wonders: Apostolic Palace, Sankore, and the hated Statue of Zeus. Taking these AI cities intact seems like a good idea in most cases, since we can steal their infrastructure (which we badly need, to be honest!) Even better, our war weariness magically gets cut in half, yay! (Yes, I'm rolling my eyes at the stupidity of the whole thing.
)
Onward to Evora and Guimaraes!
(4) 1708AD Wang picked up Constitution this turn. Great news for us, as he continues to go after peaceful techs while ignoring the Gunpowder/Replaceable Parts lines of the tree that lead to rifles. (He'll probably get to rifles anyway before we can finish him off, but the slower he is in heading there, the better.)
I also sell Priesthood tech - Priesthood! - to Montezuma for 85g. Good Lord, someone please help that poor fellow out.
(5) 1710AD Joao poisons the water supply at Poverty Point AGAIN! My goodness, he really must have it in for that city...
We get a peek into Evora, which has a castle for extra defense but not much more:
Just a matter of moving over to the city with our big stack, which will take 3 turns.
(6) 1712AD In a classic case of AI tile mismanagement, Joao has two workers busily toiling away on two hills outside the same city. One is building a mine on a windmill tile. The other is building a windmill on a mine tile. I think someone's been smoking the pungent weed there...
(7) 1714AD It takes 8 Accuracy trebs to drop the defenses of a castle from 100% to 50%. Seems like overkill to me, but at least we'll have the defensive bonuses eliminated in time to attack next turn.
A lighter moment against the barbs down in the south:
(8) 1716AD Since Evora is on a hill, the best we can do even after bombing defenses is 73% odds against Joao's (only) City Garrison II longbow. We do win that battle, then the next one (87%) and the following (74%) to eliminate all three longbows. The remaining trash (horse archers and a catapult) are then cleaned up without losses. Ironically, we did better here than at Lisbon, where the mathematical odds were much more strongly in our favor. That's probability for ya, strange things can happen.
Unfortunately, Evora only comes with a lighthouse and harbor, but more importantly it is on a GOLD resource, which does wonders to help out our large cities (since we took time to build a lot of forges). Happiness crunch is much reduced!
We're down to 10% luxuries, and that could be 0% if it weren't for our trade routes/resources not reaching to our eastern cities.
(9) 1718AD Positioning outside Guimaraes. We have "enough" trebs at the moment, so I'm swapping some of our cities over to courthouses as they finish builds. We don't need a TON of courthouses, but a few will help out for sure when the Colossus disappears on us.
(10) 1720AD Joao attempts to recapture Evora, with a horse archer against rifle attack. That's pretty much the definition of "suicide" right there... Another horse archer charges into our territory near Mound City, to no purpose. A rifle cleans that up with ease. What is he thinking?
Battle of Guimaraes
Cover rifle kills longbow (87%)
Combat rifle LOSES to longbow (87%)
Combat rifle kills longbow (87%)
Combat rifle kills longbow (87% - notice a recurring theme?)
Combat rifle kills maceman (80%)
Rifle cleans up horse archer (99%)
And the Hanging Gardens are ours! The extra health makes a noticeable difference immediately in our eastern cities, taking Sakae and Snaketown out of starvation. We also get a granary, forge, grocer, colosseum, and courthouse in this city, although it will be pretty useless with no resources. Have to keep it though for that extra health.
Now that was an entertaining round, perfectly set up by Zeviz on his turnset. Cheers!
As far as the war goes, I would suggest splitting off a detachment to the north to capture Lagos, while the main stack heads for Coimbra, and the reinforcements move up to take out Oporto. Shouldn't take more than 10-15 turns to do in Joao from here.