Round 12: 1525 AD to 1784 AD (77 turns) - Part 2
Some of you may think I took far too long to build up for my war with Suryavarman. In my defense, I feel I need to point out that I also had to build up defensive forces to secure my many coastal cities from potential invasion by Montezuma or even Pacal. Sury also had a very large navy by this point--over a dozen Frigates and even more Galleons--so I was also at risk of a naval counter-attack. And I could see that Sury was mostly pursuing civilian technologies, so my military tech lead was secure. But it was time to turn up the pot Sury didn't even know he was sitting in from simmer to boil:
I left the mounted units at home and moved a combined force of Riflemen, upgraded City Raider Grenadiers, and Cannon onto that forested hill just east of Hariharalaya, where Sury's forces were concentrated. As I mentioned, I had a Woodsman III Rifleman in there and a Guerilla II Rifle as well. The other Rifles had a mix of promotions in addition to the default CGI/Drill I (though one or two upgraded Pikemen lacked those promotions). Would Sury be dumb enough to take the bait?
Yep, the AI is indeed still that dumb.
I mean really, Zara's lone Omoro Warrior was an easy target there on flat terrain, but what does Suryavarman do instead? Throw everything he's got a superior units ensconced on a forested hill with its 75% defensive bonus. He lost all but about 4 mounted units or Catapults that managed to withdraw. I lost no units whatsoever.
None. And my Woodsman III Rifle gained no less than
12 XPs on one turn, rising from 10 to 22 XPs by winning, I'm sure, exactly a dozen battles.
As a result of all this, Sury's power took a serious nose-dive:
And he never recovered.
I, on the other hand, quickly started taking cities. I had one stack in the south, which had no City Raiders but didn't need them. This stack would proceed up the coast, preceded by a task force of Ships of the Line and Frigates whose job was to eliminate cultural defenses of Khmer coastal cities. Thus, I didn't need to give any Cannon in this stack Accuracy promotions; they all got City Raider instead. And I didn't miss the CR promotions for my attacking units. I've noticed that CR promotions are really only helpful when you lack the necessary number of siege weapons to reduce all the defenders to fish-in-a-barrel status. I still like accumulating CR units and upgrading them, just in case I end up facing a tough fight, but as I said, if I don't have them I find I don't miss them. Not this late in the game.
In the north, my stack contained those upgraded CR Grenadiers. I prefer upgrading CR units to Grens because they then can be protected by the stronger Rifle units in the stack. Indeed, during that earlier hillside battle that saw the destruction of much of Sury's army, not a single Grenadier engaged the enemy; all the defending was done by Rifles. The stack advanced upon the city that had previously housed so much of the enemy and captured it, along with a couple of wonders:
The U of Sankore was not going to help in this game, but the +2 health from the Hanging Gardens is always welcome.
I kept going after military techs. Now that Sury's Ballista Elephants had all been killed off (several Spies I had running around in Khmer territory confirmed that they had, indeed, died in the Battle of Blood Hill), I could safely field all the mounted units I liked, and I like Cavalry very much.
I don't know about the rest of you, but I often find myself researching Rifling before MT these days and skipping Cuirassiers entirely. Quite often the AI beats me to MT and I find myself prioritizing Rifling so I have a unit that can effectively counter Cuirassiers rather than fielding them myself.
My Riverside Ironworks city, Medina, produced its first wonder, despite mounting war weariness (all those Khmer Khnights I killed had a cost).
That was nice--I had two free specialists in all cities for several turns, and I would keep one of them when I switched to State Property, which I planned to do soon. (I had obtained Liberalism in a trade with Pacal very early in the round, so that opened up Communism to me.)
In addition to the ground war, Sury's formidable navy meant there was action on the water as well.
Normally I don't like SotL's higher cost and slow movement--especially since I failed to win the circumnavigation bonus this game--but once one of my Spies revealed how many Frigates Sury had tucked away, I made Military Science and Ships of the Line a priority. They proved their worth, engaging Frigates with high odds (often assisted by several Airships I was now deploying thanks to Physics), even in coastal tiles with its defensive bonus. I now have many highly-promoted Ships of the Line who will be upgraded to Destroyers when the time comes.
After Hariharalaya, my northern stack captured the Khmer Khapital:
(Yes, I get a juvenile charge out of spelling words that way when writing about Sury.) Even though it would suffer from nearby Khmer Khulture (hee hee) for some time, taking the enemy capital early on is alwasy advantageous, as it deprives the enemy of what is probably his best city. Yasodharapura was no exception to this; it didn't have any useful wonders, but look at all those specialists!
I earned another Great General and used him to build a Military Academy in Washington, where I had inherited two settled Great Generals.
I next researched an invaluable tech for a Specialist Economy, helped along by the free Great Scientist from being first to Physics.
Along the way, Sury built another wonder for me. Wasn't that nice of him? Not that it's stop me from kicking his scrawny virtual butt...
By now, war weariness was becoming a serious problem, so I changed some civics to deal with it.
I didn't do any drafting, I just used Nationhood for the +2 happy. Perhaps that's not optimal, but by this point I had a plethora of units and didn't need anymore to drag down my finances. Bad enough I had to keep a bunch of obsolete units camped out in New York and Atlanta to stop those cities from going into revolt because of Zara's culture. Maybe I should have killed him off completely. Oh well.
My next Great Person was a Great Prophet out of Aksum. I settled him in my capital.
I swapped the zero-hammer Intelligence Agency build for Wall Street, so Moses would not only help build it, but contribute to its effect once it was done. Nice synergy there, I thought.
By this time I had no less than
three stacks wandering around Khmer territory to capture cities and end the war ASAP:
I earned another Great General and used him for a Military Academy in the former Khmer capital, which you may recall also has a settled GG.
I then received an interesting random event--one I haven't seen before, I suspect because you have to be running Police State for a long time to get a chance of seeing it.
The other option was +2 happiness per city; this was a tough choice, but this war was almost over, WW was now tolerable and manageable, and I expected the next war to be over and result in the win before WW became a problem, so I went for the free promotion.
My next tech, which took a while, thanks to the reduction in research when I went from Representation to Police State:
I decided to pursue Assembly Line after this in order to be able to build/upgrade to Infantry, build the Pentagon, and also get the free GG from Fascism (not to mention build Mount Rushmore and, should the game go on that long, build my favourite BtS unit, Paratroopers).
And I captured the last Khmer city on the continent, though it's not the last Khmer city around.
Sury, by the way, was stubborn for most of the round, refusing to capitulate even as his empire crumbled around his wrinkly little ears. He was researching Steel and probably was calculating on those units making a difference, but I was capturing cities at an alarming rate, and each lost city meant lost research and a delay in Cannon becoming available. In the end, I think I saw two Khmer Khannon (okay, I'll stop now), and they died pretty quickly. Sury never was able to truly field a renaissance-era unit; he never stood a chance, frankly.
So now he'll offer capitulation.
The obvious question is, should I take it? You can see Lingapura in the above screenie: it's the island city to the NE, so that will eliminate any cultural pressure on former Khmer cities there. This would leave him with three island cities in the SW. Now I have started building Galleons in anticipation of capturing sugar island and whatever I need from either Monty or Pacal in order to secure the domination win. So I could go after his remaining cities.
On the other hand, it's going to take a long time to get the Galleons to the NE and loaded to capture Lingapura,
then send them all the way to the other end of the continent to capture the remaining three cities. A win might come faster if I just accept his capitulation and move on to the next target.
One worrisome thing about going after Pacal, by the way, is that he now has Combustion and can build destroyers. (He has several sources of oil.) So if he's the next target, I'd have to wait until I research Combustion and have Destroyers to protect my fleet as well. So once again, Monty seems to be the best target in order to achieve the earliest possible domination win.
A state-of-the-world post will follow.