Round 13: 1784 AD to 1868 AD (56 turns) - Part 2
Sorry, CivCorpse, I just had to throw in one of my favourite BtVS quotes to finish off the previous discussion:
"I just think it's rather odd that a nation that prides itself on its virility should feel compelled to strap on forty pounds of protective gear just in order to play rugby." - Rupert Giles
Anyway, back to the game...
Monty was true to form, even to the end. He landed a punitive force next to Askam and then proceeded to kill all the Frigates and Galleons that had brought them there by flinging them in suicide attacks at the
Destroyers I had protecting the local fishing grounds.
Maybe Monty was taking a page out of the book of his historic enemy, Cortes? Burning his ships on reaching the "new world" so his men would be properly motivated? Or maybe he was just being our favourite psycho with big
cojones but absolutely no sense of self-preservation.
Well, I don't know how motivated his troops felt, but I do know how dead they soon were.
After the Airships weakened them, the other units killed some... and then I had a couple of Tanks roll in and finish them off. It wasn't a fair fight, but then again, I
hate fair fights.
I then finished researching my next tech:
Actually, I shouldn't apologize for researching Radio. It's a tech that has great synergy, I think, with late game warfare. The three wonders it unlocks can all help out, especially the Eiffel Tower and Rock 'n' Roll increasing happiness. Cristo Redentor is handy even for a Spiritual civ, just because it reduces the wait time between civics changes. And, of course, there's something to be said for denying wonders to the AI.
On the military side, this tech unlocks no less than
four military units. The best one, of course, is the Bomber... for which I also needed Flight. Ah well, that was on the priority list too. I'd get to it eventually.
I had spread religions to several cities with happiness issues, and now I switched civics to take advantage of Free Religion's happiness boost.
Once again, leveraging Spiritual... which, what with my fondness for civics changes, is definitely one of my favourite traits. So yes, it was odd to have it paired in this game with one of my least favourite traits, but in another way it was consolation, too, and therefore I tried to take advantage of it as much as I could.
I kept capturing cities, sending my ground pounders east through Aztec territory, inching toward the capital and the other core cities. Monty was researching Combustion, after all, and I wanted to slow him down.
Medina was able to churn out wonders inside 10 turns a pop.
Another turn, another Aztec city falls.
This one was a nice one to capture, since it contained a wonder.
Not that the Spiral Minaret was going to do me any good, but it really hurt Montezuma. The GPT he had available dropped significantly, by over 12, IIRC, after losing this city.
Finally, another military tech!
I'd snuck Artillery in there earlier as well. As I said, I anticipate that some of you will argue that my late-game research should have been more focused (come to thing of it, some of you were saying that about my research all game). At this point, I don't know if it would have made that much of a difference, but I suppose someone could try a shadow game and prove it one way or another.
At any rate, I now started building several Bombers and a few Fighters and sending them into the fray. Monty had no anti-aircraft units to speak of, so the Bombers had free reign to do a number on all the city defenders.
Meanwhile, I was having fun with my wonder factory:
And that
did help with WW, frankly.
With my ground units busy in the Aztec east, I sent an amphibious task force against Monty's west.
Marines are fun. Well, not if you're on the wrong side of their cross-hairs, I suppose, but you catch my drift, right?
The Aztec capital fell next.
And this was another harmful blow for Montezuma, as he had now lost his shrine city.
The Marines were still busy out west.
Three cities were captured by that task force in as many turns. That's the big advantage of having an extremely mobile amphibious force.
I have to admit that I wasn't really checking the victory screen to see how much further I had to go. I knew I had to keep taking Aztec cities to open up space for the captured ones' cultural borders to claim.
The only problem for the amphibious task force was that the casualty rate for the Artillery units was quite high. Now that all the coastal cities in the west were under my control, I planned to swing my ships around to the east, where I'd pick up reinforcements from the ground stack, where I had several highly-promoted Artillery that had once been Cannon... and may have, for all I know, been Trebuchets at one point as well. Having all those Bombers out there to do the initial damage had helped those Artillery units' survival rates as well.
I kept rolling up wonders back home...
...and capturing cities from Monty.
And then it happened. It kind of snuck up on me, like I said; a bunch of my cities came out of revolt or expanded their borders on the same turn, and...
Stick a fork in this game, 'cause it's done.
The post mortem will follow.