Round 12: 1796 AD to 1844 AD (26 turns), Part 2
I was getting sick of my land-stack taking a pounding outside of Amorium, so even though several of my units were damaged from Bomber attacks, I decided it was time to take the city. So I was willing to sacrifice a barrage/accuracy Artillery unit, for example...
And then it was time for the Tanks to have their say. Unfortunately the city is on a hill, so each Tank could only attack once rather than utilizing the two attacks the blitz permission normally allows.
I had to throw some semi-obsolete Cavalry into the fray, but I managed to take the city:
In this next screenshot, you can see the effects of these battles on Justinian's power rating.
I hadn't realized until I looked at it how I'd shot up in power. The advantage of that is that I think it's unlikely that Justinian will be able to capitulate to anyone else, because I think they'd be reluctant to go to war with me. However, if anyone can explain the mechanics of that, I (and several others, I suspect) would be grateful.
My next Great Person appeared in Babylon: a Great Merchant. Since I also had a Great Engineer with no real use for him, I decided to follow CivCorpse's advice and start a Golden Age.
Right off the bat, I changed civics, to Police State and Nationalism.
Both would be a relief, as war weariness was beginning to mount in some of my cities. My concern, at this point, was the possibility of a UN resolution to adopt Universal Suffrage, Free Speech, or, worst of all, Environmentalism as a global civic. I think I'd have to defy any of those, and you know how much fun that is. Remember the Lincoln game, with all those defied resolutions while I warred with Montezuma? Yuck.
We should discuss which resolutions to accept and which to defy. I wouldn't object too much to Free Speech--it's not optimal, but I don't think Nationalism holds such an advantage for me that it would be worth the "villainy" unhappiness. Universal Suffrage and especially Environmentalism would be quite different, however. Then again, building wealth (which I haven't started doing yet, despite your suggestions) could deal with Environmentalism's additional corporation costs, while simply raising the culture slider would deal with the loss of PS' war weariness negation. Thoughts?
I sent my water-based stack to capture another Byzantine coastal city:
And because Mehmed has not yet researched Mass Media, the AP is still going strong. Mehmed's the only candidate, and each vote I give him helps keep him at "Pleased". I haven't seen an AP resolution in a while--do they stop if the UN is around?
Meanwhile, once the Tanks in my land-based stack had finished healing in Amorium, I sent them out to attack Trebizond, which is located just a few tiles to its north. This would alleviate a lot of the cultural pressure Amorium was facing.
I left all the other units at home and only moved my Tanks in for the attack. In this battle, the absence of Bombers definitely hurt me. I only had a few Fighters that could attack (and Trebizond, as you can see, is not within range of any Carrier-based air units). Justinian's own Fighters flying intercept missions shot several of my planes down. As a result, the cultural defenses were intact, and almost none of the defenders were injured.
I decided to attack first with a Barrage II Tank. Yes, I left that box unchecked when I installed Solver's unofficial patch. It was bad enough that I lost the ability to follow the Syrian Doctrine as a result of the latest patch; I was in no mood to lose one of my favourite Tank promotions as well.
Several Tank attacks followed, and I lost three of them in the process.
With the city captured, it was time for the Paratroopers to secure it.
As I mentioned in a previous post, this is how I use Paratroopers. The fast-moving Tanks attack and capture the city, then the Paratroopers drop in to defend it (and the often-injured and vulnerable Tanks). You'll notice that Byzantine culture to Trabizond's southeast meant I could not move any regular land units in to the city from Amorium on the same turn. Iconim, to the north, had only a few token defenders, with most of its units loaded back onto Transports and on their way to the next target. So, this was the quickest way to load some defenders into the city.
It's that ability to ignore cultural barriers that make me value Paratroopers. In addition, they're the strongest defensive unit around until Mech Infantry come along. Yes, I could use Marines, but I prefer to give them offensive promotions, otherwise I think their March and Amphibious promotions are going to wasted. So Paratroopers give me a defensive unit with the strength of Marines and the ability to quickly go exactly where I need them.
And the animation is cool. Sometimes I do a paradrop just to see those parachutes open up.
I'm a man of simple pleasures.
Anyway, to step back and look at this from a broader perspective, I'm trying to think of ways I could have made that battle go better, with fewer lost Tanks. All of them involve waiting (for more Fighters, for Bombers, for more units), and I was in a mood to get on with things, whatever the cost, hence the loss of 3 Tanks.
Perhaps a Spy would have come in handy, to put the city into revolt and eliminate the cultural defenses. (Insert sound of palm smacking against forehead here.)
Another turn, another tech.
Now I have Bombers, ho ho ho.
On the last turn of the round, this resolution showed up. In fact, it's the reason I decided to end the round here.
I voted no, but not "Never!". As I mentioned above, I figure I better save my defiance (and the resultant unhappiness) for one of the civic resolutions. As you saw previously, Justinian is pretty popular, so I think this resolution is likely to pass. More on this shortly.
Also in this round, for the first time in recent memory, global warming struck one of my tiles:
Anyone care to explain what causes that, or is it just a random event?
I was able to capture one more city before the resultion ends the war.
This is the home city of Aluminum Inc. It competes with Mining Inc., using coal and contributing Aluminum (which I have in abundance) and some research points, which as CivCorpse pointed out are about to become irrelevant. So it's unlikely that I'll spread it.
Now, here's what Justinian will offer for peace--or, more accurately, a cease fire. But since he's capitulating, it amounts to the same thing:
Basra, you might remember, is the former Arab city on top of a copper tile that I liberated to Justinian many moons ago. So it's a little ironic that I could be getting it back this way.
Now, I haven't accepted peace with him, because I wanted to put that decision before all of you. Should I accept this deal? Or should I keep going? I have Bombers now, and if the UN enforces 10 turns of peace, I'll have a lot of them ready to go by the time I declare war again.
I wouldn't mind capturing some more east coast cities; I only have 2, and it takes forever to move naval units over there from the west coast. Justinian has managed to sink every ship I had over there by spamming Destroyers and throwing them at me non-stop; I think I've lost around 6 Destroyers, 4 Battleships, and 2 Carriers in that area. A 10-turn pause would also give me a chance to move/build a replacement fleet for the east coast.
Justinian does have some far-flung cities on islands, so it would take a while to clean him out completely. Is it worth it, or should I accept his capitulation and move on? I don't think his land or cities are particularly enticing, and he might make a decent vassal.
Anyway, the state-of-the-world post will contain some more information to help us make a more informed decision.