jack merchant
Internationalist
All peace treaties were signed straight up
. I'd have tried to write a story too if I hadn't been forced to learn about the intricacies of a dozen different health insurance policies today
.
IHT Units all over the place
1812 AD (1) Indians land 4 tanks on the former Mongolian island; this is a pity as I just moved most of the troops there onto the galleons (including the settler, with which I intend to grab Celtic silks). There's 4-5 cavs left on the island and they bravely charge the tanks, killing one - another one is killed by the infantry army leaving 2 redlined tanks next to the city. Indian battleships bombard our coast, then move away. I disband a bunch of obsolete troops. Another group of corrupt cities need extra entertainers to avoid riots - good thing this war will only take 4 more turns !
IT An Indian battleship sinks a gallleon to the west of the Celt island (what were those galleons doing there anyway ?), a 2hp galleon succesfully defends against an Indian 1hp ironclad. Celts refound on the silks.
1814 AD (2) More riots
New Celt city razed, settler landed on their island proper to claim the silks next turn (I'll disband some arty for an instant harbour).
Looking over our lands, I think we need to move our palace to Zamora and join a bunch of workers to the surrounding cities (which will need marketplaces) - the only city that would lose out would be Dumbledore's Junta while several cities in the north could become quite productive, particularly Zamora itself.
1816 AD (3) Only 2 riots this turn
. Pueblo de Don Quixote founded; slaves and 3 artillery pieces disbanded to get a harbour next turn - we need that 4th lux ! Disband a few more old troops, kill the last indian tank near Cádiz.
1818 AD (4) The harbour comes online, but no changes to the lux rate (still at 50%)
1820 AD (5) Our lone destroyer manages to sink an Indian battleship
. I decide to go and steal while we still can, throwing 1600 of our 1900 gold to an immediate steal, the only type we can afford. The spy gets away, but it fails
Kill one Celt cav which attacked Pueblo de Don Quixote.
1822 AD (6) Sign peace straight-up with all AI civs. Sell luxes and iron to the Celts for 39 gpt. At this point, we need 10% luxes to keep our size-12 cities happy unless we trade for Indian luxuries - I therefore send silks and 10gpt to the Indians for wines so we can save 90gpt in all to make 648gpt at 100% taxes; with 450gp in the treasury I can only get Radio 6 turns quicker - I think the 4,000 gold we save by leaving science off should mean we can steal at least one more tech when war comes againn.
I decide to revert back to infra, build no cavs at all but only infantry and some arty so we can go pillage once war comes again. I set up a few cities as tax farms, and go over the cities to sell unnecessary improvements (ran into a few left-over walls
) saving another 40gpt.
1824 AD (7) Join a few more workers to cities to reach 738 gpt (747 after a market finishes in Constitución).
1826 AD (8) Mysteriously missed what happened this turn
1828 AD (9) Income up to 773gpt this turn, 2642 in the treasury).
1830 AD (10) A few final joinings; we still have about 45 workers and can maybe disband/use some 20 more to save gpt whcih is now at +790). I'm afraid our unit placement is a bit of a mess, but I didn't have time to sort it out completely. We need a bunch of transports and more arty, I guess; on the bright side, we should have money for plenty of steals after the peace ends and can even research one or two techs on our own once the min sci run on radio ends.
Our empire sucks researchwise, but that's more due to geography and the unlucky start so our palace and FP are too close. I'd recommend changing Zamora to Palace once the factory there finishes (or disband a few arty to speed the factory up to next turn). This should make the North productive at the cost of maybe 1-2 cities that weren't all that productive to start with.
the save


IHT Units all over the place
1812 AD (1) Indians land 4 tanks on the former Mongolian island; this is a pity as I just moved most of the troops there onto the galleons (including the settler, with which I intend to grab Celtic silks). There's 4-5 cavs left on the island and they bravely charge the tanks, killing one - another one is killed by the infantry army leaving 2 redlined tanks next to the city. Indian battleships bombard our coast, then move away. I disband a bunch of obsolete troops. Another group of corrupt cities need extra entertainers to avoid riots - good thing this war will only take 4 more turns !
IT An Indian battleship sinks a gallleon to the west of the Celt island (what were those galleons doing there anyway ?), a 2hp galleon succesfully defends against an Indian 1hp ironclad. Celts refound on the silks.
1814 AD (2) More riots

Looking over our lands, I think we need to move our palace to Zamora and join a bunch of workers to the surrounding cities (which will need marketplaces) - the only city that would lose out would be Dumbledore's Junta while several cities in the north could become quite productive, particularly Zamora itself.
1816 AD (3) Only 2 riots this turn

1818 AD (4) The harbour comes online, but no changes to the lux rate (still at 50%)
1820 AD (5) Our lone destroyer manages to sink an Indian battleship


1822 AD (6) Sign peace straight-up with all AI civs. Sell luxes and iron to the Celts for 39 gpt. At this point, we need 10% luxes to keep our size-12 cities happy unless we trade for Indian luxuries - I therefore send silks and 10gpt to the Indians for wines so we can save 90gpt in all to make 648gpt at 100% taxes; with 450gp in the treasury I can only get Radio 6 turns quicker - I think the 4,000 gold we save by leaving science off should mean we can steal at least one more tech when war comes againn.
I decide to revert back to infra, build no cavs at all but only infantry and some arty so we can go pillage once war comes again. I set up a few cities as tax farms, and go over the cities to sell unnecessary improvements (ran into a few left-over walls

1824 AD (7) Join a few more workers to cities to reach 738 gpt (747 after a market finishes in Constitución).
1826 AD (8) Mysteriously missed what happened this turn

1828 AD (9) Income up to 773gpt this turn, 2642 in the treasury).
1830 AD (10) A few final joinings; we still have about 45 workers and can maybe disband/use some 20 more to save gpt whcih is now at +790). I'm afraid our unit placement is a bit of a mess, but I didn't have time to sort it out completely. We need a bunch of transports and more arty, I guess; on the bright side, we should have money for plenty of steals after the peace ends and can even research one or two techs on our own once the min sci run on radio ends.
Our empire sucks researchwise, but that's more due to geography and the unlucky start so our palace and FP are too close. I'd recommend changing Zamora to Palace once the factory there finishes (or disband a few arty to speed the factory up to next turn). This should make the North productive at the cost of maybe 1-2 cities that weren't all that productive to start with.
the save