Smoke and Mirrors: Red Destiny
This is kinda long. Apologies in advance. Even when I try to keep things to a minimum, this happens.
Inherited Turn 401, 1782 AD
Alrighty, gonna take a quick sweep over the Empire, though it looks like I may have to take this as quickly as possible. Still some infrastructure we should have in Stalingrad, like a Bank and Observatory. I'm going to make that a priority so we can suck as much out of Bureaucracy as we can before we switch.
I stagnate Mezh, hiring a Spy and a Merchant in order to accelerate the production of a Great Person. 43 turns now, instead of 64, but still awhile. Biology will net this town 6 more food.
The Security Bureau being constructed in Elektrogorsk makes me happy. Once that's
done, we'll slot in the National Park. I see a forest preserve under construction,
but I'll see if I can spare any more workers, or perhaps build a few more if needed.
Realization: Ah, we are building railroads. Yes, those are important. Once war is concluded, or at least as soon as it looks like it's in the bag, I'll put the Iron Works in Svetlograd since that's where we were planning to put it, as I recall. Probably far too late for the SoL since it was started during the last set. It's a nice Wonder, but not necessary, I think.
I make a note to ensure that Werz works some of those grassland farms when it grows.
Most everything else looks good, but I'm going to prioritize cultural buildings in our furthest French cities to try and minimize the revolts. Yeah, they won't be contributing to the war effort, but they're not doing much good if they're in revolt half of the time.
Anyway, things look pretty good city-wise.
I cut Espionage Points off of Capac since he's gonna be a Vassal soon. Focus on Pacal, and a few on Mao. I don't know if we'll be seeing anyone's research any time soon.
*drools looking at all of the Incan workers up north* Maybe I can snag me a few.
Though they'll probably all just run to their cities. Hrmf.
OK, some of our troops still have move, so let's see what damage I can do. I can attack Corihua--yeah, a few times. I am SO going to rename a few cities. I'll note what I do so we can change it later, but I'm set on this.
Kill a few defenders, not enough troops to take it, though. No flawless victories, either. Oh. There are a bunch of unescorted cannons. Bad, bad idea. Luckily, a couple wounded Cossacks can still move to cover them.
I also notice a cossack with the Mobility promotion. Against my better judgement, I move him onto Heracles Hill in the hopes of catching a worker next turn.The troops in Arequipa are still healing a bit, so I'll wait on that.
Name changes
Ollantaytambo --> Olligrad
Vilcas --> Heraclesberg
Corihuayrachina --> Huaynagrad (because Capac was much more reasonable than Nappy when it came to giving up).
Everything else that we control seems manageable, for now.
OK, looks good, I think. Let's go!
Turn 402, 1784
In between turns, we lost a Cossack defending ___ to a Grenadier. The garrison had been hit by a catapult right before.
Stalingrad: Rifleman < Rifleman (3 turns)
Archangel: Forge < Customs House (30 turns)
We won the AP vote. Yay.
OK, let's see. We have a bunch of workers down by Archangel. I'm trying to eye where we have railroad already, it looks like we have a decent east-west connection, so that's good. I don't think I want to work down south, though, so I'll find other places for them to work.
A destroyer heals, so I send it out. Ah, it was an upgrade Frigate. I rechristen it "Red Rebirth." It sinks Capac's frigate. 'Nother upgrade Frigate. Ahh . . . . "Red Crest." Promote and upgrade a Galleon to a Transport.
Nab some workers. Let's see if I keep 'em.
Don't have quite enough troops in position to take Cori, but I think I can do some damage. Bombard with cannons and will follow up with Cossacks.
No losses, they have a catapult left. Sad.
As I take out a wandering Grendadier, I notice the Blitz Cossack I was using was on guard duty. I'll send him to the front lines next turn.
OK, got enough healthy troops to march on Machu Picchu. May sandwhich it, we'll see.
*sigh* moved some troops 'cuz I didn't notice they were bunched. But that's OK, cuz now they can kill the Incans threatening the French holdings in Vilcabamba. Lose a Combat II Cossack to a CII Grendadier. Mop-up after that. Make a couple other reckless attacks. No losses this turn, but let's see.
Man, this is only the end of my first full turn?! Oy.
Turn 403, 1786 AD
Sury wants us to change to Organized Religion. Not during a war, buddy!
"Nobody ever listens to me." Gee, I wonder why?
Bug says that Capac will capitulate, perhaps. But not yet, not yet.
St. Petersburg: Rifleman < Rifleman (8 turns)
Rostov: Courthouse < Rifleman (3 turns). Needs some more infrastructure, but it'll have to wait. We could put another Confucian Academy here to add a couple hammers.
A fire burns down a Khmer forge. Heh.
Capac retreats a few workers, but three are still ripe for picking. Hee hee. Reinforced his town, but it will be for naught.
Our cannons ensure that the new defenders are not "fresh." Cossacks stomp all over them.
Fail to spread Confucianism in Cuzco. Alas.
I divert another worker to get a jump start on forest preserves.
Gaius Marius is our new Great General. I'm going to embed him in Rostov since it looks like that town might be another good military pump.
Finally, end of turn. I think I'll have to type less from now on to get through things. Let's just assume that I'm doing my best not to screw up.
Turn 404, 1788 AD
Karachev: Rifleman < Customs House (7 turns). Its trade routes are profitable already, so why not increase the commerce here?
Novgorod: Observatory < Jail (11 turns)
Yekaterinburg: Courthouse < Lighthouse (5 turns)
Bactrian: Rifleman < Confucian Temple (5 turns). Deal with unhappiness and add some hammers to boot.
Is it me, or are some towns set to produce one unit exclusively? How can I shut that down?
Workers Acquired: 4. Still in enemy territory, though.
Moving into position. May be able to get Vilcas during Capitulation.
turn 405, 1790 AD
Stalingrad: Rifleman < Bank (6 turns)
Moscow: Rifleman < Intelligence Agency (8 turns)
Svetlograd: Rifleman < Rifleman (3 turns)
Bombard towns this turn.
Turn 406, 1792
Mine destroyed by infiltrator. It was on an iron source near Olligrad.
Rostov: Rifleman < Rifleman (4 turns)
Grenoble: Intelligence Agency < Theatre (4 turns)
Hartwickgrad: Rifleman < Theatre (3 turns)
Mezh is suffering from war weariness. Let's wrap this up, then.
Lose a cannon going into Machu Picchu. It's enough to give Capac a Great General. Heh. No other losses. Machu Picchu is ours and we net a worker in the process. Capac wasn't giving up a tech, so I took Vilcas (he was still offering it), renaming it Heraclesberg, at last honoring the other great explorer who fell long ago.
Capac is now offering another city which I don't really want. Let's see what I can do, if anything. I get Corporation in its place (should have asked for Physics, too, but didn't expect to get it) and our finances improve significantly. We're almost running a profit at 60% science now. I'll trade for Physics, I think. Capac is Pleased. And at 1/4 of our power.
Oh, he won't trade with us, his worst enemy. Pah. Sign Open Borders, though.
OK, now I get to let the Builder Within loose! MwahahahahahHAhaa! Er, wait, is that the kind of laugh a builder should laugh? Ah, nevermind.
Gotta shuffle troops around, now, to have adequate garrisons and such. I'll also try to keep transport and troops building so that we are ready for the next war.
Total Workers Captured: 5. The Whosit is pleased.
Because we're running State Property, I'll pull down some riverside farms to put up watermills. So long as the farms are not required for chain irrigation, of course.
Turn 407, 1794 AD
Magnitogorsk: Levee < Jail (3 turns)
Rheims: Library < Confucian Temple (10 turns); A levee would also do wonders. I'm going to create a rally point near our north shore for leftover troops. All siege will be there, of course.
I clear off Heracles Hill. If we want to use it, we always can rebuild something useful there. Instead of a windmill. Bleh. Capac's GG is currently enjoying the view from the Hill.
Well, now Capac won't trade with us because he fears our advanced technology. Grr, you fool. I'll keep an eye out for other trade opportunities.
Turn 408, 1796 AD
Svetlograd: Rifleman < Iron Works (14 turns)
Chartres: Harbor < Confucian Temple (15 turns)
Pacal got the SoL at some earlier point and I didn't notice. *shrugs* Stalingrad is only rated as the second greatest city?? Mutal of the Mayans is #1.
After I realize I need to manually assign citizens after revolution wears off, our finances improve enourmously! Tiwanaku, the gem town, is marvelous, and we don't even have the BFC yet. Still can't afford 70% science, though. We're making +63 gpt, and cranking it up changes the + to a -. Should be easier to afford upgrades, at least. Biology next turn. Woohoo!
Turn 409, 1798 AD
Biology < Assembly Line (10)
Yekaterinburg: Lighthouse < Harbor (8 turns)
Hartwickgrad: Theatre < Confucian Temple (6 turns)
Shoot, I see Nappy is sending a Great Artist east. He's probably gonna culture bomb his town. I cancel Open Borders with the French, kicking the GA back to the west.
That should take care of that. We can get Physics from Nappy. He wants Communism and Biology, greedy bastard. I substitute Steel for Biology. Maybe he'll build some cannons and drydocks to aid us in future wars?
I note that Pacal has Artillery. Hrm.
We discover 4 sources of Uranium in our territory. 1 is under a mature town in Moscow, but the others are in decent locations that can be mined.
Turn 410, 1800 AD
Magnitogorks: Jail < Rifleman (2 turns)
Rostov: Rifleman < Rifleman (3 turns)
Bactrian: Confucian Temple < Levee (10 turns)
Grenoble: Theatre < Market (12 turns)
We can probably put some farms down by Novosibirsk if we run out of other things to do, or better yet, perhaps watermills.
Probably want to cut back on the farms around Magnitogorks now, too. It's at +12 food and is working just about every tile. Since it's supposed to be a military pump, let's replace some farms with watermills, and turn others into workshops. For now, I guess it'll run specialists.
Novgorod can probably run some more cottages, too.
Rostov has excess food.
A lot of towns will need to be re-done. But that's good.
Turn 411, 1802 AD
Stalingrad: Bank < Observatory (4 turns)
Karachev: Customs House < Intelligence Agency (7 turns)
St. Petersburg: Rifleman < Aqueduct (8 turns)
Goth: Courthouse < Theatre (8 turns)
As I begin "renovations," I note that each farm converted now nets a loss of 2 food, not 1.
I'm also trying to get some of our new acquisitons on line, as well as completing a rail line all the way out into our Incan conquests.
Turn 412, 1804 AD
Magnitogorsk: Rifleman < Aqueduct (2 turns).
Olligrad: Confucian Temple < Courthouse (15 turns)
Realized too late that the farm I was replacing at Karachev should be with a cottage, not a watermill--it doesn't really need more production, now does it? This is one of my faults as a player: I emphasize production, probably still a holdover from Civ III, or maybe just personal taste?
Pacal has Assembly Line already. Should be able to beat him to the Pentagon, though.
Svetlograd will have the Ironworks done in 10 turns, so all's good. May need to slot in an aqueduct, though.
Turn 413, 1806 AD
Capac asks for Replaceable Parts. Since he's our Vassal, I agree. I, too, try to treat my vassals fairly well. He's Friendly now.
Moscow: Intelligence Agency < Wall Street (19 turns). We wanted it here, right, due to the shrine? Should we still try for the Islamic Shrine and spread that around a bit? We'd need to gun for another Prophet, of course.
Rostov: Rifleman < Machine Gun (3 turns).
Elektrogorsk: Security Bureau? < National Park (15 turns)

It'll have enough slots for 7 spy specialists. Glee.
Did another city sweep, placed a few signs. With biology, and the AI's focus on food in some areas, we can cottage up some farms, and make some improvements elsewhere.
Turn 414, 1808 AD
Stalingrad: Observatory < Jail (3 turns)
Magnitogorsk: Aqueduct < Grocer (4 turns), for the health benefits.
Mezhdurechensk: Customs House < Christian Temple (6 turns). Priest slots! May want to put the next Confucian Academy here, and spread Christianity enough to get the Cathedral. We may be able to pull a Prophet out of here if we're gunning for the Islamic Shrine.
Cuzco: Courthouse < Library (5 turns)
Heraclesberg: Lighthouse (6 turns)
Turn 415, 1810 AD
Novgorod: Jail < Aqueduct (7 turns)
Juli: Jail < Drydock (10 turns)
Vitcos: Confucian Temple < Grocer (16 turns)
AP vote comes up. We have "stop trading" votes for all the heathens. I pick . . . Pacal, hoping it might slow him down. OK, just realized that we're getting 24 gpt from him . . . . Oops, but we're making 110 gpt at the moment, so we'll still be in the black. But I guess that's money he can invest in research now. Hope he loses a bunch of trade routes!
Kinda wish we had more workers, but it'll all get done eventually. No point in building more now, I think.
Oh, looks like there was a revolt in Vilcambaba. Viva la revolution! We can open borders with France again when the city is ours.
I think that Pacal is putting a ton of EPs on us . . . .
Turn 416, 1812 AD
Novosibirsk: Intelligence Agency < Library (15 turns)
Rostov: Machine Gun < Jail (4 turns)
Machu Picchu: Theatre (4 turns)
We successfuly stopped trade with the Infidels . . . heh. We can kinda control the votes considering that we have 750 out of 943 ourselves . . . . That's the Russian way!
A collapsed wedding breeds tension between the Maya and Chinese.
Demographics say that Pacal has a lot more income than we do. Figures. We'll have to kick him in the kneecaps soon.
Hartwickgrad is in another revolt . . . need more culture! Oh. Our income is still +93 gpt after losing Pacal's trade. Boosting research doesn't speed things up at this point and just puts us in negative. At least this was we can upgrade tons. Still 28 turns away from a GP, so I don't know if we want to wait that long to revolt to new civics.
Give Nappy Sheep for 5 gpt.
Turn 417, 1814 AD
Stalingrad: Jail < Christian Temple (2 turns)
Yekaterinburg: Harbor < Customs House (17 turns)
Rheims: Confucian Temple < Levee (17 turns). Lots of river tiles!
I think most of the Windmills around Machu Picchu can be replaced with mines now. I start on that. This town could have decent production if managed right, I think.
*sigh* Just realized I goofed on an improvement at Karachev, again. Could turn a cottage back into a farm, but whatever. I've had too many lost worker actions for my liking this set, though in my defense, there's a lot to manage.
Magnitogorsk is gonna be a monster production house, not even considering military, especially once we give it more watermills and workshops.
Turn 418, 1816 AD
Capac wants to give rice in exchange for his, er,
our gems. I let him have 'em. We have Assembly Line. I can't remember what we wanted next, but I go for Fascism. I think we can still get the free GG.
Karachev: Intelligence Agency < Security Bureau (9 turns)
Magnitogorsk: Grocer < Factory (5 turns)
St. Petersburg: Aqueduct < Confucian Temple (4 turns)
Huaynagrad: Granary < Forge (4 turns)
Nevermind, Pacal has Fascism. I switch to Artillery, 7 turns. Cannons to Artillery can't hurt us. Learning how to fly also seems like a good idea.
Turn 419, 1818 AD
Stalingrad: Christian Temple < Factory (6 turns)
Bactrian: Levee < Grocer (5 turns). Needs more health before we can give it a factory.
Goth: Theatre < Confucian Temple (14 turns)
Huamanga: Confucian Temple < Courthouse (17 turns)
Cuzco: Library < Barracks (2 turns)
Workers do more stuff.
Turn 420, 1820 AD
Mezhdurechensk: Christian Temple < Aqueduct (8 turns). Try to get an Islamic
Missionary here.
Rostov: Jail < Infantry (4 turns)
Lyons: Work boat < Theatre (4 turns)
Tiwanaku: Library < Lighthouse (7 turns)
Machu Picchu: Theatre < Factory (18 turns)
Heraclesberg: Lighthouse < Forge (5 turns)
I can't tell what's going on with Pacal. I think he's in anarchy? 'Cuz the demographics says his income has dipped to zero. I'm not sure canceling trades has harmed him much. Ah, Pacal adopts Environmentalism. Good for him.
I interrupt Yaroslavl's Destroyer production to slot in a 10 turn Factory, so subsequent naval units will build that much faster.
OK, so this is a huge block of text. I took a few screen shots, maybe I'll put them in tomorrow, maybe I won't. Dunno if I'll be able to. Anyway, scattered throughout this report are ideas I have on where to go. No time to consolidate them right now.
Workers: I've got a lot running around. I've put up signs to direct where I think things should go. Basically, Biology lets us further specialize cities, at least as far as I see it. We don't need specialists everywhere, I think, so commerce cities get more cottages, production cities get more workshops and/or watermills. I have a 3-worker group running around just laying down rail track. I've been sporadic with other workers, laying rails some places, switching improvements around others. Capac didn't really layout his towns the way I think we want them, so they'll require some work.
I slotted in the Pentagon to go in after Svetlograd's Ironworks; Magnitogorsk could do it, but I think Svet will have the production advantage after it finishes the IW.
Magnitogorsk: I've added watermills, working on a couple more. I just noticed that Ill be cutting irrigation to Moscow, but we can start a new path from the river to the south. Whoops. Magni can also handle 2-3 workshops. I think it will be able to put out any unit in 1-2 turns. Wicked.
Elektrogorsk: I have 4 forest preserves finished, a 5th being built. Make sure every forest in the BFC gets a preserve, because once the National park is done in 8 turns, each preserve is worth a specialist (fill out the Spies first. If we can get a Great Spy and build Scottland Yard . . .).
I think a few Incan towns can be made decent production sites, the rest we should just cottage over, right? Gotta try and keep up with Pacal. I think we're gaining on him, EP-wise. We're only down 2000 now. We were down 3000 earlier in my set. Keep the Jails and Intelligence Agencies coming as able to.
Mezh just slotted in a Aqueduct, but we could do Confucian Academy. I kinda hope to get a priest and turn Moscow into a double-shrine Wallstreet city.
Um, what else? I know I went into builder mode as this set progressed. I tried to keep a few military units coming, but we have such a big leftover stack, I figured I could splurge and try to get some neglected infrastructure in place. Honestly, I'd like to keep going and see some of my pet projects finished . . . but it's the end of my 20 turns and it's late.
Just make sure to go through all the towns every few turns, and keep in mind that even some of our established towns can re-improved.
Pacal has Medicine, now, too. He hasn't exactly run away next, but I'd like to hit him soon, and hard. It won't be the easiest fight, but we can outproduce him. We're about tech-even with him now. Yeah, we don't
have to fight him to win, but I'd like to. We can fight him now on even terms, or later when we still have tanks and infantry and he has Modern Armor and Mech Infantry.
If we can manage to even take a chunk of his territory, it should cut into his profits. I'd aim at his west coast. Anyway, all up for discussion.
Oh, yeah, as you replace farms, try to be a bit more careful than I was to avoid cutting off irrigation chains. And be a little more careful than I was to calculate how much food a town will need, though the only mistake I caught was around Karachev.
Oh, Capac is gonna have Electricity in 8 turns, but I dunno if he'll trade it to us.
I feel like I'm forgetting something . . . well, I can always add a bit more tomorrow, perhaps.
Anyway, I'm out for now.