Jerksees is like somebody's mom trying to play the game.
See what I did there?
I see that you know the lyrics and can appreciate their meaning as well.
However, Jerksees is a mixed bag. Usually the AS controlling Persia performs quite well in both culture and research, yet it seems incredibly inept at waging war.
In a recent GotM, at Deity level, i landed a beachhead to the far continent and the Mongols sent at me 2 big SODs, about 40 units each. I had to abandon one city (to not suffer a huge WW penalty) and regroup my forces to a second beachhead city that, even with substantial naval help, i could barely defend.
Well, if Persia had been done the same against Medina my defenses would have been overwhelmed, but they chosed to send a handful of immortals per turn against a
fort defended by muskets instead. End result: minimal casualties for me, about 40 Persian units either gunned down by musket fire or cut to slices by knights.
By now, the Persians have lost the majority of their attack forces while my forces are basically intact and even stronger than at the beginning, thanks to a massive military buildup that has taken place in both the cores. Combine this with the stream of units coming from the former Ottoman front, and my military superiority is undeniable, to the point that i could set up a vicious counterattack.
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It's 580 AD. After a few turns of war, the Persian offensive has evindently lost steam. They spent the majority of their immortals in fruitless attacks, and also lost quite a few of skirmishers to our mounted forces. All this, while a troop buildup is taking place in our capital.
At the beginning of the war the purported goal was just to hold off and keep the losses to a minimum, and then sign peace as soon as Jerksees would bother to talk to us again, but now, with 20 knights parked in Damascus, 16 of which at full hp and the rest being healed next turn, a successful strike at Arbela seems quite possible.
But riflemen fire is likely to take down a fairly large number of attackers. Therefore, how to bolster courage in our troops? How to prevent them from chickening out at the crucial moment? Here comes what is known as the
Supreme Motivator:
And the end result can be only one:
Arbela's defenses were smaller than expected: 3 veteran rifles, 1 regular rifle and 1
cavalry. Even so, 7 knights didn't make it, but it was a worthy sacrifice. Not only Persia has one city less producing attackers, but that pesky band of skirmishers has nowhere to retreat.
On a side note, if Jerksees had kept those pukes sitting in the city, our attack may have probably failed.
As an added bonus, we got a leader. It's a Nerd leader and, as such, it does have its quirks. But hey, who doesn't?
Building an army seems pointless by now. Maces are already obsolete and the mass upgrade of knights into cavalry units isn't too far away. Therefore, we'll keep the leader spare to rush Magellan, and take advantage of a permanent bonus movement of naval units.
With cavalries present, it is clear that the last Ottoman city, surrounded by Persia, cannot last much longer. We risk signing peace with Osman, extorting both Banking and Chemistry. Please note that the alliance would do no good for him. He's already at war with Persia and we certainly won't move an inch to help him.
The end of the turn is a thriller: the message of the demise of the Ottomans doesn't show up, but none of their former cities defect either. The only thing to be noted is some rather unimportant news from the cultural advisor:
What follows is a rather dull turn. The band of Persian skirmishers has moved south, to a grassland tile, and gets shelled by catapults first and gutted by knights second. One knight is lost and 3 are badly damaged, not a big deal actually.
As the turn ends, the much awaited message finally comes:
With the former Ottoman core now safe from defects, we can move even more troops back to the Persian front. At the same time, Music Theory is finally researched:
And we trade it immediately, without waiting for the end of the interturn. By adding some wonga to the table, we convince Carthage to share the secrets of Metallurgy:
Which are promptly sold to Egypt in return for Economics. This part is not shown because it would be just a repetition of the previous comic, with Cleopatra being addressed with some
squeaks.
Finally, we get Navigation from Spain, also for Metallurgy:
At the beginning of 600 AD, there are many options at our avail. A wonder is to be built and trades are to be renewed. We can also get another luxury, the 7th one, while the last one is currently unaccessible because the exclusive owner, Hammurabi, has been lured by Persia into a trade embargo against us. In due time, he will pay a hefty price for this unbearable outrage, but in the meanwhile he could be convinced to break the embargo and enter an alliance versus Persia.
And Persia is precisely the other big question. How to proceed with Persia. Arbela is bound to defect at some point... unless we turn their inhabitants into slavery, secure its sourroundings and take over Pasagardae as well. Actually, the complete takeover of continental Persia may be the best strategy to follow at this point. War weariness must already be hitting them badly and as, we continue inflicting them losses, the problem may only worsen and Persia could become so crippled that it wouldn't be able to pose a significant resistance anymore.
Moreover, once we relegate them to the small island north of the far continent, their cities would be much less at risk of defecting, to the point that being able to keep all of them until peace expire could be a worth bet.
Anyway, these questions will be addressed in the next update, but don't hold your breath for it. GotM 122 is out and as i'm about to compete in it, this story will be put on hiatus for a while.
See you next time, readers!
