As we head into (American) Thanksgiving, we have at least a little bit to be thankful for.
1750: We're pretty darn unhappy from drafting, and our foothold on the AI continent has been decimated by Mansa. And there is a marauding Malinese *empty transport* causing us grief by sacking our big continent's fishing operations. Oh how the mighty have fallen. Oh well. At least we're not fighting off troops. (Though we have lost Edo.) I celebrate this state of affairs with a couple whips, but not many.
I turn up the research on Steam Power. Everybody else already has it, but our workers are still busy and could use the improvement. Plus, railroads will be quite nice.
1752: Lose another fishing boats to the accursed transport.
1754: Mansa switches to Vassalage. I guess that's good.
1756: Mansa will now talk to us and will give us peace for Tadmekka. That's the city he founded on our continent. Hmmm. That's not such a bad deal. Well, first, I'm gonna whip that city right proper and get a few fishing boats back out of it!
1758: May as well whip another Takmekkan fishing boat...
1760: Move the lone longbow out of Tadmekka, pillage Tadmekka's wheat with it, then...
Peace with Mansa for Tadmekka. Good riddance. Basically, we were just suffering war weariness with that war, and Mansa wasn't really interested in attacking us.
Also, you can let me know if this was
![smoke :smoke: :smoke:](/images/smilies/smokin.gif)
or not, but I decided to earn a little profit and get on Mansa's good side again by immediately trading him Sheep for 13gpt. If others disagree with that move, feel free to cancel it, but I thought it might be worth a shot.
Because I knew peace was coming, I have workboats ready in most cities and move them onto the appropriate seafood resources. Only a few near our capital are lacking, but they're probably not critical.
1762: Japanese revolts in Tadmekka and Edo! They're not under our control, but at least Mansa's not deriving any benefit from them. They'll flip back to us eventually.
1764: Peace deal with Huayna cancelled. Sadly, we're in no shape to attack again. Yet.
1766: Tadmekka out of revolt. Tadmekka revolts again
![Smile :) :)](/data/assets/smilies/smile.gif)
(But still not ours. I do think we should keep it when it comes out of revolt, if only as a peace bargaining chip with the #1 AI.)
1768: An eventful turn:
Steam Power is in. I set us at 100% research toward railroad. Then, I think we'd better get Combustion to regain naval parity. Other thoughts welcome.
We have coal in an already-mined hill near Nagasaki!
Narak (a Great Prophet) is born in Madrid. I send him south so he can found the Christian Superchurch (next turn). I don't see a reason to do anything else with him.
And that's where we are now. The save is
here.
I think we're turtling again until we can do some kind of tech catchup. There's a bit of a culture battle with the German city on the south of the continent. It's got a lot of oil (on and offshore) and Biz just started building a well there. I've got a theater queued up in one nearby city (the other has one) which you might want to rush.
This is going to be a modern age finish, I bet. We might end up using the Sirian doctrine, which I've never tried, so it could be interesting.