Chapter 10. For Coal and Factory
On the surface, Ramky's military campaign in North America was fruitless - he did not raze any English city. But he gained a huge amount of gold. Before the war, he extracted 2362 gold (subtracted by 30 turns of payback) from Elizabeth. At the end, he gained another 2994 gold. So this war netted Ramky 5356 gold! That's the most profitable war I have ever had in Civ5.
Strangely, I have never seen a Deity AI willing to sign an unequal peace treaty to me (it happens on Immortal almost 100% of the time). But in this game, I will eventually see two unequal treaties going in my favor. What's different this time?
In my latest game (a Culture game, I might do a story about it after finishing one), I tried to mimic what I did with Ramky and see if I can get a very favorable ceasefire deal. I succeeded - got 2 of them. I think what's common in these games is that the AI Civs did not really hate me - they have not denounced me. This was my first war with them. They were also at war with other Civs and City States at the same time. This could be an extremely powerful Deity strategy for a rather peaceful game. (For domination, just take all capitals and win.)
138. I wasn't expecting 2000+ of Peace Gold from Elizabeth. I decided to stop training Ramky's army in North America because there was something more important that requires Ramky's attention.
And that is Bismark's large army at Ramky's border! Bismark already denounced Ramky. So he could really start the invasion at any time. I can't have my army training half a world away.
The second reason is the long-overdue
Factory (+50% hammer, requires 1 Coal). I want to get the +50% hammer bonus as soon as possible, especially by the time I build the Apollo Program and spaceship parts. In addition, I had received 2 City States missions to see Coal in Sukhothai.
But CS Kuala Lumpur seems to be totally ignorant about the fact that 6 units of Coal was sitting right next to their city. My original plan was to keep waiting until they realized they have Coal and start mining it. My patience finally ran out after 100 turns of waiting (Scientific Theory researched at Turn 386, now Turn 485). I don't want to wait further. I want to do something.
So I bribed Bismark to attack Kuala Lumpur. This was Bismark's second direct invasion on the City State, so I was 100% certain that Bismark will be bound to a permanent war with Kuala Lumpur. That means (1) Bismark will keep his attention on Kuala Lumpur instead of Ramky. Ramky could actually send some units there to help. (2) As soon as Ramky gets his G-Art (2 free G-Art from the wonder Louvre), Ramky will "abandon" Kuala Lumpur. Bismark should be able to conquer Kuala Lumpur. Then Ramky will retake it (but automatically razing it). Now G-Art can drop the bomb at unclaimed tiles and reach the Coal with 2 bombs. In addition, Ramky will be able to reclaim that Gold 3 tiles away from Sukhothai.
139. As soon as Ramky left North America, CS Warsaw wants Ramky's help to get rid of some local barbarians. Such a lame ally...
I find that the mission "Each Barbarian you kill will earn you influence..." is really a weak mission. Since (1) the influence point is only given when the killed barbarian is VERY close to the CS, but normally they are not, (2) there are only 1-2 barbarians to kill anyway.
140. I was startled again by the arrival of another normal (Happiness accumulated) Golden Age. Happiness is usually not an issue in OCC. So I seldom check it.
141. This is a summary of Ramky's research plan in late-Industrial and early-Modern Era. Since this is my first time to research most of the techs here, I just went with very basic knowledge of what I need to do to win a Science Victory.
After getting Plastics, I want to focus on the lower-middle route to unlock the Apollo Program. Then I will unlock all the spaceship parts. Two RAs will be completed, plus some free techs from social policies and Great Scientists. I will unlock some interesting late-game units along the way.
I totally ignored the bottom 1/3 without realizing that a Nuclear Power Plant (requires Nuclear Fission) could increase hammer and speed up the construction of Space Ship Parts. I got Nuclear Power Plant a little late - about 1/4 into my Spaceship Part construction. I should have diverted some of my progress on the upper-middle route to the bottom, since I ended up unlocking all of the Spaceship Parts long before I could build them.
142. I used a G-Eng (Sukhothai's 6th GP) to rush the Statue of Liberty wonder (+1 production from each specialist). I was running 5 Science specialists (2 from Research Lab, 2 from Wat, 1 from Observatory) and 2 Engineer specialists (Workshop, Windmill). +7 hammer on top of a base of 47 was a 15% boost! That's really good.
But Statue of Liberty was such an expensive wonder. Even after consuming a G-Eng, I still needed to build 10 more turns... I wonder if I choose Production Focus when consuming the G-Eng, will I get a lot more hammers and therefore finish it sooner?
Also, after Hospital, I just went with the Default focus to assign citizens. The Default focus makes me lose quite a few hammers but greatly increased population growth. From hindsight, I should have switched to hammer focus right after the start of Apollo program. I will end up having 3-4 less population (or more), but I should be able to finish the game at least 20 turns faster.
I ended up having too much research (from too much population) and wasted them on 2 Future Techs before the Spaceship launched. The extra population looks nice, but doesn't mean much.
p.s. In Monty game, the equivalent of this 6th GP was used to rush the United Nations. You can see how easy a Diplomatic Victory is.
143. It took me about 15 turns to ship back Ramky's units from North America. I declared war to Bismark, and used the 2 Artilleries (upgraded from Cannon) to blast German Medieval units from a safe distance! What a slaughter that was. And soon the siege weapons got their highly anticipated Range + 1 promotion!
Range 4 Artilleries!
144. After killing a few German units, Ramky fulfilled Kuala Lumpur's mission. Their relationship increased to a whooping 228 - 336 turns of alliance! I don't have to worry about this City State's loyalty forever. Unfortunately, I had decided to let this CS die so I can get the Coal earlier.
From hindsight, I am not sure whether this was a right decision, since later I was able to get Aluminum from other City States. So maybe if I stayed patient, I will get my Coal from Kuala Lumpur. At the time, I lost confidence in the City State's internal technology clock and thought they will never mind the Coal for me.
145. While Artillery was already new to me, this game was also my first time to every see melee units beyond Rifleman. Rifleman is upgraded to Infantry.
146. Once the AI Civs start disliking each other, bribing them to war is so dirt cheap. 100+ gold to make them throw away 10,000 gold worth of army! The constant warfare also makes sure that any AI does not have any significant army to suddenly destroy a weaker foe. (Elizabeth never had a real war until I bribed her to war Wu Zetian, so she had an easy time wiping out all resistance in North America.)
147. Here again I saw something unusual - Bismark asked me for peace, but just like Elizabeth, he is willing to tilt the deal in my favor! What am I doing right this time? Perhaps it is Ramky's "non-warmongering" quality. This was only his 2nd war declaration. And AIs only start hating the human player after he or she declares war for a 3rd time. (But if any Civ/CS was wiped out from a war, the warmonger quality is applied a lot sooner.)
But I didn't want to just agree right here - I want to see whether Bismark further sweetens the deal if his situation worsen. So I refused first.
148. I will capture and raze a minor German city. Ankara had been under Bismark since Medieval Era. Its population never grew due to the lack of food in the surrounding tiles. By removing Ankara, the Silver tile will soon be included by Sukhothai's natural border expansion. Nice!
And I built two Forts there from about 50 turns ago. I knew I would eventually have 2 Artilleries sitting here, bombarding Ankara from a safe distance.
149. Statue of Liberty! I think it is only a worthy wonder in a Science game, since late-game hammers are very important.
150. Several turns later, an RA rushed Penicillin, so I could use the saved gold to rush Medical Lab. This was the first non-research Building that Ramky purchased.
As planned, Ramky started to build Louvre. The two G-Art will drop the cultural bomb to incorporate Coal.
151. Signed RA#12 with Mongolia. Playing with more AIs makes winning a Science game faster, since only 1 RA is allowed at a time. So while I heard the claim that playing in a larger map is more difficult, it is only more difficult (takes longer) for a Domination Victory. Bigger map actually favors Science Victory and any peaceful approach that bases its income on resource trade. In a smaller map, it is more likely to run out of buyers for a particular resource because everybody got it. So far I have been deliberately using a crowded map to increase AI's interactions. Maybe I should try a default number of Civ later, just to see what's different. (Diplomacy will be more boring, that's for sure.)
152. After razing Bismark's Ankara, I moved forward Ramky's Artilleries and made short work of a few more German units. Then I asked Bismark what he would pay for peace...
All his gold, resource, and income! That income is more than Ramky's income! There is no way I could resist this deal. I needed more turn for Louvre to complete anyway. So I may as well give Bismark a break to make some units back so he can conquer Kuala Lumpur.
I was really surprised that Bismark would be willing to sign an unequal treaty, since he had denounced Ramky. So I really suspect it is the fact that Ramky was not labeled as a Warmonger that gave him the privilege of receiving a favorable peace treaty.
Going to war as a Warmonger is profitable. Going to war as a non-Warmonger is also profitable. War is profitable!
Now Ramky still needed a couple dozen turns to complete Louvre, and he had no intention to declare war on Bismark, who volunteered to double Ramky's income for 90 turns. There was no way that Ramky would let his army sit and rot. So his attention was again turned to the still-super-rich front runner - Elizabeth!
153. Ramky again packed his entire army on a ship to North America. In the meantime, the 7th GP (4th G-Sci) from Sukhothai rushed Flight. Nothing useful from it, but several turns later he could use the 10th RA (with China) to pop Radar, the last prerequisite of Rocketry, which unlocks Apollo Program.
154. Demographic chart of the world at Turn 504. Ramky's population finally beats China!
Crop Yield and Land: Ramky's crop yield was ranked at the bottom along with Suleiman. Ramky's land was only slighter larger than Suleiman's. Now all Civs except poor Suleiman had about 7-8 cities. So they easily out-harvested Ramky.
Production: Ramky's production was doing pretty good in his Golden Age (building Louvre). That base 64 hammer is magnified to about 100 after Marble (+25%) and policy (+33%).
Finance: Ramky was doing very well in finance thanks to Bismark for contributing 1/3 of his Gross National Product (Roughly 1/3 comes from Sukhothai. The other 1/3 comes from resource trades.)
Army: Ramky only had 3 units, but they are all pretty advanced. So that's already the 4th largest army in the world! That tells us how much constant fighting there was.
I also included Monty's stats from his turn of Domination Victory on Turn 494. Monty clearly had a lot more population and Crop Yield in Teno, thanks to Floating Gardens. Monty also had more hammer, probably due to his Factory. But Ramky had about 4 more techs than Monty (there are 77 techs in the game). So if Ramky would like to go for a Diplomatic Victory, he could have achieved it quite a lot earlier than Monty did.
155. Got one more policy point. Free Thought is not a very good policy for Science OCC, since Riverside tiles are always used for farming to raise population and research. So there are not many tiles left for trading posts. All of Ramky's trading posts were building on Jungle Hills. So now each Jungle Trading Post produces 2/0/2/3.
2/0/2/3 was enough to make Civ's automatic citizen assignment to give these tiles a high priority. As soon as Apollo Program starts, these tiles should really be ignored since it doesn't generate any hammer. And hammer is all that matters to Spaceship!
(to be continued...)