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Cort Haus
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London
Apr 2002 time: 05:32
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Izz builds settler, moves 4,4. Warrior from Swindon moves 887 to join settler. FP moves 222 into Swindon. 2nd archer 784.
Workforce juggles in Burundy & Izz to give Izz +5F, lux slider down.
Stooges road, for Republic in 24 turns, +0 gpt
Scout2 moves 88.
Cubmaster, considering that there may be barbs to the east. moves 88.
The plan calls for CM to road, but he has just roaded Izz-4 as per turns 56 & 57. Not sure whether the intent was to mine now, or move 4 as Plan-T59 had it (but he was still roading then) for a road going west to the new city site. Decides to mine.
ES Irrigates.
Swindon stays on Spear, rather than switching to and completing warrior - just to maintain a pretence of sovereign dignity! It could always be an archer if needed, but even if we are going to hit Monkey it's too early to start cranking warriors - maybe when Swindon hits 5spt. At four, I'd rather build 20s units if possible. Granted, efficiency is not always the best guide to build orders if it means having a bunch of the wrong units, but we also need to keep the unit count below our support capicity while researching republic.
And that's another thing. We can't start slowing down research on republic by having too many units - we have committed our economy to it and to have to pull back now would be infuriating. Then when we get to republic, do we actually want to use it, given that we're off to war soon after and need lots of units? There will have to be some calculations. Luckily, in Arrian we have an experienced early warmonger-in-republic to help us balance the books. 
Last edited by Cort Haus on 22-11-2003 at 16:18
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