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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:32
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New units and improvements:
CA builds Swordsman. My gamble with the growth shield bonus paid off. It is at size 5 now and can have 10 shields even now (11 - 1 wasted)! CX builds worker Concord, starts new worker.
Workers:
Jonas and Concord enter GoEP-1, will mine there. We can get GoEP to 10 shields too, at size 6. Either we have to use the luxury slider then or CoD trades us silks. Bob and Dennis build road, will enter CoD territory next turn. Max and Moritz go to SC-3, will mine the shielded grassland.
Military:
The babysitting Spearman goes 2, following the retreating Cheetah. Under no circumstances shall she see our workers inside CoD. The newly built Swordsman goes 633 to C-2. We will gather our forces together at this tile, but not in the capital itself, because Monkey could build an embassy and see all units.
Exploration:
Sir Kay goes 3 on a hill, sees jungle and 2 more silks. CoD has at least seven silks in addition to 2 wines. We have 3 wines, that's all. Sir Launcelot goes 8, will proceed north at the other side of the peninsula. Sir Bedevere goes one step more 1, sees the size 3 Monkey town Makaque over a small bay. Will return next turn too.
Diplomacy:
We offer CoD an accepted RoP agreement, according to their request.
Economy:
Set CA to 10 shields net production, building 3-turn Swordsmen. We have ~30 turns left till Day X (how will we name the operation, "Mad Lumberjack"?), that makes 10 more Swordsmen. Even more, if we research at 40-turn pace after Currency and let it build 1-turn Warriors. GoEP will add about 7-8 more Swordsmen, the rest of the units will be built in Swamp Castle and Cave of Caerbannog, after their barracks are ready (and the latter is built). You will get your troops in time, Dave. C has the wheat alone now, will continue 6-turn settlers using the forest 21 of it. 4+3+3 food cycle per pop point. High shield tiles are getting rare, due to the production emphasize in the cities producing units. Settler and next Worker ready in 3 turns.
35 gold, -1/turn. Currency ready in 13 at 1.9.0 (raised science slider). We might research Mysticism after Currency at full pace before we go researching with 1 beaker, to cover the difference to CoD's Republic research: 8(Math)+16(Curr)+4(Myst) = 28(Rep). I don't want more gifts from them (we got already 2 points).
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