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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Well, as much as I love the Colossus (it's one of my favorite wonders in the game), it carries certain baggage for we English Izzardians. It will trigger our GA. I don't think I want our GA yet.
Granted, it would take Burundy ~40 turns to build the Colossus. Once the mine currently being worked on is complete, the city will have 5spt, IIRC. It will lose 1 to waste, so net of 4spt. The workers will have to get another mine up and running, at which point the city will have 8spt, losing 1 to waste (?), for a net of 7spt.
Still, I'd really prefer to delay our GA until we do some serious jungle clearing and get more of our cities' population up. Essentially once we're done REXing and are ready for some serious building. We won't be there in 40 or 50 turns, will we?
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Good, actually, that makes the calculations easier. It also explains why I was off on the pottery calculations all those turns ago, I think. Oops.
City build orders: We can configure Swindon and Silesia to both get 5spt, IIRC, so those two build our warriors. Ciao should probably build 1 more spearman, at least (in fact, I think we should probably leave it on spearmen for a while, so we have settler escorts. Swindon/Silesia should be on offensive troops).
T84: Swindon finishes chariot, goes to warrior.
T85: Silesia finishes chariots, goes to warrior.
T86/87 - warriors done.
T88/89 - warriors done.
T90/91 - warriors done.
T92/93 - warriors done.
T93/94 - warriors done.
That's ten. Get iron from Pythons on T95, upgrade swords in Silesia. T96, they cross the river. T97, they make it to (and some past) Plymouth. 4 board galleys waiting in the town, and they galleys sail south. The fort town should be founded this turn. T98: barracks rushed in fort town, troops and galleys continue south. T99: barracks complete, fort town gifted to Python. Troops reach town 112 of Plymouth, our forward base. Galleys sail on.
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Yeah, the money is going to be tight. Hopefully we can rake in some cash on the final turn of HBR research to help offset the current -5 gpt.
Even then, however, we might be a little short.
Therefore, the first upgrades should be the swordsmen. The chariots should just hang out (and look cool) for now. Once we are done with the swords, and do the whole war/peace thing with Python to nullify the horses and iron trades, we can upgrade chariots as best we can. The Horsies, being faster, can hopefully catch up to our main force.
Speaking of which, damn, I just realized we're going to have problems with our catapults: they cannot move through unroaded jungle.
We may have to try and get the southern fort town back from Python for a turn or two after their army passes through and send our troops through there. OR, hmm, we could allow Python to capture the cats and use them for a while (so long as we get 'em back).
Hmm. Hilda, Hilda, bring me a map of everything!
-Arrian
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