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Cort Haus
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London
Apr 2002 time: 05:33
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lots of terrain improvements this turn. Our 5th mined hill 
Izz builds settler (which moves towards Plymouth) - starts catapult, adjusted for +5 food, It's size 5 with 10 food.
2 turns of catapult and 3 turns of settler will take it to size 7 and lose the stored food, won't it? We need a worker in between, I think.
Silesia builds the sixth chariot (which moves to Swindon) - and its second mine is complete. Hmm, Silesia can get 4s, or 7s, or even 10s if it uses both mines and Coventry's shielded grass. This would slow Cov's courthouse though and leave Silesia with +0 food. Adjusted wf in CoS, Ciao, Swindon - using unimproved grassland for +5s, +2f in Swindon and Silesia as per plan. One turn warriors are still an option, though.
Cov-8 is irrigated now - courthouse in 10 turns.
Burundy's mine is complete, (could build a galley in 5 turns) but set wf to use 3 irrigated grassland for +6f (14 in box) and growth to size 4 next turn.
Ciao is going to lose 3 shields on that spear (due in 3 turns, 11s in box and 4spt) , now the warrior is on guard & not disbanding. It'll cost 12g to rush after 2 turns.
NW4 to plains at CoS-6 for irr/road, and NW2 to Izz-9 for road/mine
CM moves 2 for irr/road
FP kills barb on hill, sees monkey warrior 'Jojo'. 2nd archer moves west.
HMS Frumpy moves 334 to Plymouth-3
Cubmaster moves 77
Charlie moves 7 onto next hill.
Spear from Plymouth (will be settler gescort/garrison) moves 1.
HBR next turn with +19g which will see 179g in the kitty.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Question about the 1-turn warriors in Silesia: can Swindon still do 2-turn warriors with that configuration? If so... screw it, let's do it after Silesia finishes the warrior it's working on. A few extra warriors will not hurt us. We just won't be able to upgrade them all at once, I don't think.
Cash is going to be very tight, but that +19gold this turn at least cancels out the deficit we ran to get HBR the turn early Let's hold off on rushing the galley in Plymouth for as long as we think we can, ok?
Also, keep the Frumpy hidden from Monkey view for a bit. Do some sea exploration near Plymouth, but keep north for a bit, ok?
Oh, let's move the spearman in Swindon down to Corinth.
The Corinth spear can move out to the south, helping shield the Pythonian road team from prying eyes (once Monkey realizes the road is still coming south, I think they are gonna start to catch on).
Burundy: we need a medium-term goal for this city. It will eventually need a harbor, yes, but not necessarily as its next build. There are three things I'm pondering there:
1) An aqueduct
2) A granary
3) A library
Clearly, the aqueduct cannot be built until Python gives us Construction. That's what, ~30 turns away still? Ah, but an aqueduct is 100 shields, so the time isn't much of a concern.
However, it occurs to me that if Burundy can use the irrigated wines (4 food), irrigated grass (3 food), and irrigated bonus grass (3 food, 1 shield), plus a mine (1f, 3s) and its city tile (2f, 1s), that's a total of +5fpt/+4spt (accounting for 1spt lost to waste) at size 4. Upon growth, however, it will drop back to +4fpt, because all that's left are hills (unless it had a harbor, but forget that for a moment). Still, having a second granary city in the core could help us a lot.
The problem is, IIRC, Izz needs the irrigated wines at some point during its cycle, doesn't it? Hmm.
The third option, a library, would assist with science and also expand our borders over there, which we will need to deal with at some point.
Ponder these things when you get a chance, and tell me which you like (if any).
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Spear in 3 in Ciao, doh. If the only consequence is the loss of those 3 shields, so be it. But I have another concern:
The forest chop. It is due in something like 6 or 7 turns, right? If I understand PBEM weirdness right, if the game tells you 7 turns, it will actually be chopped and provide the bonus at the end of the 6th turn... a turn early.
We want to make sure that chop goes to good use. That probably means CoS, but not for sure. If, for instance, Ciao can acumulate 7 or 8 shields towards the next spearman by the time the chop is supposed to complete. Then the chop brings it to 17-18 shields, not wasting anything and helping us get that next spear out faster. In that case, we can switch CoS to "palace" for a turn to make sure the chop goes to Ciao. Otherwise, we do the reverse.
My concern is this: if Ciao is going to be 1 turn away from a spear on the turn we need to switch it to a palace. That doesn't work out very well. If THAT is the case, then we probably need to change the builds in our barracks towns such that Ciao builds a warrior next, and either Swindon or Silesia pumps out a quick spear (perhaps Silesia @10spt).
Ah, the joys of micromanagement, eh?
-Arrian
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