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Arrian
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Kneel before Grog!
Jul 2001 time: 00:34
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Good progress made in discussions with UnO regarding the contact and map trades. Cort, MS, FP, and whoever else is around, please have a look and give me feedback. I think the deal is good, and recommend we do it.
Cort, I have volleyball after work (leaving in about 1 hour), and people are talking about getting a beer afterward (St. Pats, after all), so I probably won't be home until at least 8pm my time.
If you're set to play the save, great, because it isn't my intention to log on once I get home. But if you think you might want further input from me, let me know now, ok (I hope you're still online)?
-Arrian
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Cort Haus
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London
Apr 2002 time: 05:34
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Start
WM from Python
Worker Moves
(from Plan) T107: BC3 road. Cov3 move 112. Stooges chop. Izz105 chops (done T131). Is the mine at Ciao8 done? Izz105 chops. ES and/or CoS100 may need new orders. Move to next hill by Ciao? The other worker at Swindon2 should be able to join the mining.
Ciao2 move to other hill
Silesia3 (at Sil-3) finish chop! Izz 98 gets to move, he roads Sil 3
Unit Moves - North
Spear moves 2
Settler pair to BC-1111
Galley moves 222, sights LL warrior on their mountain "Guerros de El Mency"
New settler moves 414 out of Burundy
Unit Moves - Central
Warrior hits and kills barb at CM-111, no damage, but sights 2 more Gaul (heh) Horsies at CM-1114.
He'll recieve both attacks next turn, so we can let our horses hit the 2 barbs at CM-112
First though, we should attack with the FP battlegroup to expose more terrain.
FP kills the barb warrior on the hill but loses a hit point. The jungle blocks the LOS though - doh!
FP's warriors join him.
Scout moves 2, sights Barb horse at CM-111144
Horsies attack and kill 2 barb horses at CM-112 - 1st loses a HP
Main stack stays put
Archer/Spear pair move South. When Python's stack moves south next they'll block the road so we can't be attacked.
- they sight Cheetah on the hill at FS-6 and an Elite Numid ("H_E the Big Mean Gorilla") guarding FS
Unit Moves - South
One spear (Man with Flag) has lost an HP to the monkey cat.
Team moves 7 and pillages Orang-1
Galleys move 322 and 223. Gibbon (SE city is empty)
Cities
Coventry now has a rivered bonus grass at Cov-41, which could supply the extra shield needed to correct Cov's mkt to 3 turns (at the expense of 1F, but it was a shield short from a few turns back).
Instead, I used Cov-89 (irrigated bonus grass) to maintain +2fpt and set Burundy to +2fpt (has18f and +6spt)
Juggled WF in BC and Ciao to give Ciao 2 ftp 5 spt and shortrush archer (12g) and switch to horse (2t)
BC is +3spt +5 fpt
Adjusted Izz for +5fpt
End
940g including Python's 502. Eng in 11 turns@50%, 74bpt -18gpt
Sent WM to Python
Next Turn
Horses in Izz, Silesia
Temple in Swindon
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:34
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Good job, Cort.
We do have 1 of our horsies exposed to barb horse counterattack, but he is across a river, so he's got pretty decent odds. Hell, maybe they'll hit him and promote him!
Speaking of that area, next turn we need to remember to wake up our horseman in Cheeky Monkey - he should be healed by then.
Too bad about that elite Numidian. I figured they would get some promos out of the barb rising.
Good news about Coventry - bonus grass good. MMM.
If memory serves, the intention was to mine that tile. But, being a bgrass tile, perhaps we should have it irrigated. I think it will also work out perfectly for the worker group, since 1 began roading this turn (3 turns to complete), and the other two can irrigate next turn (2 turns to complete).
Gibbon undefended, sigh. That's irritating, isn't it. I wish we had another unit on the ships.
All in all, a good turn. 
-Arrian
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