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ormuzd
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I think we should build a settler there (possibly completed in 2 turns)
We definetely need barracks, maybe build some in Heliopolis and Home after this
I think 3 gold for one turn is a good price to keep Memphis grow and build the settler without losing turns
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ormuzd
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I see 3 scenarios for our home base troops
1. Royal Guards moves north, HMGV - 3. Next turn RG continues exploring, Poleaxe and HMGV are protecting workers and Memphis, acting as MP. The Spearman in Home is keeping the population happy anough
2. Royal Guards moves south to join CC to destroy the barb camp. The other two act the same way as 1
3. RG returns back (6) to Memphis. HMGV is free to explore/scout the Horde
In any case we need the lux slider to 10%, maybe drop science little bit
Warrior without a name can help and replace MNGV in the first 2 scenarios or go help CC for the barbs
CC should fortify and leave the barbs. Hopwfully they will kill BOH warrior or weaken their defense and we can take their village with one blow.
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ormuzd
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good
Home gets everything possible (6-3-2-4)
Memphis - 6-63-1
Heliopolis - 8-9, builds spearman?
Fowler builds a road
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ormuzd
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Memphis wf 6 better 9 (+1 commerce)
lux 10%, science 70%, +0 gpt
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ormuzd
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our production
Attachment: ankh-morpork.jpg
This has been downloaded 27 time(s).
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ormuzd
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domestic view
Attachment: f1.jpg
This has been downloaded 26 time(s).
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ormuzd
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We have HMGV and WWNN to give some orders
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ormuzd
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Agree
We should build one of our next two cities near the horses and we will need some protection there
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ormuzd
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Another Barbarian to NE of Home
moved wwnn 3-3
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ormuzd
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Let's finish this turn
We can start planning cities in a separate thread
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ormuzd
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Pre-Turn Actions
finished deal with Desolation Row - we have aquired Writing for the HBR and 20 gold
Military Units
warriors
Cohen - 6
Grog - 7
Caracen - 6
Constable Carrot - fortified
Royal Guards - 8
His Masters Grating Voice - 8
Warrior without a name - 3-3
Spearmen
Poleaxe - 7
Workers
Fowler - road (done in 3)
Steve G - freezed
Mikka - clearing jungle (15 left)
Troll - irrigating (2 left)
Settlers
None
Cities
Home - wf 6-3-2-4 (growth in 4), settler (in 2)
Memphis - wf 9-63-1 (growth in 3), settler (in 4)
Heliopolis - wf 8-9 (growth in 4), warrior (in 4)
Other Actions
science research at 70% - Math in 12 turns
Lux to 10%
treasury - 10 gold, +0 gpt
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ormuzd
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I don't know - if you have something to add maybe
Otherwise I'll save it and send it to McM and Euphorica
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ormuzd
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it seems a good idea
Will you send them a letter? We need a quick answer - until tomorrow evening because we will have to play next turn around that time
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ormuzd
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of course, we don't need to hold them
I'm going to save and send the turn
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