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ormuzd
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start of turn
Home builds Medieval Infantry
Memphis builds Barracks
TMR builds Medieval Infantry
Unreal Estate builds Temple
War movements
WC Binky (5/5) attacks horseman Sheridan (1/4), wins (4/5)
WC Pyro attacks spearman (4/4), loses, spearman at (2/4)
Vinnie the Horseman (5/5) attacks spearman (4/4), wins (3/5) and produces great leader
after some consideration I have sent the leader toAshur, created an army, added Khans Omurtag, Telerig and Krum to it and attacked with the army
Horse army (12/12) attacks bowman Micha (4/4), wins (2/12)
Horseman Khan Tervel attacks spearman (2/4), wins (3/4) and captures a settler
unit movements
Corporal Littlebottom fortified in Ashur
Scrub 2
Grog 2
Stone Thrower 6
MI from TMR 2
MI from Home 2
Nightwatch upgrades to pikeman
Corporal Nobbs moves 366
Dun'it Duncan moves 444
Army moves 44 to Tarren Mill (to heal in a town with barracks)
WC Binky 4
workers
Renamed the slaves to Lazy Peon and Will-O-Wisp and moved them 4
Sura mines
C.M.O.T. Dibbler 3
Cut My Own Throat Dibbler 8-mine (helps to complete the mine over the gold hills)
Troll clear forest
Pinky 4
towns
rushed walls in Plains of Ashur
Home - 1,2,3,9,14,47, 77, Medieval Infantry (should be comlpleted in 2)
Plains of Ashur - 3,entertainer,entertainer,walls (completed next turn)
Memphis - 1,4,7,8,11,16, horseman (should be completed in 2)
Heliopolis - 4,7,8,9,3,33, Medieval Infantry (should be completed in 2)
Tarren Mill - taxman,pikeman (in 26)
TMR - 1,14,87,89,medieval infantry (in 5)
Unseen University - 4,7,77,8,Aqueduct (in 10)
Barrows nest - 77,1,2,12,Medieval Infantry (in 2)
Port Mashmellow - 1, worker (should be in 2)
Spicy Corner - 8,3,6,worker (should be ready next turn)
Unreal Estate - 4,3,pikeman (should be ready in 5)
The Shades - 9,catapult (in 2)
other
Republic next turn, -6 gpt
Attachment: 1050 ankh-morpork.jpg
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