* General Info
- 1014 gold, +175 (at start of turn)
* Military
-
* Economy
I'm recommending that Arashi and EotS stick to building knights for the moment. Their production numbers are (or can be) good for that (with minimal waste), while some other cities can build lower-cost units for upgrade more efficently than they can.
- Dissidentville laborer on iron mountain moves to bonus grassland at D3.
- Monsoon and Arashi swap tiles around. Monsoon moves from the two hills to the iron mountain and the mined grassland currently used by Arashi. Arashi moves from that mined grassland to a mountain, and from the desert to the incense hill being vacated by Monsoon. This lets Arashi start a four-turn knight.
- Tempest laborer on hill at OG6 moves to incense desert at WW3 (trading wasted excess production for extra gold).
- OG laborer on the irrigated plains moves to the hill at OG6.
- EotS and Cyclone swap tiles, giving EotS a mined plains currently used by Cyclone and Cyclone a mined grassland currently used by EotS. This sets EotS up for a five-turn knight.
- If we want another cat, we could have Sufa give Typhoon the Sufa 4 tile for a turn and switch Typhoon to a cat. Otherwise, we're probably better off not making that switch.
I'm not going to try to come up with worker orders.
Regarding production, we may want to switch Tornado to a pike so it can start work on units for upgrade a turn sooner.
We may also want to switch Dissidentville over to military units and use it as a production city instead of as a growth city. It can get to size six fairly quickly without a granary, and at size six working two mountains, it should be a pretty decent production center.
* Diplomacy
-
* Additional info
Big issues.
We should give Toledo back to RP. It is more productive for them. The only possible glitch is the activity of the ND units on the periphery.
Iron cut this turn, after upgrading 1? 2? 3? WC's in the north?
We can cut the DVille one, and the single road without mine linking N and S just North of DVille. On the following turns, we can get the WC to the actual Inchoff iron tile and pillage the road, just before the mine there is completed. There will be 2 workers on DVilles iron to immediately start remining.
Oh, and we land next to Valencia. No biggie.
We have 9 k who can get to V 8 8, and a strong force 9 of the pike camp to support Barca if needed. If GoW's riders are at Slamanca/Alamo, they can make the desert to attack the pikes, but can get no farther than the pike hill. With our mi's and cats beside Barca, and our k's at V 8 8, we should dream that GoW does this.
Really big issue: What do we do if GoW gifts Valencia to Lego or Vox?
- 1014 gold, +175 (at start of turn)
* Military
-
* Economy
I'm recommending that Arashi and EotS stick to building knights for the moment. Their production numbers are (or can be) good for that (with minimal waste), while some other cities can build lower-cost units for upgrade more efficently than they can.
- Dissidentville laborer on iron mountain moves to bonus grassland at D3.
- Monsoon and Arashi swap tiles around. Monsoon moves from the two hills to the iron mountain and the mined grassland currently used by Arashi. Arashi moves from that mined grassland to a mountain, and from the desert to the incense hill being vacated by Monsoon. This lets Arashi start a four-turn knight.
- Tempest laborer on hill at OG6 moves to incense desert at WW3 (trading wasted excess production for extra gold).
- OG laborer on the irrigated plains moves to the hill at OG6.
- EotS and Cyclone swap tiles, giving EotS a mined plains currently used by Cyclone and Cyclone a mined grassland currently used by EotS. This sets EotS up for a five-turn knight.
- If we want another cat, we could have Sufa give Typhoon the Sufa 4 tile for a turn and switch Typhoon to a cat. Otherwise, we're probably better off not making that switch.
I'm not going to try to come up with worker orders.
Regarding production, we may want to switch Tornado to a pike so it can start work on units for upgrade a turn sooner.
We may also want to switch Dissidentville over to military units and use it as a production city instead of as a growth city. It can get to size six fairly quickly without a granary, and at size six working two mountains, it should be a pretty decent production center.
* Diplomacy
-
* Additional info
Big issues.
We should give Toledo back to RP. It is more productive for them. The only possible glitch is the activity of the ND units on the periphery.
Iron cut this turn, after upgrading 1? 2? 3? WC's in the north?
We can cut the DVille one, and the single road without mine linking N and S just North of DVille. On the following turns, we can get the WC to the actual Inchoff iron tile and pillage the road, just before the mine there is completed. There will be 2 workers on DVilles iron to immediately start remining.
Oh, and we land next to Valencia. No biggie.

We have 9 k who can get to V 8 8, and a strong force 9 of the pike camp to support Barca if needed. If GoW's riders are at Slamanca/Alamo, they can make the desert to attack the pikes, but can get no farther than the pike hill. With our mi's and cats beside Barca, and our k's at V 8 8, we should dream that GoW does this.
Really big issue: What do we do if GoW gifts Valencia to Lego or Vox?
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