Plans for 1275BC:
1) Angus S, attacking the camp
2) Leonardo to road the horse hill
3) most recent Legopolis Merc to Jackson & fortify
I moved the most recently built Merc outside Legopolis and moved him along the road to Jackson, as Jackson will grow to size 6 in 6 turns and we will need another MP unit there. I plan to send our next Legopolis settler down to Farmerville unescorted - there are units enough along the way to keep an eye on him and lend him a hand, if threatened by a wandering barbarian.
4) Galleyleo Galleylei S-SW-W
Trying to get to the southern side of Mystery Island, while leaving the other barb galley to attack the GoW galley (the first one, the one we saw at the Northern tip of M.I., attacked the GoW galley this turn and lost without inflicting any damage nor causing a promotion).
5) Rover & Jimbo to road, Conan to guard them
It is important to do this before the next step, so that the road is there for the Settler+Merc combo.
6) Mighty Merc + Settler SE-SE-SE
I would then split the combo, sending the Settler S, S, S, SE & found Karina (MercG joining him along the way - the settler would be safe all the time), while the Merc would go E, NE, N, then sentry and watch over the Zargonia Bay area (as I suppose that is the next city we will want to build).
7) Charlie to road
8) should we get Code of Laws, set research to The Republic at 100%, otherwise, keep it at 0%
There is a complication now, 'cause GoW is supposedly breaking a trade treaty with GS, trading CoL to us. It may eventually happen we will not get it from GoW... I hope that's not the case, but if it is, we better keep our research at 0%, saving the cash. Apparently, techs are very cheap to buy once discovered... 100 gold can buy us pretty much anything, I believe, even if it is just three turns of 0% research for us...
EDIT: if there is a possibility of removing the CoL from a deal with GoW, we shall remove it, delaying the tech deal by one turn (this is the solution proposed by GoW - we shall get CoL for free from ND on the next turn). I would also waste no more time and start researching either Currency (my preference) or Construction at 100%.
9) if our contact with RPers shows up, gift them 20 gold
Fulfilling our part of the agreement.
I would hold on embassies for the moment. An embassy with GoW would cost 42 gold last turn. That's quite a bit to establish it without proper consideration... let's discuss what we need them for first.
1) Angus S, attacking the camp
2) Leonardo to road the horse hill
3) most recent Legopolis Merc to Jackson & fortify
I moved the most recently built Merc outside Legopolis and moved him along the road to Jackson, as Jackson will grow to size 6 in 6 turns and we will need another MP unit there. I plan to send our next Legopolis settler down to Farmerville unescorted - there are units enough along the way to keep an eye on him and lend him a hand, if threatened by a wandering barbarian.
4) Galleyleo Galleylei S-SW-W
Trying to get to the southern side of Mystery Island, while leaving the other barb galley to attack the GoW galley (the first one, the one we saw at the Northern tip of M.I., attacked the GoW galley this turn and lost without inflicting any damage nor causing a promotion).
5) Rover & Jimbo to road, Conan to guard them
It is important to do this before the next step, so that the road is there for the Settler+Merc combo.
6) Mighty Merc + Settler SE-SE-SE
I would then split the combo, sending the Settler S, S, S, SE & found Karina (MercG joining him along the way - the settler would be safe all the time), while the Merc would go E, NE, N, then sentry and watch over the Zargonia Bay area (as I suppose that is the next city we will want to build).
7) Charlie to road
8) should we get Code of Laws, set research to The Republic at 100%, otherwise, keep it at 0%
There is a complication now, 'cause GoW is supposedly breaking a trade treaty with GS, trading CoL to us. It may eventually happen we will not get it from GoW... I hope that's not the case, but if it is, we better keep our research at 0%, saving the cash. Apparently, techs are very cheap to buy once discovered... 100 gold can buy us pretty much anything, I believe, even if it is just three turns of 0% research for us...
EDIT: if there is a possibility of removing the CoL from a deal with GoW, we shall remove it, delaying the tech deal by one turn (this is the solution proposed by GoW - we shall get CoL for free from ND on the next turn). I would also waste no more time and start researching either Currency (my preference) or Construction at 100%.
9) if our contact with RPers shows up, gift them 20 gold
Fulfilling our part of the agreement.
I would hold on embassies for the moment. An embassy with GoW would cost 42 gold last turn. That's quite a bit to establish it without proper consideration... let's discuss what we need them for first.
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