A bit of an anti-climax after all the preparation and excercise.
As you can see on the first screenshot, Valley Hutch has been revenged. With a little luck on the first attack our newly promoted "Caerbannog" Chariot took out Goin' Clubbin'. The rest was mopping up. We have no losses (sofar), and 3 war chariots and 2 axeman have been destroyed. There is only one unit within view that can pose a threat to our 2 damaged spears flanking the Conqueror of the Hill, that's it.
Also, PAL switched civics this turn. As you can see (second screenshot) in the Eventlog they choose Serfdom, Caste System and Hereditary Rule. That's bad news. AFAIK one needs Feudalism to switch to Serfdom, so that means they can build Longbows now. O yes, I think at least one PAL city now has a barracks. This is the first freshly trained chariot coming our way with the Combat I promotion.
The Imperio turnplayer told me he didn't want PAL to know we were trading/in contact, so no horses directly from them. Well, instead Caerbannog is now busy on a Archer.
Something else that's new is that Diggers Burrow got hit by some kind of believe system. Some rabbits there are reported running around with "crescent moon" icons and flags. If we would allow our rabbits to congregate for a turn or so the benefits in production and happiness could be worth it.
In short, next turn Diggers Burrow is supposed to grow, but a rabbit will become then. Same story in Caerbannog, but a unit will be finished before the population grows. So, what does the wabbit council say? Will we embrace and howl at the crescent moon from now on?
Now, a question. After the archer is finished in Caerbannog, or perhaps after a second unit is finished there, how do you guys feel about putting a settler in the queue? I think it's best to get horses back eventually and resettle in the area of RIP Valley Hutch.
As last screenshot, the power graph. I think next turn we might see another severe dip on the PAL graph.
As you can see on the first screenshot, Valley Hutch has been revenged. With a little luck on the first attack our newly promoted "Caerbannog" Chariot took out Goin' Clubbin'. The rest was mopping up. We have no losses (sofar), and 3 war chariots and 2 axeman have been destroyed. There is only one unit within view that can pose a threat to our 2 damaged spears flanking the Conqueror of the Hill, that's it.
Also, PAL switched civics this turn. As you can see (second screenshot) in the Eventlog they choose Serfdom, Caste System and Hereditary Rule. That's bad news. AFAIK one needs Feudalism to switch to Serfdom, so that means they can build Longbows now. O yes, I think at least one PAL city now has a barracks. This is the first freshly trained chariot coming our way with the Combat I promotion.
The Imperio turnplayer told me he didn't want PAL to know we were trading/in contact, so no horses directly from them. Well, instead Caerbannog is now busy on a Archer.
Something else that's new is that Diggers Burrow got hit by some kind of believe system. Some rabbits there are reported running around with "crescent moon" icons and flags. If we would allow our rabbits to congregate for a turn or so the benefits in production and happiness could be worth it.
In short, next turn Diggers Burrow is supposed to grow, but a rabbit will become then. Same story in Caerbannog, but a unit will be finished before the population grows. So, what does the wabbit council say? Will we embrace and howl at the crescent moon from now on?
Now, a question. After the archer is finished in Caerbannog, or perhaps after a second unit is finished there, how do you guys feel about putting a settler in the queue? I think it's best to get horses back eventually and resettle in the area of RIP Valley Hutch.
As last screenshot, the power graph. I think next turn we might see another severe dip on the PAL graph.
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