Turn 150
Get ready to veto some whip proposals
City Report:
*Airstrip 1 - Longbow due in 1. I'd like to whip this and start a knight next turn.
*Pink Dot - Cat complete. I'd like to make another cat, due in 1.
*China Beach - Knight due in 8.
*Cape Town - Cat due in 1. I plan to produce several more cats to replace losses.
*Something Fishy - Knight complete. Another knight due in 6.
*Green Acres - Globe Theater due in 12 before chops.
*Mellow Yellow - _____ complete. I set the city to finish a spy, due in 14.
*Saxon the Beach - Barracks due in 3 turns.
*Bluebell Woods - Taj due in 26.
*Red Herring - Library due in 14. I'd probably whip the Trireme and Longbow the city has hammers in, since the city doesn't have very good tiles to work.
*Upper Burgundy - Granary due in 3.
*Frozen Clams - Granary due in 54.
Worker Report:
*The five workers assigned to the Taj project moved to the tiles Soooo indicated.
*John the Savage finished a forest for the Globe.
*Bob the Builder finished a farm at Green Acres.
*Mustapha, Winston, and Erik all moved next to Pink Dot in preparation of roading a desert tile next turn.
Domestic Military Composition Report:
*Cape Town garrison - 2 elephants, 2 pikes, 1 axe, 4 archers.
*Jericho garrison - 4 maces, 1 elephant, 1 pike, a medic III chariot.
*Northern army - 2 elephants, 6 maces, 8 catapults.
*Pink Dot garrison - 2 archers.
*Southern army - 4 knights, 1 elephant, 5 horse archers, 1 cat, 1 longbow
Enemy Military Composition Report:
*Cape Town opposing force - 10 strength-8 units, 4 horse archers, 3 pikes, 6 longbows, 1 pike, and 11 cats, 1 galley.
*Pink Dot opposing force - 2 maces, 2 crossbows, 1 horse archer, 1 sword, 3 cats, 3 chariots, 1 spear, 1 Quechua.
*Central garrison - 1 crossbow, 1 axeman.
*Constantinople garrison - 1 mace, 1 crossbow, 3 longbows, 1 cat, 1 Quechua.
Military Action Report:
*Ok, here's what I'm planning.
-->Next turn our three workers near Pink Dot road the desert tile 1SW of our 6 mounted units in the central desert.
-->That will allow those mounted units to hit the Templar stack outside of Pink Dot next turn if they move to attack.
-->Our worker on the grass hill N of Something Fishy is covered by a knight and the plains forest 1E of the Templar stack is covered by our longbow.
-->Even without cats, our knights will have over 70% odds on the Templar stack next turn. With the two cats we'll have in play we can easily take our nearly the entire stack next turn.
Spy Report:
*No spies
Questions and notes:
*Notice the distribution of our units in the north. We have an elephant in Jericho in case Templars want to road and hit the city with a crossbow. In Cape Town we have two Elephants in the city to deter a mounted attack after the disputed tile flips.
*Imperio's power has been very flat over the last few turns...so no real risk of knight stacks in the short term.
*Our first Trireme is in the channel between Cape Town and Chichen Itza. Any name recommendations.
Get ready to veto some whip proposals

City Report:
*Airstrip 1 - Longbow due in 1. I'd like to whip this and start a knight next turn.
*Pink Dot - Cat complete. I'd like to make another cat, due in 1.
*China Beach - Knight due in 8.
*Cape Town - Cat due in 1. I plan to produce several more cats to replace losses.
*Something Fishy - Knight complete. Another knight due in 6.
*Green Acres - Globe Theater due in 12 before chops.
*Mellow Yellow - _____ complete. I set the city to finish a spy, due in 14.
*Saxon the Beach - Barracks due in 3 turns.
*Bluebell Woods - Taj due in 26.
*Red Herring - Library due in 14. I'd probably whip the Trireme and Longbow the city has hammers in, since the city doesn't have very good tiles to work.
*Upper Burgundy - Granary due in 3.
*Frozen Clams - Granary due in 54.
Worker Report:
*The five workers assigned to the Taj project moved to the tiles Soooo indicated.
*John the Savage finished a forest for the Globe.
*Bob the Builder finished a farm at Green Acres.
*Mustapha, Winston, and Erik all moved next to Pink Dot in preparation of roading a desert tile next turn.
Domestic Military Composition Report:
*Cape Town garrison - 2 elephants, 2 pikes, 1 axe, 4 archers.
*Jericho garrison - 4 maces, 1 elephant, 1 pike, a medic III chariot.
*Northern army - 2 elephants, 6 maces, 8 catapults.
*Pink Dot garrison - 2 archers.
*Southern army - 4 knights, 1 elephant, 5 horse archers, 1 cat, 1 longbow
Enemy Military Composition Report:
*Cape Town opposing force - 10 strength-8 units, 4 horse archers, 3 pikes, 6 longbows, 1 pike, and 11 cats, 1 galley.
*Pink Dot opposing force - 2 maces, 2 crossbows, 1 horse archer, 1 sword, 3 cats, 3 chariots, 1 spear, 1 Quechua.
*Central garrison - 1 crossbow, 1 axeman.
*Constantinople garrison - 1 mace, 1 crossbow, 3 longbows, 1 cat, 1 Quechua.
Military Action Report:
*Ok, here's what I'm planning.
Spoiler:
-->Next turn our three workers near Pink Dot road the desert tile 1SW of our 6 mounted units in the central desert.
-->That will allow those mounted units to hit the Templar stack outside of Pink Dot next turn if they move to attack.
-->Our worker on the grass hill N of Something Fishy is covered by a knight and the plains forest 1E of the Templar stack is covered by our longbow.
-->Even without cats, our knights will have over 70% odds on the Templar stack next turn. With the two cats we'll have in play we can easily take our nearly the entire stack next turn.
Spy Report:
*No spies

Questions and notes:
*Notice the distribution of our units in the north. We have an elephant in Jericho in case Templars want to road and hit the city with a crossbow. In Cape Town we have two Elephants in the city to deter a mounted attack after the disputed tile flips.
*Imperio's power has been very flat over the last few turns...so no real risk of knight stacks in the short term.
*Our first Trireme is in the channel between Cape Town and Chichen Itza. Any name recommendations.
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