Turn 92, 600BC
Units
Warriors
Spinebreaker: 2.0/2 9/10 Exp (W2). Moved 3-1
Thug: 2/2, 0/2 Exp. Forted (EotS)
Skirmishers
Cantona: 4/4 0/2 Exp. Moved 9 (will move 3 next turn)
Schumacher: 4/4 0/2 Exp. Moved 3 (will join choke next turn, 7 of The Voice)
Toronto FC: Fort (Wines)
Nash: Fort (Taz)
Axemen
Stack I - Moved 9
Brashear:
Domi:
Stevens:
Redick:
Laraque: Moved 2
McTavish: Moved 6
Pronger: Moved 3
Scouts
Clarke: Moved 1-1
Workers
Worker I: Cottage (3 turns)
Worker II: Road (1 turn)
Science
Current (43/turn +9?): Monarchy 108/429 (7 turns)
Cities
Eye of the Storm (Size 5)
WF: 1, 44, 74, 7, 78
Growth (2/turn): 6/30 (2 turn)
Production (9/turn): Catapult (22/40) (2 turns)
Winestrom (Size 3)
WF: 2, 4, 7 (poprushed)
Growth (6/turn): 14/26 (1 turn)
Production (1/turn): Catapult (66/40) (1 turn)
In Queue: Library (3/90)
Taz City (Size 3)
WF: 2, 41, 3 (growth)
Growth (6/turn): 18/26 (2 turns)
Production (1/turn): Skirmisher completed, start Catapult (0/40) (40 turns)
I'm not sure what's worse - me forgetting to prepare the turn thread for this turn, or no one pointing it out. We're near the 24 hour mark, so I've just played and sent it on.
Decisions made:
- with SpineBreaker coming down from the north, we'll know of any Banana units in the area, so the two Skirmishers are released to help in the war - one to help press the new city, and one to help with the choke
- taking risks with our Scout to reveal tiles
- moving Axe around The Voice to be close to Iron
- poprushed Catapult in Wines - may do same thing in Taz in a few turns
Maybe all this will stir a little controversy and I'll get some more input.
Units
Warriors
Spinebreaker: 2.0/2 9/10 Exp (W2). Moved 3-1
Thug: 2/2, 0/2 Exp. Forted (EotS)
Skirmishers
Cantona: 4/4 0/2 Exp. Moved 9 (will move 3 next turn)
Schumacher: 4/4 0/2 Exp. Moved 3 (will join choke next turn, 7 of The Voice)
Toronto FC: Fort (Wines)
Nash: Fort (Taz)
Axemen
Stack I - Moved 9
Brashear:
Domi:
Stevens:
Redick:
Laraque: Moved 2
McTavish: Moved 6
Pronger: Moved 3
Scouts
Clarke: Moved 1-1
Workers
Worker I: Cottage (3 turns)
Worker II: Road (1 turn)
Science
Current (43/turn +9?): Monarchy 108/429 (7 turns)
Cities
Eye of the Storm (Size 5)
WF: 1, 44, 74, 7, 78
Growth (2/turn): 6/30 (2 turn)
Production (9/turn): Catapult (22/40) (2 turns)
Winestrom (Size 3)
WF: 2, 4, 7 (poprushed)
Growth (6/turn): 14/26 (1 turn)
Production (1/turn): Catapult (66/40) (1 turn)
In Queue: Library (3/90)
Taz City (Size 3)
WF: 2, 41, 3 (growth)
Growth (6/turn): 18/26 (2 turns)
Production (1/turn): Skirmisher completed, start Catapult (0/40) (40 turns)
I'm not sure what's worse - me forgetting to prepare the turn thread for this turn, or no one pointing it out. We're near the 24 hour mark, so I've just played and sent it on.
Decisions made:
- with SpineBreaker coming down from the north, we'll know of any Banana units in the area, so the two Skirmishers are released to help in the war - one to help press the new city, and one to help with the choke
- taking risks with our Scout to reveal tiles
- moving Axe around The Voice to be close to Iron
- poprushed Catapult in Wines - may do same thing in Taz in a few turns
Maybe all this will stir a little controversy and I'll get some more input.
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