Sarantium troops either gave up on heading home, or are now attempting to keep us distracted from taking Ocala.
Whatever. Plan is still to largely ignore them.
Depending on how they move will determine what we do next turn. (more later)
The South:
Ocala, with Horde reinforcements on the way.
Cities:
Food:
Gold:
Production:
Power:
TO DO NEXT TURN:
AB: Adjust AB's workforce off the oasis and set another scientist. Use the scientist to build the academy. Should boost AB by 10 beakers per turn.
Zulu: Adjust workforce as needed to get library asap after the chop hammers roll in.
Lima: Should we whip it?
Whipping would knock off 4 turns from the settler, with the 2 huge food sources, comes at little cost. If Sarantium moves near where the road to Echo would be, probably not worth whipping. If not, it might be.
FS: What to build?
Axe/spear at 1 turn?
Pony at 2 turn?
Use the engineer to get machinery now and build a crossbow at 2 turn?
Workers east of FS: head north to chop assist the capitol on the national epic, OR stay to build a watermill if we do engineering next turn.
Foxtrot: Build?
ETA on a forge: 11 turns (10 if Sarantium stays off the forest hill). After built, Foxtrot could conceivably grow to size 7.
Horseman: 4 turns
Axe/Spear: 3
Crossbow: 5-6
Workers west of Foxtrot:
If Sarantium moves west, they need to be kept safe. Probably mine that jungle hill or farm the jungle grass.
If Sarantium moves East, road towards Echo.
Axes SE of Foxtrot: Get onto the gems and our road network for now.
Horse archer stack: WAAAAAAARGH!!!!! Move 3-9-9, onto the corn outside of tiberium or whatever they called it.
Whatever. Plan is still to largely ignore them.
Depending on how they move will determine what we do next turn. (more later)
The South:
Ocala, with Horde reinforcements on the way.
Cities:
Food:
Gold:
Production:
Power:
TO DO NEXT TURN:
AB: Adjust AB's workforce off the oasis and set another scientist. Use the scientist to build the academy. Should boost AB by 10 beakers per turn.
Zulu: Adjust workforce as needed to get library asap after the chop hammers roll in.
Lima: Should we whip it?
Whipping would knock off 4 turns from the settler, with the 2 huge food sources, comes at little cost. If Sarantium moves near where the road to Echo would be, probably not worth whipping. If not, it might be.
FS: What to build?
Axe/spear at 1 turn?
Pony at 2 turn?
Use the engineer to get machinery now and build a crossbow at 2 turn?
Workers east of FS: head north to chop assist the capitol on the national epic, OR stay to build a watermill if we do engineering next turn.
Foxtrot: Build?
ETA on a forge: 11 turns (10 if Sarantium stays off the forest hill). After built, Foxtrot could conceivably grow to size 7.
Horseman: 4 turns
Axe/Spear: 3
Crossbow: 5-6
Workers west of Foxtrot:
If Sarantium moves west, they need to be kept safe. Probably mine that jungle hill or farm the jungle grass.
If Sarantium moves East, road towards Echo.
Axes SE of Foxtrot: Get onto the gems and our road network for now.
Horse archer stack: WAAAAAAARGH!!!!! Move 3-9-9, onto the corn outside of tiberium or whatever they called it.
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