T3 - Taoism FIDL. Rats. Guess we'll stay pagan most of this game. Switched from alpha to MC and put a scientist in cuzco to work in the mines. No hurry now.
Sent a vanguard axeman north. Combined with a lakeview towards Roosy's new
capital we can see the troops:
Pretty pathetic. Monty has 1 archer, 1 axe, 1 jag. Roosy has 1 spearman, 2 archers, and an axe. We have 16 axes (counting three in the northeast that can strike philly) and 9 cats. I decide to split the stack, sending 5 cats and 8 axes to monty and 4 cats and the rest to roosy. Let's plunder!
T4 - Razed monty's northern city at the cost of one catapult (and a lucky shot). Second army will be next to philly next turn. Roosy built Seattle on the Hudson bay.
Moving tons of workers to the south, whipped a settler in Colombia (already at 40/100) to build Venezuela.
T5 - Captured Philly (Ontario) at the loss of one catapult. Seattle is guarded by 2 archers so sent a small task force to clear it.
T6 - Burned Seattle without loss, with two workers and a great general as bounty. Roosy has another city further north, what the hell is he doing up there. Will need to regroup and raze that as well.
T8 - Army is ready to move again. We can whip the palace in NY, but it's probably better to wait at least until Ontario comes out of revolt.
T9 - Galapagos founded, immediately adding 12 net commerce.
T10 - Arctic City razed at no losses. Montreal (Atlanta) captured at the loss of 4 catapults, with some really bad luck (lost 3 >70% odds. O well, it happens..) Roosevelt is no longer with us... Invented hunting to get the happy resource online.
T12 - Palace built in NY, MC invented, GS popped in the Cuzco. Decided to end the turnset here.
Economy wise we are doing a lot better. Palace brought down distance maintenance from 57 to 42, after 25% inflation that is 18 gold saved. We are now even at 20% science without building wealth. All the old cities have courthouses except Colombia and Santiago, which can both whip it (I was hestitant to whip in Santiago because it has no food source, but after moving the palace distance maintenance is 12 so I guess we should whip anyway.
There is an army of workers in the south clearing jungle and preparing for cities on the northern shore of SA. A settler is underway to found Guyana for gems.
Most of the army is on its way to Austin. I put 4 axemen on two boats and shipping them across the Carrabean to help fight the barbarians who are getting quite uppity.
What needs to be done?
- Build the FP. Distance maintenance for a city down in Chile is >10, so it will be hard to build a lot of cities without the FP. We can whip the courthouse in Colombia and start the FP there?
- Build some forges, especially in high production or happiness needing towns. Whip anger shouldn't matter too much as a forge will add two happy immediately.
- Kill Monty. The army is heading south. We only have 5 cats left, so we might need to either use a spy in texcoco (requires alphabet!), build a couple more catapults, or accept some losses. I think there are 11 axemen on their way south.
- Settling SA. I think we should send over enough axemen to get rid of the barbarians, and settle at least gems and montevideo, and I think there are some more cities with food below the Amazon.
- Backfill NA. I think we should build three more cities: a Colorado deer+gold city, a Calgary city to get the iron plus grassland and become the northern frontier, and New Orleans. These cities
will have less maintenance with the new palace should should pay for themselves quickly.
Note: We have a GScientist in Cuzco and two generals in Tenochtitlan and Colombia. There is a lonely axeman around Vancouver who chased a worker there.
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astre is UP
lymond on deck
nocho
pigswill
r_rolo1
Tachywaxon
vanetteveldt