Pre-Turn: Ladies and gentlemen, please fasten your seatbelts, we are comfortably cruising at an altitude of 15 feet (I just played too much warcraft, had to say that).
MM a tiny bit for 20spt still but a few additionnal coins.
My plan for this set is to send a handful of muskets over to England ever now and then, regroup forces, road, colonize and fortify the gems.
If that isn't enough for 10, new troops are to be headed East.
Knights could be retired as barb killers until we need them elsewhere or can afford to upgrade them, I dunno.
IT: Industrial barb uprising ...
Muskets go 3/3, 2 ships go as well
T1.[5-0]
1 Galleon dies, 2 boats flee
IT:Muskets are 3/3 again but are starting to feel the damage, we lose a caravel
T2.[8-1]
The mongols have rifles ...
IT: Barbs kill a crusader
T3.
Barb count IS about 25-1 and there's plenty more.
Get a nice surprise with the last egyptian settler shipped in: MGL
IT: Lose 2 caravels
** interlude **
OK so I grabbed my save and played the end of my set tonight, but didn't really bother with the log ... rather boring, to say the least.
DO's: I've dismantled the IA barb uprising and razed a mongol city in France.
1 chop per turn is a reality now, but for some reason it doesn't seem to want to be implemented: we lost a turn on a cavalry because it didn't cash in the 10 shields. Request assistance. Suggest we try chopping 2-3 tiles in alternance, perhaps it's 1 chop/tile/unit or something.
The worker crew has been busy roading northwards, and its escort busy whacking barbs and egyptians.
DON'T's: I retired the troops from Mongolia because they were too vulnerable, and we don't have the firepower to press on. I think we will need to really consider making 4-5 muskets in a row sometime soon to plant a beachhead - and most of all, clear one of the cities so we can heal. Healing is the key here: 5 muskets can hold that spot all game long IF they can heal.
UP and coming: destruction of the northern egyptian settlements, build-up of a homeland whack-a-barb crew (good income these days), construction of an overseas-able fortification force.
Ideally, if we get a 2nd MGL, plan ahead and capture 3 egyptian cities, they shouldn't offer too much resistance. Current MGL should work a bank up IMIO.
Overseas destruction force will have to be built once we have a secured, heal-friendly spot to pass it over. Having workers free from the gems job will be a plus for that.
Roster:
B - Would like a "I'm with stupid" left-pointing smiley
Whomp - UP
SW -
Math - On Deck
Tubs -
IP - whenever