Log for Turn 135.
Diplomacy
City Builds:
Polecat granary -> LB
Notthefullshilling galley -> galley
Devil’s Soul galley -> ‘duct
DuMass Lib -> ‘duct
Auda City walls -> settler
F-checks and such:
Worker stuff:
Forests going up in the gaps near MIA border
City Management/rush builds:
MM Simpleton to grow in 1T
MM Ignoramous to grow in 2T
Fiddle with Scientists in corrupt towns till I can get research down to 30%, guns still in 1T.
MM between Village d’Idiota and Dunderhead so it gets 10spt. Short-rush LB, switch back to granary (due in 2T)
After much thought, decide to rush the pike in Jesterton, MM for gold. Switch to LB. I want more LB’s for the front.
Unit Stuff:
MIA front:
vPike fortifies in Senilityville
disband a rWarrior into Effing Whomper Rowering
At (and towards) the Front:
TNT front:
Shipchain 2 LB’s into Malice
Macho Galley (landing party protector) moves NW 2x, then W, finding the MIA galley again (Twitching Ardvark)
Bugsy’s Blade moves NW (nothing new) W to forest. Finds 3 TNT workers Mining the iron.
SoD W, finds a Pike in Unabomb. 5 GS’s (3 elite, 2 vet) join the SoD (now has 5 GS’s, 7MDI’s, 2 pikes, 6 Treb’s)
LB’s slide over from Malice to Spite
I am very tempted to drop off the Landing party now, as TNT only needs 2 galleys to screw this up. Decide to let it be so we can drop off the units right on their doorstep.
I move up Fool’s Errand Galley so we can ship-chain out of Malice if desired.
D-Day ship-chaining analysis:
1 turn
Turn after (137):
Builds due next turn:
Dunderhead -> LB
SKWTD -> Pike
Cretinograph -> Lib
Gilfach -> Market
Jesterton -> LB
99 gold in treasury, making +194gpt, Guns in 1T (7.3.0)