Governors Warpool

We/yoe Provo want make 2 wars to Rome, will be peace in between, how long? We get many uproar in the former roman cities cumae etc.

I vote against this for tech drama, 1 turn to research.
 
I back up drama, if I can get your vote on board for this two-step war.

Maybe we can place Drama right after Replaceable Parts for max effect.
 
Pay no heed to Romans, they just envy your legal skills.

So, 3 pikes+7 maces+11 longbow= 1220 H.

Without GA: Coppertown+Munich= 85H/turn; With GA: 125H/turn.

Hence, 15 turns without GA or 10 turn with GA.

Given just 1H lacks for Taj, all now required army shall be ready in the end of
next turn chat if just these two cities carry the task, faster if others help,as
obvious.

Best regards,
 
Hehe, I suggest we send a screen of barristers, advocates and judicial people in order to take most of the arrows for our elite macemen with triple city raider skills.

Maybe their legal books will protect their bodies, maybe their legal yammer will demoralize the enemy and just maybe, they deliver the enemy a death sentence.
 
Our fishermen noticed Roman navy, mostly at west coast, and demand
protection.

Best regards,
 
wow you're right those Romans have a lot of boats, we should probably build some galleons before this war starts.
 
We may need a few Galleons too, for the naval battles, do we have the opportunity to build some East Coast Galleons the next 10 or so turns?
 
Pay no heed to Romans, they just envy your legal skills.

So, 3 pikes+7 maces+11 longbow= 1220 H.

Without GA: Coppertown+Munich= 85H/turn; With GA: 125H/turn.

Hence, 15 turns without GA or 10 turn with GA.

Given just 1H lacks for Taj, all now required army shall be ready in the end of
next turn chat if just these two cities carry the task, faster if others help,as
obvious.

Best regards,

I think we need to do this all in 8 turns, as even the roads with Engineering gives 4 tiles per turn (16 tiles in 4 turns), enabling us to have all troops in the formed battlegroups within 12 turns (2 hours into next turnchat after the next one). The Longbowmen with double city garrison would later on be promoted to Riflemen with same promotions.
 
Army must assemble faster than thought, that is, 8, and not 10, turn to be
built.

So, 5 longbowmen have to be built elsewhere (in other barracks city/s).

Who can help Coppertown and Munich? NotA is out, because LS.

Riversight, Cologne, Cumae? Other/s?

Best regards,
 
The only east coast city with some chance to do it on time is Frankfurt:
granary-3T; galleon-8T (no barracks: that would be+2T) ; to be on time or not,
depends on Roman galley's moves before war.

In south coast, Lyons can do it easily, while with some sacrifice because it's
commercial.

Best regards,
 
Maybe we just use Lyons to build as many ships as possible. We need to protect our fishermen. Frankfurt we can wait with.
 
I think we need to do this all in 8 turns, as even the roads with Engineering gives 4 tiles per turn (16 tiles in 4 turns), enabling us to have all troops in the formed battlegroups within 12 turns (2 hours into next turnchat after the next one).
Engineering gives a third tile/turn.
 
All rite. Anyways, we need the engineering for roads, and we need to march up the battlegroups in time. With 3 in place of 4 tiles, we are likely to spent 1-2 turns more, which is ok.
 
The only east coast city with some chance to do it on time is Frankfurt:
granary-3T; galleon-8T (no barracks: that would be+2T) ; to be on time or not,
depends on Roman galley's moves before war.

In south coast, Lyons can do it easily, while with some sacrifice because it's
commercial.

Best regards,

Maybe we just use Lyons to build as many ships as possible. We need to protect our fishermen. Frankfurt we can wait with.

Or Rheims, though I'll prefer that not to happen, unless it's really needed, as it is still building an observatory and a university.
 
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