LK102 - ... in the Mali, Mali month of May!
150 BC (0)
Let's see here ... we need two defenders in each of our front-line cities, and some infrastructure. More workers = more better.
Timbuktu ... check. Also with 3 Cats.
We've really gone Slave Market happy here, I'm not sure that is a good thing when we don't have much in the way of native lux. Puts a priority on Bazaars.
Diffa needs mining, already have 1 Spear and a TG. Will let the current Spear finish.
Hmmm ... Nguigmi is going to be a growth or shields city, but not both. Probably a spot for Artillery.
Zinder swapped to Forge, then will do the Shrine. Could also use a Harbor. A Spear is on the way.
Tessaoua could use a Monument. Re-configured to grow in 1, we'll see where the Gov'nor puts the new citizen. Has a Spear, could use a TG on a swap from a front-line city.
Harbor before Counselor in Maraoi is a mistake, but we need the floated-in lux to be able to whip the Counselor. That'll happen on these turns, then the city will probably pull 4-5 spt. City can also use a Spear. (So far we need 2 ... )
Tahoua needs a Monument to get it off of the capital's tiles. Forge is too far along to quit, so we'll hit the Monument later. City is on back lines and can use a TG from a city that gets a Spear. (We're up to needing 3 Spears ... )
Capital is copacetic and will go to 35 spt and a food deficit to bang out the needed 3 Spears.
Jenne won't finish that Spear in time, so swaps to a Forge.
So ... TG from Timbuktu goes to Tahoua, replaced by a new Spear from Gao. Diffa build a Spear in 2, and gets another from Gao. Sends TG to Tessaoua. Third Spear from Gao gets on a boat to go to the island. Then we build more workers and infrastructure for the balance of the round.
Ugh ... we're already paying 8 gpt in unit support. We need economic multipliers. But I'll wait for the units and production boosters to finish.
<Return>
130 BC (1)
Timbuktu: Forge --> Counselor. Then a Harbor will complete in 2.
Nguigmi: Counselor --> Catapult, at "max" trade.
Worker actions will be concentrated around the FP site.
110 BC (2)
Diffa: Spear --> Bazaar, need to get our economy up.
Zinder: Forge --> Harbor. The harbor on the island only works if we have one at home.
Have to turn science down a notch to not go broke.
90 BC (3)
Gao starts a Bazaar. Hopefully this will finish in 3, then we can start clearing some tiles for it. We're stuck at size 7 with the current configuration.
70 BC (4)
Dark Ages comes in, I start us on ... Stirrup, which will take an absurdly long time. Ok, how about 9 turns? I suspect we will be building most of our UU by hand as we really need some infra right now.
Jenne finishes Forge, starts a Shrine so we can get out of MP requirements.
Gao can't make good shields without starving.
50 BC (5)
Diffa is up to 15 spt. Should be able to get more fairly easily.
The Sioux are toting 4 vet ERs on our border. This might get interesting.
30 BC (6)
Nah, just the usual AI wandering around.
Gao completes Bazaar, goes on heavy food and a 3-turn Shrine.
Timbuktu completes Harbor, nets an extra 3 trade from that. Starts a Port.
Maroi builds Harbor, starts Counselor. Think we should let this one build out, and then whip the next thing.
Galley with Spear sets off for the island.
10 BC (7)
Knights Templar has been started.
10 AD (8)
The defense is set, now we need to beef up our economy.
We're getting killed by not being able to irrigate. We've got the ugly situation that Jenne and Gao cannot both eat. I think the next step is to start chopping grassland forest. We should be done with mining tiles we can use real soon.
30 AD (9)
50 AD (10)
Bazaar completes in Diffa. Both Diffa and Gao are working on Water Mills. I figured one more production booster before the science boosters. Bazaars are quite useful, if pricey.
Final Notes:
Ports are +50% taxes + 1 cpt, so let the couple started complete. We're losing a cultural battle at Diffa, so maybe the Water Mill can be swapped for a cultural building. We don't need the disputed tiles, so flip fears are the only concern.
We're paying 11 gpt in unit support, so I didn't add any workers. Forest chops to try to get more food around Gao and Jenne seem like a good idea.
We aren't ready to start a war, but Greebley should be free to build up our military by the end of his turns. We can either build Science, or build military to go pointy-stick the Sioux. I favor the latter. Might even want to slow-play Stirrup, if we want to build HH and cash-upgrade them for the initial burst. I built no HH on my turns.
We can get by with only 10% lux tax. I don't think that was possible until the last turn, so we didn't lose too much money.
No pictures, as nothing has changed. The Inca and Sioux stopped fighting sometime during Lee's turn.