I'd rather build horses than catapults if there is still a chance of preventing a landing. The rolling blockade can shift one tile west and the landing zone can be blocked another turn though we'll have to use 2 workers.
For now I would continue on with Sistine's in The Treasury and switch The Chamber over to military. We can figure out where Cope's will go after the threat has passed.
Spend the 500+ gold to rush horses. Other ideas:
- Perhaps we should also rush the walls in The Lookout for 32g.
- We can have two warriors in the one-tile islands for 20g and two shields wasted. Not sure whether they should go to the northern island or the mainland.
- We could forego the library in The Greenhouse and rush a galley for 24g. Either that or waste 4 shields for a spear. Could then build/rush warriors there.
- I'd let the library finish in Chamsuri's Cove or even rush it for 20g. The border expansion would help.
- Not sure what is best for The Chamber. We'd finish a musket or temple in one. Also a barracks but that would waste 9 shields. I think I lean towards the musket.
- Horses would be rushed in: The Admirlaty (76g), The Igloo (will finish w/o rushing), The Silo (80g), The Institute (40g), The Areie (90g), The Aboretum (64g), The Meeting Room (60g), The New Yard (will finish w/o rushing), The Nursery (56g), The Pier (will finish w/o rushing), The Marina (16g), The Lodge (60g), The Shallows (108g), The Black Seal (116g). That's 14 for 766g!
I'd forego the one in The Shallows way up north. That's 13 for 658g.
If we spend 658 for horses, 32 for walls, 20g for warriors, 24 for a galley and 20g for the library that's 754g out of 1238g which leaves 484g. We can shut off research and make 144gpt. If we let Free continue researching they can finish astronomy in 4 then they could work on chemistry and metallurgy.
We can currenly get chemistry in 5 turns with a 29gpt deficit. Four turns of 70% reseach then costs us 112g leaving us with 372g. However, with 16 more military units building next turn we incur an additional 32gpt in unit costs. Over five turns that is 160g. So this would make our margin 212g plus what we could make by reducing research the turn before getting chemistry plus what FREE and SABER would send us. This puts us in a position of limited rushing while we research our way to our unique unit.
I think it's better to turn off research and let FREE research for us. Here's where building ToE comes in. FREE gets us to metalurgy so we can concentrate on fending off BABE and then we repay them for the MAAP II imbalance by building ToE for the alliance.
Upon reading that, I found myself agreeing with every word.
Good analysis.
