PRE:
I see a clipper out to sea? To me these are our galleon/transports and we do not want them at risk or scouting. Do we have an embarking point we want to send them to yet? Looks like about 70 workers are in the hopper and 200 on the scene. I know we could use 1000 to get all the tiles improved, but that is not going to happen.
The question right now is how many can we have? I find that 250 is about my tolerance level. I have dealt with about 400, but it is so very tedious that you start hating them. At 686 for support the 70 will get us above 750gpt and that is not counting the troops that we make.
So for sure I will not produce any after this round and I may stop about a score that are started, if they either have no shields or something else could be built. If the next guy wants to tackle additional workers, they can be made in a hurry, so help yourself.
I see Poland has dropped a town on us, so it will be nice to get rails to all 4 corners and then the circumference. I am going to try to group some of the boats on our coast as a solo boat is at greater risk.
Maybe I a crazy or lazy or both, but I do not see any reason to be working on towns like Ravenna. It is size 2 no growth and not going to get any, probably ever. It would need roads, water and lots of labor and we cannot spare it. If we could why do it anyway? I put it on starvation and lets get it to size 1 no growth and a scientist and let it alone. Who wants to spend time going over these types of towns?
Prey Nokor is the same. Kompong Svay is not much better.
Bangkok is a more incedious place to me as it is not growing at size 6 and has had a lot of money sunk into it I would guess. It has a Royal Barracks, Town Clock, Roman Symbol, Windmill, Kontor, 4 communities, Castle, Bank, Court, Market and Granary. Some of these probably were inherited and some are from a wonder, but for sure I would not build structures here. It makes 6 beakers.
Why not let it sit as it is and forget it? We will not need nor can we afford to have it make troops. I sold the castle as it is of no value here anyway. In addition to the beakers, it is making 8 gpt now.
Koh Ker similar, but is coastal so it can feed any that work water tiles. I flip the tree hugger to science and the next growth can do it again and forget the place after that, unless you want boats built there. Well that is not even a good use as it has only 2 shields.
Aden I would have the worker stay here and cut some trees and improve some tiles.
Najran I am not sure what is optimal here. If it were just me, I would put this one to sleep as well. It can be improved, but when will we get around to it? What will it pay back for the time and effort? Would it be more than what we get from just flipping one citizen to a specialist and forgetting the place? For now I put it to sleep, someone with more ambition can get it going later when we have workers to send there. It will then need structures, which means cash or an eternity. We only have a max of about 200 more turns.
Fustat is another size 2 not growing, but could. Flip it to starve. This is a good place to come back after AT and abandon it and put up two or three towns in its place and let them sleep.
Not going not go through too many more and won't bother listing them. I am just trying to find a dozen places to turn off workers builds to keep the count down some. Any small town not growing or has few improved tiles is a canidate to to put to sleep and reduce our work.
The better ones, those with mainly trees can be resurrected when we have workers to send to them. In the mean time they can pay for the support.
Since we are on 4 turn research I am making them taxmen. I wanted to see what the impact was so far and I could be not be sure. I think we were at -220gpt and now
-142gpt. I checked CAII and it shows +452 and now +491? I guess it is having issues with CCM.
Army at Groningen has a large number of units with only half their moves, so I will wait for the IBT to do anything. Looks like from Whalespooting back the only spot that could have a town outside our borders is where Poland located. I reallly hate that and wil try to get a road to them to smack them.
IBT:
I think 4 cavs types were killed. It took so long to deal with all the build popups that I forget what and where things occurred. I know a boat attacked our privateer and we won and got a slave boat. I know Amsterdam was attacked twice and we split. I know a cav retreated and was later killed. I know a cav won and went elite and was later killed. These were solo units out in the open, pretty much certain death.
(1) 1817AD:
75 kills Austrian rifle/musket not sure (1-0).
2 e/cavs kill Port-knights (3-0).
e/caV kills AH-arq (4-0).
e/cav kills AH-knight (5-0).
2 e/cavs kill AH-knight (7-0).
cav kills AH-LB (8-0).
cav kills Persian cav (9-0).
In some places we are making a RR on a hill instead of flat tile adjacent? Is it to get the extra shield rather than the extra food? It takes longer, so I will try to avoid hills and mountains where I can. Dang it is already after 3PM.
All the new workers jumps us to -225gpt. I am going to use one of the settler to plant a town in the plains past Whalespotting. That is an area that could be filled.
I think I have found all the sleeping troops scattered about and put them back on the move.
e/cav kills Dutch pike (10-0). Note no count for elites as we have a leader.
e/cav rallies to kill Persian musket (11-0).
e/cav kill his friend an Arq (12-0).
Put up walls in Dalanzadgad and Groningen.
e/cav kills AH-musket (13-0).
e/cav kills Persian cav (14-0).
e/cav kills Port knight (15-0).
e/cav kills Persian musket (16-0).
cav barely kills 2hp Persian cav (17-0).
cav kills arq in Utrecht (18-0).
cav dies trying to repeat that feat (18-1).
cav does repeat and we capture Utrecht (19-1). One slave in town.
e/cav retreats from Persian musket.
e/cav kills it (20-1).
cav kills Port bombarde (21-1).
cav kills Port knight (22-1).
Note I am going ahead and attacking, even though it will expose some units to attack on the IBT. Just trying to keep the from attacking the towns. They do not have rifles yet.
cav kills Port LB (23-1).
cav kills Hussar (24-1).
IBT:
Not that bad as 3 damaged cavs went down taking 1 with them. A cav died in Amsrerdam as the rifle has not arrived yet. 3 other cavs attacks actually won and one went elite (4-4) [28-5].
(2) 1818AD:
Trying to get the Clippers gathered, but I have no idea where we want to launch from. I think we should start that plan for who and get the boats we need. We have at least 30 boats not counting clippers. I would say we have little need to make a lot more except maybe for the escorts. Even those we should look to bring 6 to 8 where the transports will be located.
Ind Core rushed
cav kills Port knight (1-0).
e/cav kills AH-arq (2-0).
e/cav kills AH-LB (3-0).
2 cav kill pikes and grab Haarlem (5-0).
e/cav kills 2hp Port musket (6-0).
e/cav retreats from damaged Persian musket.
cav kills it (7-0).
cav kills damaged Persian cav (8-0).
cav kills Port Hussar (9-0).
e/cav kills Persian musket (10-0).
{4} [38-5]
IBT:
Mongols drop off 3 units with a settler in the plains. I am sending the settler forward now. I was going to wait to get up aroad, but I do not want wait on the town to expand or try to fight off endless landing parties.
One knight died attacking a cav (1-0) {4} [39-5].
(3) 1819AD:
Explosives in 4 and I was able to lower research. I guess it is cheaper.
cav kills Mongol FL of the landing party (1-0). I railled up to them.
cav kills keshik (2-0).
cav kills keshik and grabs the settler, but finds a slave (3-0).
found Siena .
e/cav kills Port hussar (4-0).
e/cav kills Persian arq (5-0).
I realized AH knight pair heading toward Hovd are on our roads. Afraid they would cut them, so I attacked them. e/cav killed first one and gets a leader (6-0). cav gets the other (7-0). Cav kills Mayan cav in the fort on a mountain, sweet (8-0).
IBT:
America finished Wall St.
Japan lands 3 sami and a warrior monk. I guess that is monk to us. They land at Alexandria and we have workers there. I saw a SoL get in a ZoC shot.
{6} [47-5]
(4) 1820AD:
rushed Battlefield .
Privateer sink the galleon that land the Jap troops (1-0).
Another priv sinks and incoming Jap galleon (2-0). I expected it to lose as it was down a HP. SoL covers.
Enslaver runs into a worker next to the Hague and we get 2 slaves. I disband them as they are surely doomed and now so is the slaver.
cav kills the monk (3-0).
2 rifles each retreat a sami.
Hussar kills one of them (4-0).
Rifle from Cario get the other (5-0).
Cav from Memphis kills last sami and goes elite (6-0).
e/cav kills Dutch pike (7-0).
3 e/cav from Haarlem kill 3 Port muskets (10-0).
e/cav dies on Port pike (10-1).
e/lawyer finishes it (11-1).
75 kills musket and goes elite (12-1).
{11} [59-6]
IBT:
They got the exposed enslaver and a cav from the stack set to hit a town I cannot see the name (0-2).
{11} [59-8]
(5) 1821AD:
Still making many structures as we can take a slow down in units right now and may as well get in some banks and markets. I have avoided the Great Refinery with its -2 happy. Most place do not need extra shields for cavs right now. We could slip in a happy building ahead of the Refinery as an offset.
A number of locations see landings arrive, but not hit the shores yet. Started a couple of Zeps and one is out. I used the leader for BM as it is useful with no armies.
Sunk 3 Mongol war galleons, the galleon I could not attack, but it had drop the setlter as was leaving (3-0).
cav kills Persian cav (4-0).
cav kills one and goes elite (5-0).
e/cav kills musket in Eindhoven (6-0).
cav retreats from one.
cav kills musket and we take town (7-0).
lawyer gets AH bombarde and an Artist (8-0).
cav kills Persian pike (9-0).
cav kills Persian hussar (10-0).
e/cav dies on Port hussar (10-1).
e/cav gets him (11-1).
2 e/cavs kill 2 Port musket (13-1).
got a coastal battery shot in.
{15} [72-9]