CommandoBob
AbstractArt
High points: 7 new cities, 6 new Armies, 10 cities razed and 2 Great Wonders destroyed.
Northwest: Celts, Greece, Arabia and Japan
This has been the most concentrated area of action. We razed Corinth a few turns back and took down an Arab city west of Reykjavik just now. Bergen just built a settler and we have another one just outside of Bergen. Under the Legion Army NW of Bergen is a stack of 14 slaves that have roaded and irriagate to Bagacum. They just finished chopping a forest and roading the revealed plains this turn.
We have 5 Armies in this area; two that are west of Reykjavik, one healing in Reykjavik, the Legion Army outside Bergen and the last army is healing in Bergen.
Bagacum has a Musket for defense already; a second Musket NW of Tyrus can reach Reykjavik or Bergen next turn.
The flood plains and desert in the between Reykjavik and Bagacum are excellent killing grounds. We have roads on our side, they do not; we can dance, they can't hide. And mostly they die at the hands of the Reykjavik garrison.
As much as I like this killing ground, Athens bugs me. I think we need to send 3 Armies to Athens and destroy it. Failing that, we need to pillage the Greek roads that touch our borders. Then we might get a chance to build a road to Lauriacum Furs that doesn't go through mountains.
East: Aztecs, China and Netherlands
In the east we have a nice little choke point we can exploit. Actually two of them. One is three tiles wide and the other is four. We have one settler visible and at least one more on the way. The four tile green line runs through the ruins of Amsterdam. It might be enough to build a city on the ruins since it would control so much of the local roads.
(My Print-Screen button started acting up at this point, so no more pictures.)
In the jungles of the South East we need to build out towards Pi-Ramesses. However, everything is jungle, though some of it is roaded. We don't have a lot of acitivity here, but the jungle makes everything a bit more risky. The two Armies at Pi-Ramesses are almost wasted, since their movement is curtailed a great deal by all those jungle tiles.
On the bright side, we have a stack of 24 slaves clearing jungle tiles. It takes three turns to clear one tile; one turn to move in and then two turns of actual clearing. Near Seven-Up a smaller group of slaves are jungle clearing. I've earmarked the four Dutch slaves from razing Amsterdam to go help them.
In the South West we met the Persians and have cleared out several cities. We have six Armies down here; four near the Persian/Sumerian border and two more south of the ridge of hills that Canada Dry is on. These two have been razing small French cities and once they get healed up they can work their way eastward razing some more.
In the South we are starting to bump into other borders with our city borders. There isn't a dominant AI, just a constant stream of ones and twos. I would like to free up some Armies to go razing the nearest cities, but we need more units in the cities before we can safely do that.
I've sent most settlers to the extremes of our empire and have tried to fill in gaps with our new cities. We still have a gap between Tyendenaga and Copan and between Copan and Tonowanda. We've a settler between Tyendenaga and Copan and one west of Copan that can settle a bit further west next turn.
Our slaves I've grouped into groups of six and eight. Sixes make roads and eights irrigate those roads. There are also some loose workers running around, trying to find a group. They can always help clear jungles.
We have jungle clearing go on near Tonowanda, up the coast near Hippo Regius, and two tiles being worked in the big jungle.
If we could get 54 slaves into a stack, we could clear and road one jungle tile every second turn.
We have several captured cities making workers that are at zero growth. We might want to rush those builds instead of waiting for them to complete.
We also have some catapults that can be upgraded to trebuchets. But I sensed that our cash will go to upgrade Knights to Cavalry, so I didn't do any upgrades.
Military
02 Saltpeter
06 Iron
06 Horse
01 Wines
01 Furs
09 Dyes
03 Incense
02 Ivory
01 Gems
Northwest: Celts, Greece, Arabia and Japan
Spoiler :

This has been the most concentrated area of action. We razed Corinth a few turns back and took down an Arab city west of Reykjavik just now. Bergen just built a settler and we have another one just outside of Bergen. Under the Legion Army NW of Bergen is a stack of 14 slaves that have roaded and irriagate to Bagacum. They just finished chopping a forest and roading the revealed plains this turn.
We have 5 Armies in this area; two that are west of Reykjavik, one healing in Reykjavik, the Legion Army outside Bergen and the last army is healing in Bergen.
Bagacum has a Musket for defense already; a second Musket NW of Tyrus can reach Reykjavik or Bergen next turn.
The flood plains and desert in the between Reykjavik and Bagacum are excellent killing grounds. We have roads on our side, they do not; we can dance, they can't hide. And mostly they die at the hands of the Reykjavik garrison.
As much as I like this killing ground, Athens bugs me. I think we need to send 3 Armies to Athens and destroy it. Failing that, we need to pillage the Greek roads that touch our borders. Then we might get a chance to build a road to Lauriacum Furs that doesn't go through mountains.
East: Aztecs, China and Netherlands
Spoiler :

In the east we have a nice little choke point we can exploit. Actually two of them. One is three tiles wide and the other is four. We have one settler visible and at least one more on the way. The four tile green line runs through the ruins of Amsterdam. It might be enough to build a city on the ruins since it would control so much of the local roads.
(My Print-Screen button started acting up at this point, so no more pictures.)
In the jungles of the South East we need to build out towards Pi-Ramesses. However, everything is jungle, though some of it is roaded. We don't have a lot of acitivity here, but the jungle makes everything a bit more risky. The two Armies at Pi-Ramesses are almost wasted, since their movement is curtailed a great deal by all those jungle tiles.
On the bright side, we have a stack of 24 slaves clearing jungle tiles. It takes three turns to clear one tile; one turn to move in and then two turns of actual clearing. Near Seven-Up a smaller group of slaves are jungle clearing. I've earmarked the four Dutch slaves from razing Amsterdam to go help them.
In the South West we met the Persians and have cleared out several cities. We have six Armies down here; four near the Persian/Sumerian border and two more south of the ridge of hills that Canada Dry is on. These two have been razing small French cities and once they get healed up they can work their way eastward razing some more.
In the South we are starting to bump into other borders with our city borders. There isn't a dominant AI, just a constant stream of ones and twos. I would like to free up some Armies to go razing the nearest cities, but we need more units in the cities before we can safely do that.
I've sent most settlers to the extremes of our empire and have tried to fill in gaps with our new cities. We still have a gap between Tyendenaga and Copan and between Copan and Tonowanda. We've a settler between Tyendenaga and Copan and one west of Copan that can settle a bit further west next turn.
Our slaves I've grouped into groups of six and eight. Sixes make roads and eights irrigate those roads. There are also some loose workers running around, trying to find a group. They can always help clear jungles.
We have jungle clearing go on near Tonowanda, up the coast near Hippo Regius, and two tiles being worked in the big jungle.
If we could get 54 slaves into a stack, we could clear and road one jungle tile every second turn.
We have several captured cities making workers that are at zero growth. We might want to rush those builds instead of waiting for them to complete.
We also have some catapults that can be upgraded to trebuchets. But I sensed that our cash will go to upgrade Knights to Cavalry, so I didn't do any upgrades.
Military
- 013 Settler
- 007 Worker
- 237 slaves
- 001 Warrior
- 003 Archer
- 002 Spear
- 001 Horse
- 024 Pike
- 001 Longbow
- 002 Musket
- 064 Knight
- 023 Catapult
- 021 Army
- 041 Legionary
- 022 Medieval Infantry
- 004 Trebuchet
- 002 Crusader
- 008 Ancient Cavalry
- Current Units: 239
- Allowed Units: 210
- Support Costs: 029 gpt
02 Saltpeter
06 Iron
06 Horse
01 Wines
01 Furs
09 Dyes
03 Incense
02 Ivory
01 Gems