SGOTM 16 - Misfit Gypsy Nuts

I think we were all in agreement with this prelim PPP and it just needed details.
...
General theme: assuming we are sticking with attacking Brennus:
All out war prep. Workers stop improving tiles, except for Marsielle's pig and finishing a road to Tolosa; most worker turns spent chopping forests into units. Revolt to Theocracy.

I think we need every city to contribute militarily; I want to make sure we have enough to roll through Brennus's main cities. Expect that there is a lot of deforestration and whipping in the future; I will probably delay the Forge in Marsielle as well. So I want to make sure the team is on board with my vision of the war:

Main thrust will go Tolosa-Bibracte-Vienne-Gergovia, those are his 4 biggest cities. Because this main thrust will go far away from our front lines, I want to make sure it has enough to finish the job, and we will need to be careful leaving some garrison behind as we would be driving deep into his territory. On normal speed it can be very costly to let the AI keep whipping more units and strech the war out, so I would want to avoid any 'wait for bombardment' turns...that either means
1) having enough cats (~12 plain, or 6 CR1-Accuracy) to drop Walls in one turn
2) just powering through them by saccing a few catapults per city
Not sure which is best.

Some of the other cities closest to us can be taken by a 2nd wave while the 1st is marching through. I think we keep Cuman, burn Isca and move it 1S (with the gems, it could pay for itself eventually), burn Durocutorm and settle our white dot. (Obviously where and when to resettle these can be decided later).
And want to end the war with him crippled, but not dead. He was researching Calendar before we spent our EP on the spying and should be done soon. I think we should extort that tech, that will help a lot with our happiness. Masoluem sounds like it should be a great wonder for a long game

This is not going to be kind to our tech rate, but the city capture cash will help a lot in getting to Currency. And this long game, I think we have a chance of turning early dominance of our continent into a good finish down the road.

Unit mix + count depends on the great engineer question (below) and of course what continuing looking in Celtic lands reveals. I am thinking about 8-10 catapults and maybe a dozen total sword/axe/spear (xbow?)

My big question is the great engineer
.
Options kicked around have been
1) bulb Machinery this set for xbows
2) Rush the AP (likely after taking at least some Brennus cities, so we are the boss)
3) Rush Hagia Sophia
4) Use/save some other wonder?

There has been discussion but I don't think we have consensus. I personally still lean towards 1, I buy the arguments that xbows are totally necessary for the coming war(s) but they could be useful. And I don't think the other wonders on the list are immediately amazing for us. Hagia would be nice now; I'm not sold on the AP...(I'm not terribly well trained in abusable stuff through AP votes, if anyone has cunning plans for those I'm all ears. I guess an open-borders could be useful if Ramssess shuts us out, but I'm not sure he has any Buddhist cities)

Cities
There might be some temporary tile oddities. For example, at Orleans this turn I can take off all hammer producing tiles besides the sheep and put 2H into a sword, so can double whip next turn. (As has been mentioned, catapults are easier to manage this with and I will do that after the current batch of catapults done).

Paris is spared the whip, because its low food and has multiple hills.
Tempted to do barracks first at Rheims and Lyons, again largely becuase the barracks can be double whipped.

Tech:
Finish Archery (if we do Machinery, that too).
Probably park research on Currency but not gonna make much progress as stuff is diverted to the war effort. As mentioned above we may work some odd scientists here and there, when intentionally restricting city populations for double whipping.

Pausing point: About 5 turns I think. This war is pretty crucial so while I don't have a definintive 'game event' to stop on, think shorts sets are good ideas.

One other note: Brennus has not built the Buddhist shrine. Obviously it would be great if he did. From the logs it appears he has gotten any Great Person yet. Anyone have insights to AI specialist assignment? Believe his only priest source would be running a single one with a temple as he doesn't have any wonders...

Would it make sense to run a priest in Paris to start building towards that as insurance if Brennus doesn't come through for us? Or can that wait until after the war buildup is done?
The details you can figure out as you go along. (2 pop whipping, tile use, worker chops, etc.)

The 'big question' was about the GE, to which we've come to an understanding of 'you choose'.
 
I'll bulb machinery. Not sure how many troops we'll be able to build but plan for a initial stack of 10 cats, and 4 xbows, 4 swords, 4 spears, plus archers for mp as needed. If that's ok I might be able to play in 36-48 h from this post.
 
I'll bulb machinery. Not sure how many troops we'll be able to build but plan for a initial stack of 10 cats, and 4 xbows, 4 swords, 4 spears, plus archers for mp as needed. If that's ok I might be able to play in 36-48 h from this post.

Sounds reasonable C63. Spears are good as Brennus will have alot of chariots running around. Have to remeber to revolt to theocracy as well this turn.
 
Sounds reasonable C63. Spears are good as Brennus will have alot of chariots running around. Have to remeber to revolt to theocracy as well this turn.
I agree!
 
I played a few turns. A few options came up, I would like to share and hear your opinions.

Civ4ScreenShot0189.jpg


I think yes, it is a win-win, Rammy can build us the AP - but a confu one, does that matter much?

Civ4ScreenShot0190.jpg


Obviously...NOT!

Here's the partial turnset autolog.

Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 127/500 (300 AD) [24-Nov-2012 00:23:36]
A Mine was built near Orleans
20% Research: 0 per turn
0% Espionage: 0 per turn
80% Gold: 0 per turn, 78 in the bank

After End Turn:
Lyons grows to size 5

Other Player Actions:
Civics Change: Louis XIV(France) from 'Paganism' to 'Theocracy'

Turn 128/500 (325 AD) [24-Nov-2012 00:35:13]
A Farm was built near Paris
Lyons begins: Barracks (25 turns)
Rheims begins: Barracks (4 turns)
Marseilles begins: Barracks (10 turns)
20% Research: 19 per turn
0% Espionage: 4 per turn
80% Gold: 1 per turn, 78 in the bank

After End Turn:
Tech research finished: Archery
Orleans grows to size 7
Orleans finishes: Catapult
A Village was built near Orleans
Rheims grows to size 7
Tours grows to size 6

Turn 129/500 (350 AD) [24-Nov-2012 00:41:38]
Research begun: Machinery (46 Turns)
Orleans begins: Catapult (9 turns)
0% Research: 3 per turn
0% Espionage: 4 per turn
100% Gold: 13 per turn, 79 in the bank

After End Turn:
Lyons grows to size 6
Tours finishes: Barracks

Other Player Actions:
Attitude Change: Ramesses II (Egypt) towards Louis XIV (France), from 'Annoyed' to 'Cautious'

Turn 130/500 (375 AD) [24-Nov-2012 00:47:17]
Tours begins: Catapult (4 turns)
A Pasture was built near Marseilles
20% Research: 20 per turn
0% Espionage: 4 per turn
80% Gold: -4 per turn, 92 in the bank

After End Turn:
Whip anger has decreased in Marseilles
Tech research finished: Machinery
Orleans grows to size 8
Marseilles grows to size 4

Other Player Actions:
A Fishing Boats was destroyed near Orleans
A Fishing Boats near Orleans was destroyed by Barbarian Galley
Civics Change: Ramesses II(Egypt) from 'Slavery' to 'Caste System'

Turn 131/500 (400 AD) [24-Nov-2012 00:51:15]
Research begun: Currency (22 Turns)
Paris begins: Crossbowman (6 turns)
Orleans begins: Crossbowman (5 turns)
0% Research: 7 per turn
0% Espionage: 4 per turn
100% Gold: 5 per turn, 88 in the bank

After End Turn:
Whip anger has decreased in Orleans
Whip anger has decreased in Lyons
Whip anger has decreased in Rheims
The whip was applied in Marseilles
Paris finishes: Catapult
Orleans finishes: Catapult
Lyons grows to size 7
Lyons finishes: Barracks
Rheims finishes: Barracks
Marseilles finishes: Forge

Turn 132/500 (425 AD) [24-Nov-2012 00:56:17]
Lyons begins: Crossbowman (9 turns)
0% Research: 7 per turn
0% Espionage: 4 per turn
100% Gold: 6 per turn, 93 in the bank

After End Turn:
Paris grows to size 8
Paris finishes: Crossbowman
Lyons finishes: Crossbowman
Rheims grows to size 8
Rheims finishes: Catapult
Marseilles grows to size 3

Turn 133/500 (450 AD) [24-Nov-2012 01:01:20]
Paris begins: Spearman (4 turns)
Rheims begins: Swordsman (3 turns)
Orleans begins: Catapult (4 turns)
Lyons begins: Swordsman (20 turns)
Rheims begins: Catapult (4 turns)
Rheims begins: Swordsman (3 turns)
0% Research: 11 per turn
0% Espionage: 4 per turn
100% Gold: 9 per turn, 99 in the bank

After End Turn:
The whip was applied in Orleans
Paris finishes: Spearman
Orleans finishes: Crossbowman
Lyons grows to size 8
Lyons finishes: Swordsman
Tours grows to size 7
Tours finishes: Catapult
Marseilles finishes: Barracks

Turn 134/500 (475 AD) [24-Nov-2012 01:08:00]
Paris begins: Crossbowman (6 turns)
Tours begins: Spearman (3 turns)
Marseilles begins: Catapult (25 turns)


Here's our current army summary:

Civ4ScreenShot0188.jpg


Do you guys want me to upload the save?
Big question is: if we get Calendar, do we shift our workforce to improve our calendar resources? Not that are too many forests around anymore.
 
We could probably get Calendar from Rame for MC. Not sure if we want a Confu AP, in the long run not a great benefit for us other than owning it I suppose. We would have to spread it ourselves for maximum benefit.

That being said, improving our Calendar resources can't be bad for us.

Army coming along nicely!
 
We could probably get Calendar from Rame for MC. Not sure if we want a Confu AP, in the long run not a great benefit for us other than owning it I suppose. We would have to spread it ourselves for maximum benefit.

That being said, improving our Calendar resources can't be bad for us.

Army coming along nicely!

:agree:

And yes, please upload the save.
 
Save uploaded.

Upload log.

Spoiler :
Here is your Session Turn Log from 300 AD to 475 AD:

Turn 127, 300 AD: The revolution has begun!!!
Turn 127, 300 AD: Louis XIV adopts Theocracy!
Turn 127, 300 AD: The anarchy is over! Your government is re-established.
Turn 127, 300 AD: Ramesses II has completed The Statue of Zeus!

Turn 128, 325 AD: You have discovered Archery!
Turn 128, 325 AD: Buddhism has spread in Cuman.

Turn 130, 375 AD: You have discovered Machinery!
Turn 130, 375 AD: Ramesses II adopts Caste System!
Turn 130, 375 AD: Buddhism has spread in Durocortorum.

Turn 131, 400 AD: You have trained a Catapult in Paris. Work has now begun on a Crossbowman.
Turn 131, 400 AD: You have trained a Catapult in Orleans. Work has now begun on a Crossbowman.
Turn 131, 400 AD: You have constructed a Barracks in Lyons. Work has now begun on a Catapult.
Turn 131, 400 AD: You have constructed a Barracks in Rheims. Work has now begun on a Catapult.
Turn 131, 400 AD: You have constructed a Forge in Marseilles. Work has now begun on a Barracks.

Turn 132, 425 AD: The enemy has been spotted near Orleans!
Turn 132, 425 AD: Paris can hurry Crossbowman for 3⇴ with 19ℤ overflow and +1⇤ for 10 turns.
Turn 132, 425 AD: Orleans can hurry Crossbowman for 3⇴ with 21ℤ overflow and +1⇤ for 10 turns.
Turn 132, 425 AD: Lyons has grown to size 7.
Turn 132, 425 AD: Rheims will become unhappy on the next turn.
Turn 132, 425 AD: Clearing a Forest has created 30 ℤ for Lyons.
Turn 132, 425 AD: Clearing a Forest has created 30 ℤ for Paris.
Turn 132, 425 AD: Clearing a Forest has created 30 ℤ for Lyons.
Turn 132, 425 AD: Paris will grow to size 8 on the next turn.
Turn 132, 425 AD: Rheims will grow to size 8 on the next turn.
Turn 132, 425 AD: Marseilles will grow to size 3 on the next turn.
Turn 132, 425 AD: You have trained a Crossbowman in Lyons. Work has now begun on a Catapult.
Turn 132, 425 AD: The Hanging Gardens has been built in a far away land!

Turn 133, 450 AD: The enemy has been spotted near Orleans!
Turn 133, 450 AD: Paris has grown to size 8.
Turn 133, 450 AD: Lyons will become unhappy on the next turn.
Turn 133, 450 AD: Lyons can hurry Catapult for 1⇴ with 24ℤ overflow and +1⇤ for 10 turns.
Turn 133, 450 AD: Rheims has grown to size 8.
Turn 133, 450 AD: Rheims has become unhappy.
Turn 133, 450 AD: Marseilles has grown to size 3.
Turn 133, 450 AD: Marseilles can hurry Barracks for 1⇴ with 16ℤ overflow and +1⇤ for 18 turns.
Turn 133, 450 AD: Clearing a Forest has created 30 ℤ for Marseilles.
Turn 133, 450 AD: Clearing a Forest has created 30 ℤ for Marseilles.
Turn 133, 450 AD: Lyons will grow to size 8 on the next turn.
Turn 133, 450 AD: Tours will grow to size 7 on the next turn.
Turn 133, 450 AD: You have trained a Crossbowman in Orleans. Work has now begun on a Catapult.
Turn 133, 450 AD: You have trained a Swordsman in Lyons. Work has now begun on a Catapult.
Turn 133, 450 AD: The Colossus has been built in a far away land!

Turn 134, 475 AD: The enemy has been spotted near Orleans!
Turn 134, 475 AD: Orleans has become happy.
Turn 134, 475 AD: Orleans can hurry Catapult for 3⇴ with 28ℤ overflow and +1⇤ for 19 turns.
Turn 134, 475 AD: Lyons has grown to size 8.
Turn 134, 475 AD: Lyons has become unhappy.
Turn 134, 475 AD: Lyons can hurry Catapult for 1⇴ with 28ℤ overflow and +1⇤ for 10 turns.
Turn 134, 475 AD: Rheims can hurry Swordsman for 1⇴ with 21ℤ overflow and +1⇤ for 10 turns.
Turn 134, 475 AD: Tours has grown to size 7.
Turn 134, 475 AD: Ramesses II will trade Calendar


On 2nd thoughts we might trade Calendar for MC and save Theo for a later trade. Will give the team a little more time to think about before I resume.

Good news is that Brennus won't trade Calendar because he has his reasons, so MoM is being built for us.

As a bonus, another screenie, with Brennus' cities' garrisons last time they were checked.

Civ4ScreenShot0191.jpg
 
Looking good so far C63. I agree with trading MC for calender. We have silk and incense so the +2 happy will help counter the mass whipping which will come shortly. Help to pay for our army as well.
 
I played a few more turns and uploaded the new save. I guess it is a good point to pass the save to the next player.

Upload log.

Spoiler :
Here is your Session Turn Log from 475 AD to 560 AD:

Turn 134, 475 AD: You have discovered Calendar!
Turn 134, 475 AD: John Honeyman (Great Spy) has been born in a far away land!

Turn 136, 520 AD: Orleans can hurry Spearman for 1⇴ with 27ℤ overflow and +1⇤ for 17 turns.
Turn 136, 520 AD: Lyons will become unhealthy on the next turn.
Turn 136, 520 AD: Lyons can hurry Catapult for 1⇴ with 4ℤ overflow and +1⇤ for 10 turns.
Turn 136, 520 AD: Marseilles can hurry Catapult for 2⇴ with 30ℤ overflow and +1⇤ for 15 turns.
Turn 136, 520 AD: Clearing a Forest has created 30 ℤ for Paris.
Turn 136, 520 AD: Lyons will grow to size 9 on the next turn.
Turn 136, 520 AD: Marseilles will grow to size 3 on the next turn.

Turn 137, 540 AD: Lyons has grown to size 9.
Turn 137, 540 AD: Lyons has become unhealthy.
Turn 137, 540 AD: Rheims can hurry Spearman for 1⇴ with 28ℤ overflow, 2ℴ added to the treasury, and +1⇤ for 10 turns.
Turn 137, 540 AD: Tours can hurry Crossbowman for 1⇴ with 30ℤ overflow and +1⇤ for 10 turns.
Turn 137, 540 AD: Clearing a Forest has created 30 ℤ for Marseilles.
Turn 137, 540 AD: Clearing a Forest has created 30 ℤ for Marseilles.
Turn 137, 540 AD: Marseilles will grow to size 4 on the next turn.

Turn 138, 560 AD: Paris can hurry Catapult for 1⇴ with 32ℤ overflow and +1⇤ for 10 turns.
Turn 138, 560 AD: Orleans has become happy.
Turn 138, 560 AD: Rheims has become happy.
Turn 138, 560 AD: Marseilles has grown to size 4.


Autolog
Spoiler :
Turn 134/500 (475 AD) [24-Nov-2012 15:16:48]
Tech traded to Ramesses II (Egypt): Metal Casting
Tech acquired (trade, lightbulb, hut, espionage): Calendar
Paris begins: Catapult (5 turns)
Orleans begins: Swordsman (4 turns)
Paris begins: Crossbowman (6 turns)
0% Research: 11 per turn
0% Espionage: 4 per turn
100% Gold: 4 per turn, 116 in the bank

After End Turn:
Orleans grows to size 7
Orleans finishes: Swordsman
Lyons finishes: Catapult
Marseilles grows to size 4
Marseilles finishes: Catapult

Turn 135/500 (500 AD) [24-Nov-2012 15:27:49]
Orleans begins: Spearman (4 turns)
Lyons begins: Crossbowman (9 turns)
Marseilles begins: Catapult (9 turns)
Lyons begins: Catapult (8 turns)
0% Research: 15 per turn
0% Espionage: 4 per turn
100% Gold: 3 per turn, 120 in the bank

After End Turn:
Paris finishes: Crossbowman
Rheims finishes: Swordsman
Tours finishes: Spearman

Turn 136/500 (520 AD) [24-Nov-2012 15:35:41]
Paris begins: Catapult (5 turns)
Rheims begins: Spearman (3 turns)
Tours begins: Crossbowman (5 turns)
0% Research: 15 per turn
0% Espionage: 4 per turn
100% Gold: -7 per turn, 125 in the bank

After End Turn:
The whip was applied in Marseilles
Paris finishes: Catapult
Lyons grows to size 9
Marseilles grows to size 3
Marseilles finishes: Catapult

Turn 137/500 (540 AD) [24-Nov-2012 15:43:08]
Paris begins: Catapult (5 turns)
Marseilles begins: Crossbowman (30 turns)
A Plantation was built near Paris
0% Research: 15 per turn
0% Espionage: 4 per turn
100% Gold: 4 per turn, 118 in the bank

After End Turn:
Orleans finishes: Spearman
Rheims finishes: Spearman
Tours finishes: Crossbowman
Marseilles grows to size 4
Marseilles finishes: Crossbowman

Turn 138/500 (560 AD) [24-Nov-2012 15:51:49]
Orleans begins: Work Boat (3 turns)
Rheims begins: Catapult (3 turns)
Tours begins: Spearman (3 turns)
Marseilles begins: Crossbowman (10 turns)


There are quite a lot of units built but they take a while to reach the battlefront, maybe we can plan to take the former barb city closer to us with another mini-stack? I'll defer this and other battle plans to the next player. :)

EDIT: I think we need to take that city ASAP so we can keep our coastal trade routes with Ramesses.
 
Looking good C63!

We will still be connected to Rame through the islands to the north and west I believe. ;) This does not I mean I do not favor a mini stack taking this city. Did we decide to keep this city or burn it and replant?

Hope we don't capture the city building the Mom before it is complete.

Why did the trireme turn around? I was hoping to see what is west of the tip in the SW corner of the continent. :(
 
^there is a barb galley which pillaged our fishing net. Sorry, I didn't noticed there is something to be checked SW. I do think there is some island to SE.
 
Nice going C63. I guess the barb galley is still around so need to move the tireme back regardless. It looks like another couple of turns and we will declare on Brennus.

Most of his cities around us are small and for the moment won't cause us any problems so llokks like taking his core cities then spreading out looks best. The former barb city might be able to whip a unit or 2 for him so agree a small stack to take that out early. Looks like there are a few units around that area as well we have to be aware of. I'd prefer to move Cumae but now its there with a few pop might as well keep it. Especially helpful to have a few cities on that side for when we attack Ram. :)

Still have some trees to chop and finish of the mines in Orleans and with use of the whip can get a few more units very quickly.
 
I see I'm up, so here's the PPP:

I see we're 1 swordsman, 1 catapult and a lot of moving away from our initial stack.

I suggest a main thrust through Tolosa, Bibracte, Vienne, Gergovia, Verlamion. On the way to Bibracte, two chariots should go to Camulodunum to pillage the Iron mine, and also pillage the Copper mine west of Bibracte. That should take out his main cities, and leave him crippled for produktion of strong units.
I think we should keep the first 4 cities in the main thrust, I'm not certain about Verlamion. I don't think it's great, and I don't think I'll get that far in my turnset, so the decision can wait till later.

Cities: All home cities primarily building replacement catapults. Will get another swordsman out, and also set up a small stack for Cuman.
Except Orleans, should get a workbout out first.
It appears that the whip has been used sparingly, so I'll try to set up some more two pop whips of catapults and Crossbows. There are also a couple of forests left, that can be used for units.
Workers 1,2,4,5 and 6, should get on with chopping. I assume we're cutting all trees for this?

New Cities: Should we start on infrastructure, or whip units for the war? I'm for whipping 2-3 units then infrastructure. Granary -> Library.

Units: Will keep a crossbowman in Marseilles to defend from Isca.
Get all units moving towards assembly point. I guess the stack will be gathered in 6-7 turns.
When the stack is ready, I will start the war, and move onwards. I don't think I'll get much farther than Tolosa in my turnset.

Questions: Our Trireme, should it head back south, to explore around our island, explore out to the NW, or home for barb defence?
Should we shift our EP to Ramesses?

Diplomacy: Play nice with Ramesses, but not with Brennus.

Stop conditions: If CoL becomes available for trade, I will stop to let the team decide what to trade with, if any.
If we meet other opponents, with tech trades.
Anything unexpected happens, like Ramesses declaring war on us.
 
Nice set C63 :cool:

The turn set roster order is...
Players
1) Ronnie1
2) Ozbenno
3) Conquistador63 Just Played
4) McArine Up Now
5) Sleepless On Deck

Team Advisors
6) adrianj
7) timmy827

Still hoping for his glorious return
8) Grifftavian
 
The war with Brennus - is this a total war where we wipe him out ASAP, or is there reason to extract some techs through a peace deal? Does this impact our decision making?

@McArine
  • yes I think we are chopping all trees for this.
  • Whipping is awesome. Even more awesome with our new Calendar resources.
  • Should we pick a well cottaged city, eg Orleans, that is spared from the whip to keep the economy in a reasonable shape?
  • New cities - whipping their own archer garrison sounds good to me, even if it is only a 1 pop whip. Thereafter I think basic infrastructure like Granay+Forge+Library (Forges+Library cheap for us remember). Tolosa is different since it has a high population to start with = pop to whip into catapults.
  • Home city catapult builds... do we have enough swords for the actual capturing?
  • How many cats in the main stack? Is it enough to at least plow through Tolosa and Bibracte?
  • Can we plan to get a mini-stack set up near Cuman? eg, using units built in our more northerly cities. This same stack can gather a couple of new unit builds and mop up down the west flank.
  • Extra unit builds after the war has started could start gathering along the east flank. Or am I being too ambitious with 3 stacks?
 
The war with Brennus - is this a total war where we wipe him out ASAP, or is there reason to extract some techs through a peace deal? Does this impact our decision making?

@McArine
  • yes I think we are chopping all trees for this.
  • Whipping is awesome. Even more awesome with our new Calendar resources.
  • Should we pick a well cottaged city, eg Orleans, that is spared from the whip to keep the economy in a reasonable shape?
  • New cities - whipping their own archer garrison sounds good to me, even if it is only a 1 pop whip. Thereafter I think basic infrastructure like Granay+Forge+Library (Forges+Library cheap for us remember). Tolosa is different since it has a high population to start with = pop to whip into catapults.
  • Home city catapult builds... do we have enough swords for the actual capturing?
  • How many cats in the main stack? Is it enough to at least plow through Tolosa and Bibracte?
  • Can we plan to get a mini-stack set up near Cuman? eg, using units built in our more northerly cities. This same stack can gather a couple of new unit builds and mop up down the west flank.
  • Extra unit builds after the war has started could start gathering along the east flank. Or am I being too ambitious with 3 stacks?

I could see extorting techs once he is mostly crippled.

3 stacks seems a stretch this early.

Need to take care of the barb galley in the area near Orleans I think. Would we be better off building another Trireme or 2 for defense and to allow for some exploring?

Need to be careful of the Chariots(3) in Cuman. Looks like we will need at least 1 Spear, maybe 2 near there when we DOW.
 
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