SGOTM 18 - Phoenix Rising

decisions to be made?

Washington Wealth? Monst could be useful for 10% science?
NY settler
Boston - Wealth or sistine. Maybe sistine for fail gold.
Sama/kara granary. I don't want to whip kara as it can run gold resource next turn.
OS Library
Phil whip library.
Besh. Could switch to settler and whip.

We may still be able to grab the iron spot if both GK and JoaII retreated settlers. I just can't see any culture from a new city near the iron. We have visibles there.

Overall I think we should play on and attack city after next turn once we have 10 pults to attack with. 5-6 should be ample for the job.
 
Yep I think we need to spend the extra turn. Bombard with the healthy ones and let those others heal some.
 
Time to play on I think. There are very few major decisions to make.
 
Okay he has 6% defences left now. The bombard pult can deal with this next turn.

He has for some reason sent two kk onto hill where our Gspy is. Expect him to do something silly with these soon.

1 turn from Civil service.

We got a 2nd Gspy too. Good news I think. Perhaps use him to scout out GM.

3rd city of Mansa found. He has 1 roaming night.

Need culture in Turfan which is now out of order.

Use an engineer in Besh. It is 3 turns from a settler. Maybe 2 with an engineer.

Settler in NY built. Where to send it?

Spoiler :
Here is your Session Turn Log from 425 AD to 450 AD:

Turn 132, 425 AD: Beshbalik has become happy.
Turn 132, 425 AD: Philadelphia has grown to size 5.
Turn 132, 425 AD: Philadelphia can hurry Library for 2⇴ with 5ℤ overflow and +1⇤ for 11 turns.
Turn 132, 425 AD: Turfan will be pacified on the next turn.
Turn 132, 425 AD: Mansa Musa has 120 gold available for trade.
Turn 132, 425 AD: Clearing a Forest has created 30 ℤ for Beshbalik.
Turn 132, 425 AD: Your Catapult 5 (Beshbalik) has reduced the defenses of Ning-hsia to 42%!
Turn 132, 425 AD: Your Catapult 7 (Beshbalik) has reduced the defenses of Ning-hsia to 38%!
Turn 132, 425 AD: Your Catapult 9 (Beshbalik) has reduced the defenses of Ning-hsia to 34%!
Turn 132, 425 AD: Turfan will be pacified on the next turn.
Turn 132, 425 AD: Genghis Khan has 80 gold available for trade.
Turn 132, 425 AD: Mansa Musa has 120 gold available for trade.
Turn 132, 425 AD: You are the worst enemy of Genghis Khan, Dr Evil.
Turn 132, 425 AD: Goldmember is the worst enemy of Gandhi, Joao II, Mansa Musa.
Turn 132, 425 AD: Genghis Khan will trade Compass
Turn 132, 425 AD: Joao II will trade Drama, Machinery
Turn 132, 425 AD: Mansa Musa will trade Civil Service, Drama, Feudalism, Machinery, Theology
Turn 132, 425 AD: Joao II will trade Cow, Iron
Turn 132, 425 AD: Mansa Musa will trade Cow
Turn 132, 425 AD: Will Trade Map: Mansa Musa
Turn 132, 425 AD: Will Sign Peace Treaty: Genghis Khan
Turn 132, 425 AD: Boston will grow to size 4 on the next turn.
Turn 132, 425 AD: Beshbalik will grow to size 6 on the next turn.
Turn 132, 425 AD: Old Sarai will grow to size 5 on the next turn.
Turn 132, 425 AD: Karakorum will grow to size 3 on the next turn.
Turn 132, 425 AD: Eystein the Wise (Great Spy) has been born in Washington (Austin Powers)!
Turn 132, 425 AD: Genghis Khan has founded Otrar in a distant land.
Turn 132, 425 AD: Genghis Khan converts to Christianity!
Turn 132, 425 AD: Rene Descartes (Great Scientist) has been born in Guimarães (Joao II)!

Turn 133, 450 AD: Boston has grown to size 4.
Turn 133, 450 AD: Beshbalik has grown to size 6.
Turn 133, 450 AD: Old Sarai has grown to size 5.
Turn 133, 450 AD: Karakorum has grown to size 3.
Turn 133, 450 AD: Turfan has been pacified.
Turn 133, 450 AD: Dr Evil has 50 gold available for trade.
Turn 133, 450 AD: Your Catapult 11 (Beshbalik) has reduced the defenses of Ning-hsia to 30%!
Turn 133, 450 AD: Your Catapult 12 (Old Sarai) has reduced the defenses of Ning-hsia to 26%!
Turn 133, 450 AD: Your Catapult 5 (Beshbalik) has reduced the defenses of Ning-hsia to 18%!
Turn 133, 450 AD: Your Catapult 4 (Beshbalik) has reduced the defenses of Ning-hsia to 14%!
Turn 133, 450 AD: Your Catapult 7 (Beshbalik) has reduced the defenses of Ning-hsia to 10%!
Turn 133, 450 AD: Your Catapult 9 (Beshbalik) has reduced the defenses of Ning-hsia to 6%!
 
Time to run scientists in wash. We probably want to farm over the cottages there at some point too.
 
So city builds??

Wash - wealth - run scientists. Keep the spy too?
NY - HE
Boston - Sis
OS Library
Besh - Settler after chop. - Run engineer.
Kara/Sam granary
Turfan culture
Phil wealth.

Are we agreed on these?

Settler? What to do?
We need to see defenders in his new city.

Anything I have missed??
 
So city builds??

Wash - wealth - run scientists. Keep the spy too? I'd ditch the spy, we need scientists from here on out if possible.
NY - HE
Boston - Sis
OS Library
Besh - Settler after chop. - Run engineer.
Kara/Sam granary
Turfan culture
Phil wealth.

Are we agreed on these? Everything else there looks good.

Settler? What to do?
We need to see defenders in his new city. One keshik and one spear will be defending. The same units that were escorting the settler 2 turns ago. The keshik may try to come towards OS or Besh and pillage now that the city is settled like they did last time he settled there. Our 2-move GG spear in Besh should be able to quash that though.

Anything I have missed??

We may be able to steal workers with HAs next turn after we take his city and the culture recedes. It depends on where he moves them next turn.

Our best HA is 42.5% against the axe in NS. If he doesn't reinforce we can take that city with 1-2 losses. We probably need 5 HA to be safe since he can whip there. We will have to see what's there next turn.
 
Okay I will get on and play. Back in 10 mins or so. I will uopdate thread. Settler can stay put till spy can see what is there.
 
Oh the settler, there are two immediate options that i see.

1) We can raze NS and Tabriz and resettle in a much better location that gets wheat and iron. 1S of iron looks nice. Pretty good production city long-term, and we only pay maintenance on 1 good city vs two mediocre cities. We also will have a bit less border tension with Joao there as Tabriz will be fighting Leiria for tiles.

2) Settle the FP cottage spot over by Philly. It may be awhile before we have workers to cottage them though, so i don't really like that one just yet.

Also, maybe we can wipe out these 2 GK cities, take peace for Compass leaving him with that new city, and then after 10 turns hopefully it will be size 2 so we can re-declare and capture it. It's really not that bad of a spot if you farm the FP and a couple of the river grassland tiles. It will leave him with metal for 10 turns though. Can we make peace for Compass after we take all of his cities??
 
Okay he has 5 defenders. 2 workers moved inside his other city. He has a roaming spear near his new city.

His 2 KK have vanished somewhere. Will attack city now using cr2 pults. Results incoming. Nervous but exciting times.
 
Oh the settler, there are two immediate options that i see.

1) We can raze NS and Tabriz and resettle in a much better location that gets wheat and iron. 1S of iron looks nice. Pretty good production city long-term, and we only pay maintenance on 1 good city vs two mediocre cities. We also will have a bit less border tension with Joao there as Tabriz will be fighting Leiria for tiles.

2) Settle the FP cottage spot over by Philly. It may be awhile before we have workers to cottage them though, so i don't really like that one just yet.

Also, maybe we can wipe out these 2 GK cities, take peace for Compass leaving him with that new city, and then after 10 turns hopefully it will be size 2 so we can re-declare and capture it. It's really not that bad of a spot if you farm the FP and a couple of the river grassland tiles. It will leave him with metal for 10 turns though. Can we make peace for Compass after we take all of his cities??

Not moved settler as i didn't know what roaming units awaited it. Let me do the attack. Option 1 sounds good. Option 2 requires some worker turns.
 
We lost first 2 pults. Next 2 pults lived. We lost a third pult at 90% odds. The remaining melee units lived to tell the tale.

We have a great general to use somewhere.

I think we should fork his 2 remaining cities and place 1 HA on his iron. I doubt he has worked the other Iron that quickly.
 
JoaII will trade machinery and Drama for CS and Music. I think we should do this.
 
Yeah i think we can pull the trigger on that trade. Since we don't plan to fight Joao and can benefit from him killing GM and ShakaEvil units, giving him Bureau and maces is good, and we definitely need machinery.

Can you upload either at the end of this turn or the beginning of the next one so i can check out the battlefield?
 
I'll do trade and post save as a few things to talk about.
 
Note GK two kk units below his city. Where are they going?

We can fork his cities so our 9 HA could attack either city? JoaII still has a romaing settler.

See what you think. None of the HA attacked his cities.

Spoiler :
Here is your Session Turn Log from 450 AD to 475 AD:

Turn 133, 450 AD: Boston has grown to size 4.
Turn 133, 450 AD: Beshbalik has grown to size 6.
Turn 133, 450 AD: Old Sarai has grown to size 5.
Turn 133, 450 AD: Karakorum has grown to size 3.
Turn 133, 450 AD: Turfan has been pacified.
Turn 133, 450 AD: Dr Evil has 50 gold available for trade.
Turn 133, 450 AD: Your Catapult 11 (Beshbalik) has reduced the defenses of Ning-hsia to 30%!
Turn 133, 450 AD: Your Catapult 12 (Old Sarai) has reduced the defenses of Ning-hsia to 26%!
Turn 133, 450 AD: Your Catapult 5 (Beshbalik) has reduced the defenses of Ning-hsia to 18%!
Turn 133, 450 AD: Your Catapult 4 (Beshbalik) has reduced the defenses of Ning-hsia to 14%!
Turn 133, 450 AD: Your Catapult 7 (Beshbalik) has reduced the defenses of Ning-hsia to 10%!
Turn 133, 450 AD: Your Catapult 9 (Beshbalik) has reduced the defenses of Ning-hsia to 6%!
Turn 133, 450 AD: Genghis Khan has 60 gold available for trade.
Turn 133, 450 AD: Mansa Musa has 50 gold available for trade.
Turn 133, 450 AD: Dr Evil has 50 gold available for trade.
Turn 133, 450 AD: You are the worst enemy of Genghis Khan, Dr Evil.
Turn 133, 450 AD: Goldmember is the worst enemy of Gandhi, Joao II, Mansa Musa.
Turn 133, 450 AD: Genghis Khan will trade Compass
Turn 133, 450 AD: Joao II will trade Drama, Machinery
Turn 133, 450 AD: Mansa Musa will trade Civil Service, Drama, Feudalism, Machinery, Theology
Turn 133, 450 AD: Joao II will trade Cow, Iron
Turn 133, 450 AD: Mansa Musa will trade Cow
Turn 133, 450 AD: Will Trade Map: Mansa Musa
Turn 133, 450 AD: Will Sign Peace Treaty: Genghis Khan
Turn 133, 450 AD: Samarqand will grow to size 3 on the next turn.
Turn 133, 450 AD: You have discovered Civil Service!
Turn 133, 450 AD: Christianity has spread in Samarqand.
Turn 133, 450 AD: A Spy has been stumbled upon while operating near the Swingers city of Samarqand!
Turn 133, 450 AD: A Forest has grown near Old Sarai!

Turn 134, 475 AD: New York can hurry Heroic Epic for 1⇴ with 16ℤ overflow and +1⇤ for 10 turns.
Turn 134, 475 AD: Karakorum can hurry Granary for 1⇴ with 8ℤ overflow and +1⇤ for 20 turns.
Turn 134, 475 AD: Samarqand has grown to size 3.
Turn 134, 475 AD: The borders of Turfan are about to expand.
Turn 134, 475 AD: Mansa Musa will trade Nationalism, Paper
Turn 134, 475 AD: Your Catapult 5 (Beshbalik) has reduced the defenses of Ning-hsia to 0%!
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) (5.00) vs Genghis Khan's Swordsman (6.90)
Turn 134, 475 AD: Combat Odds: 31.2%
Turn 134, 475 AD: (Extra Combat: +10%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (City Attack: -45%)
Turn 134, 475 AD: Your Catapult 4 (Beshbalik) has caused collateral damage! (4 Units)
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) is hit for 23 (77/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) is hit for 23 (54/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) is hit for 23 (31/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) is hit for 23 (8/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) is hit for 23 (0/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman has defeated Austin Powers's Catapult 4 (Beshbalik)!
Turn 134, 475 AD: Your Catapult 4 (Beshbalik) has died trying to attack a Swordsman!
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) (5.00) vs Genghis Khan's Swordsman (6.90)
Turn 134, 475 AD: Combat Odds: 31.2%
Turn 134, 475 AD: (Extra Combat: +10%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (City Attack: -45%)
Turn 134, 475 AD: Your Catapult 7 (Beshbalik) has caused collateral damage! (4 Units)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 17 (83/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) is hit for 23 (77/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) is hit for 23 (54/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 17 (66/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) is hit for 23 (31/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 17 (49/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) is hit for 23 (8/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) is hit for 23 (0/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman has defeated Austin Powers's Catapult 7 (Beshbalik)!
Turn 134, 475 AD: Your Catapult 7 (Beshbalik) has died trying to attack a Swordsman!
Turn 134, 475 AD: Austin Powers's Catapult 1 (New York) (5.00) vs Genghis Khan's Swordsman (5.41)
Turn 134, 475 AD: Combat Odds: 59.4%
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +10%)
Turn 134, 475 AD: (City Attack: -45%)
Turn 134, 475 AD: Your Catapult 1 (New York) has caused collateral damage! (3 Units)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 18 (64/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 18 (46/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 1 (New York) is hit for 21 (79/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 18 (28/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 1 (New York) is hit for 21 (58/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 1 (New York) is hit for 21 (37/100HP)
Turn 134, 475 AD: Your Catapult 1 (New York) has withdrawn from combat with a Swordsman!
Turn 134, 475 AD: Austin Powers's Catapult 2 (Beshbalik) (4.70) vs Genghis Khan's Axeman (4.37)
Turn 134, 475 AD: Combat Odds: 80.3%
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (City Attack: -45%)
Turn 134, 475 AD: Your Catapult 2 (Beshbalik) has caused collateral damage! (2 Units)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 19 (51/100HP)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 19 (32/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 2 (Beshbalik) is hit for 20 (74/100HP)
Turn 134, 475 AD: Your Catapult 2 (Beshbalik) has withdrawn from combat with a Axeman!
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) (5.00) vs Genghis Khan's Swordsman (4.11)
Turn 134, 475 AD: Combat Odds: 93.0%
Turn 134, 475 AD: (Extra Combat: +10%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (City Attack: -20%)
Turn 134, 475 AD: Your Catapult 9 (Beshbalik) has caused collateral damage! (2 Units)
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) is hit for 22 (78/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) is hit for 22 (56/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 17 (32/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) is hit for 22 (34/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) is hit for 22 (12/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) is hit for 22 (0/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman has defeated Austin Powers's Catapult 9 (Beshbalik)!
Turn 134, 475 AD: Your Catapult 9 (Beshbalik) has died trying to attack a Swordsman!
Turn 134, 475 AD: Austin Powers's Catapult 10 (Karakorum) (5.00) vs Genghis Khan's Axeman (3.25)
Turn 134, 475 AD: Combat Odds: 98.3%
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +5%)
Turn 134, 475 AD: (City Attack: -20%)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 20 (30/100HP)
Turn 134, 475 AD: Your Catapult 10 (Karakorum) has withdrawn from combat with a Axeman!
Turn 134, 475 AD: Austin Powers's Axeman 2 (New York) (5.50) vs Genghis Khan's Swordsman (2.59)
Turn 134, 475 AD: Combat Odds: 99.5%
Turn 134, 475 AD: (Extra Combat: -10%)
Turn 134, 475 AD: (Extra Combat: +10%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (Combat: -50%)
Turn 134, 475 AD: (Combat: +25%)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 20 (12/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 20 (0/100HP)
Turn 134, 475 AD: Austin Powers's Axeman 2 (New York) has defeated Genghis Khan's Swordsman!
Turn 134, 475 AD: Chandragupta Maurya (Great General) has been born in Turfan (Austin Powers)!
Turn 134, 475 AD: Your Axeman 2 (New York) has destroyed a Swordsman!
Turn 134, 475 AD: Austin Powers's Axeman 1 (Old Sarai) (5.50) vs Genghis Khan's Spearman (2.40)
Turn 134, 475 AD: Combat Odds: 99.5%
Turn 134, 475 AD: (Extra Combat: -10%)
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (Combat: -50%)
Turn 134, 475 AD: Genghis Khan's Spearman is hit for 24 (26/100HP)
Turn 134, 475 AD: Genghis Khan's Spearman is hit for 24 (2/100HP)
Turn 134, 475 AD: Genghis Khan's Spearman is hit for 24 (0/100HP)
Turn 134, 475 AD: Austin Powers's Axeman 1 (Old Sarai) has defeated Genghis Khan's Spearman!
Turn 134, 475 AD: Your Axeman 1 (Old Sarai) has destroyed a Spearman!
Turn 134, 475 AD: Austin Powers's Axeman 3 (Old Sarai) (5.50) vs Genghis Khan's Axeman (2.12)
Turn 134, 475 AD: Combat Odds: 99.8%
Turn 134, 475 AD: (Extra Combat: -10%)
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (Combat: -50%)
Turn 134, 475 AD: (Combat: +50%)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 20 (5/100HP)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 20 (0/100HP)
Turn 134, 475 AD: Austin Powers's Axeman 3 (Old Sarai) has defeated Genghis Khan's Axeman!
Turn 134, 475 AD: Your Axeman 3 (Old Sarai) has destroyed a Axeman!
Turn 134, 475 AD: Austin Powers's Axeman 5 (New York) (5.50) vs Genghis Khan's Axeman (1.87)
Turn 134, 475 AD: Combat Odds: 99.9%
Turn 134, 475 AD: (Extra Combat: -10%)
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +5%)
Turn 134, 475 AD: (Combat: -50%)
Turn 134, 475 AD: (Combat: +50%)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 21 (4/100HP)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 21 (0/100HP)
Turn 134, 475 AD: Austin Powers's Axeman 5 (New York) has defeated Genghis Khan's Axeman!
Turn 134, 475 AD: Your Axeman 5 (New York) has destroyed a Axeman!
Turn 134, 475 AD: Austin Powers's Spearman 5 (Beshbalik) (4.80) vs Genghis Khan's Swordsman (2.32)
Turn 134, 475 AD: Combat Odds: 98.4%
Turn 134, 475 AD: (Extra Combat: -20%)
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +10%)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 18 (7/100HP)
Turn 134, 475 AD: Austin Powers's Spearman 5 (Beshbalik) is hit for 21 (79/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 18 (0/100HP)
Turn 134, 475 AD: Austin Powers's Spearman 5 (Beshbalik) has defeated Genghis Khan's Swordsman!
Turn 134, 475 AD: Your Spearman 5 (Beshbalik) has destroyed a Swordsman!
Turn 134, 475 AD: You have captured Ning-hsia!!!
Turn 134, 475 AD: You have discovered Drama!
Turn 134, 475 AD: You have discovered Machinery!
 
He has axe,archer and 2 workers in NS. A worker was also below this city.
Edit
Lot of city micro to do. Kara can grab back food.
Turfan borders have now popped. It can run the mine.

Kara - It could run food resource over horse. We need to consider slow building granary or whipping it.

Our captured GK city has a settled priest. Nice extra 5 gold and 2 hammers on top of the copper. Sweet.
 
OK, I'd say move our 6 HAs from the main stack onto the iron and prepare to take that city next turn. You can move one first if you want just to make sure the city is still vulnerable, but i imagine it will be.

Healthy cat from main stack that still have a move goes 2S to join our mini stack there. They can move out for Tabriz next turn with 3 cats, 2 HAs, 1 axe, 1 spear. Other units can catch up a turn later if needed. That will give the 3 cats one turn to bombard his 20% away.

Any HAs that aren't needed to take NS next turn can join that mini stack on the way to Tabriz as well.
 
HE will likely whip one unit. His KK can't reach the city anyway. He can only whip archers.

Do we use great general on one of the units. Maybe upgrade an axe to a cr3 mace 2mp?
 
Our GG needs to go to NY to get 5xp trebs IMO. Next one can go to a unit or something if we want. Trebs are going to be the key. We certainly need a handful of maces, a couple pikes, and maybe a couple Xbows, but trebs will do the heavy lifting and even our axes will be able to take out some defenders once the trebs are finishes doing their work.

Where are the settlers? I see one in NY, but for some reason i was thinking we had another. We need to get it up to Leiria asap so that we can settle that spot after razing cities before Joao does. It should be safe moving through Portuguese territory as long as we don't get it too close to the front line. Looks like 4-5 turns to get to that spot depend on what shape Joao's road network is in up there. I don't see roads all the way to Leiria but he may have build them since the last time we had visibility on those tiles.
 
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