1) We have two injured Cuirassiers:Mini-PPP T125-T130 final draft - updates in bolded indigo
General comments
- ~35 Cuirs are produced over 6 turns (agressive scenario but no city is whipped 3 times)
- KK war date (more T131 but we'll see how it goes):
a. T130 DoW with 15/16 Cuirs (+HAs), 6 other Cuirs will already be on the border but with 0/2; OR
b. T131 DoW with 21/22 Cuirs (+HAs), 5 other Cuirs will already be on the border but with 0/2
1) The Woodsman III Axe is by the Dye, but the Medic Axe is 1N of Lalibela.1). The medic Axe is too far away. We could let the 2 wounded Cui stay on the Dye tile to recover.
2). There are only 4 combat HAs to be upgraded, which needs 1 turn of 0% science slider. Distracting to the spice city means less Cuis to KK front. Either send a couple of Cuis there or leave it when we have spare units after the war with KK starts.
in all cities, and unhappiness will be a problem when we switch out of Police State. It is already dangerous in several cities (Case Depart, Sea Horse, Sheepish, Rice Pudding). We cannot capture the other barb Spice city in the immediate future, because we need the Forest chops here to go to the Crabs city.1) The Woodsman III Axe is by the Dye, but the Medic Axe is 1N of Lalibela.
If you move the hurt Cuirassiers this turn, they lose 1.5/2 movement because there is no road on their present tile. They also cannot move directly towards Toledo, due to the Forest Hill. So moving this turn loses a turn of healing for no gain.
Fortifying this turn means that no overall movement is lost (assuming both go directly towards Toledo, on T128) and the Cuirassiers are able to partially heal. 2 Worker turns are used to build the road.
(edit: I assume that the tile 1SW of Addis Ababa will acquire a road by the time we declare.)
These 2 Cuirassiers can arrive the Dye tile on T128, fully healed and move to 2S2E of Toledo on T131 (with a road SW of AA), which means they can attack Toledo on T132. No problem with T131 DOW plan. Even we are ready to DOW on T130, these 2 Cuis has no problem of participating the battles in Madrid. So there's no need to hurry a road on that tile since I'd like some workers to go north for the crab city as fast as possible.
2) I count seven Cuirassiers in our territory. There are five in Lalibela. I don't know how many of these are combat HAs, but at least three have Flanking II.
Any Horse Archers that move from Lalibela ---> Spices will be back in our territory by T131. They would be able to help attack Kublai's second/third ring cities (Barcelona, Madrid), although some will need to heal.
There are also two HAs NW of Lalibela, which will go straight to Kublai.
The Spice city will be poorly defended and our plan is/was to ceasefire with Tokugawa ASAP, due to war weariness.
The Spices grant +1in all cities, and unhappiness will be a problem when we switch out of Police State. It is already dangerous in several cities (Case Depart, Sea Horse, Sheepish, Rice Pudding). We cannot capture the other barb Spice city in the immediate future, because we need the Forest chops here to go to the Crabs city.
I didn't anticipate redeclaring against Tokugawa and would prefer to sign a ceasefire ASAP. That was why I am keen to capture this city now, especially since Toku's troops are likely to be hurt (and it is not likely that he has any Archer of Longbow defenders).
Either send a couple of Cuis there or leave it when we have spare units after the war with KK starts.
These 2 Cuirassiers can arrive the Dye tile on T128, fully healed and move to 2S2E of Toledo on T131 (with a road SW of AA),
I assume Toku's Axe attacked the Spice city. He also had at least 1 HArcher left that moved out of Yeha.
It is possible that the barbs behaved as they did when you stole a Worker, where one Longbow had attacked an AI unit, leaving a solitary defender. It is rare for the AI to completely abandon cities, and not too challenging for an Immortal AI to use 1–2 HAs + 1 Axe to defeat a Longbow.

Yes, sorry, you are right. It does not make a difference.These 2 Cuis can still get 2 turns of healing. A road SW of AA is needed in any case, while a road 1E of Yeha is unnecessary. There's no difference that these 2 Cuis could attend the battles in time, even without the road. The real difference of either way is the worker turns.
Did you wipe out this stack:Even in the best case, Combat HA does not guarantee the success, that's why I suggested at least 1 Cui with some flanking HAs. If we want the city, we'd better prepare for the worse case scenario. 9 Axes vs 4 archers was a plan on the upper part of my nerve.![]()

http://forums.civfanatics.com/showpost.php?p=13171190&postcount=1363
With hindsight, 9 Axemen vs. 4 Archers was totally safe and nothing whatsoever could have gone wrong.![]()

If he gets some luck like thisYou battle luck this time was below normal. 1 cat + 3 HAs + 1 CIII Cui lost to a single CGIII LB without a scratch.![]()
Thanks!The changes sound good.
You know where and how the injured Cuirassiers are going to heal, right?
- Dye Hard should change the Dye ---> Grass Hill.
- Adulis should work the Horse.
2N1E of Aksum
The Taj is still on track?
Will OF the 3pop whip in it next turn, the 2 remaining forests should be chopped within 4/5 turns
Some upgrades could be useful, but they can wait until T129/130 as you say. The only bad upgrades are the Medic I (will receive a GG, ultimately) and the Visibility HArcher (bit pointless, really).
The Crab city is important, but we can think about the micro later. T130 sounds ok to me. An escort would be useful (perhaps a Cuirassier from Rice Pudding). We can determine the exact Worker micro later (an earlier WB means earlier growth, Galleys, further WBs, etc.).
Green light and good luck from me.![]()