I thought i would start a new thread as the other one was getting a bit big. I tihnk about 10 ten per thread is a good number. Turn 70, 1300BC Well its been 10 turn since i took over and were still here and nothing falling apart (amazingly ), although i feel its more a case of good luck rather than good management . Anyway i think this would be a good time for a bit of a review and forward planning. First things first Never Again builds MW starts another one. Sugar builds barracks, start MW Crunch buils spear, start another. Sci reduced for from 80% to 70% (no effect on poly, which is due in 8) 205g and 0gpt Now our previous success has inspired some caution in TNT's play, our MW had a look and found 2 immo's fortifed in the jungle. I chose not to attack because unlike the hill situation earlier our MW's would need to move a square before attack meaning even if they withdrew from battle they would still be left next to the immo's, hence it was too much of a risk. I fortied the warrior to see if we can bait the immo off the mountain. Given the river crossing the warrior has a 25% chance if attacked so he would do some damage. I think we shouldn't expect anymore straight forward battles with TNT, we showed them last time our MW's can do lots of damage and so far they seemed to have learnt that lesson, so expect a lot of tactical positioning and manouving to take place from now on, a bit like a good game of chess. At the end of the day though we have the advantage, because our 2MP means we can pick and choose our battles. Next on the agenda, city placements. You will note i've put down 8 possiblities both from the east and west side of our empire. Now i will explain some of the logic of the choices. A and E would be good production cities, but for the moment the danger from the immo's is too great to go there straight away, once we've cleared some of them we should build there. G is a inbetween city that helps us link up the furs and should provide good growth and commerce. I don't think we need to put it on the hill as its behind the front lines and the hill would be good to have for production in the future. F will link up the furs. It should also provide good growth (2 fish, sugar), good production (iron on hill, bg and plains) and good commerce (river, wines) so it should be able to overcome corruption losses due to its distance from springfield. H is a good spot because it has 2 fish and 2 whales (with expansion) and it is a long way from the front lines but fairly close to springfield. It could become a naval production centre in the future. D again is a bit of an inbetween city. Its close to springfield and has wine and sugar (with expansion) in its radius. C is another good production location for military units and with the river should overcome corruption with the extra commerce generated. B expands our border northward and gives us a city with good growth potential and would serve as a link to cities further north. My order of settlement would be G-F-C-H-D-B but i would interupt the sequence to put in A and E if and when we clear the immediate danger from the area. And finally to our warplans (nearly finished ) As you can see our GS squad is making it way up the east coast sweeping for any stray immos and making their way to the rally point. I'm assuming TNT have kept their immo on the mountain (it is a good idea but who know with them). Hopefully our WC squad can make quick work of the immos and we can use them to try to get the immo off the mountain so the GS squad gets to surprise TNT. If not i would favour using the GS squad as a carrot to try to get the defences over to that side while our CR squad makes its way up the west coast and hit semtex and carpetbomb to become the big stick. With expansion we will need a second defensive MW squad so we can cover all our cities. Thats all for the moment, i look forward to all your hints, tips and suggestions.