I loded the 5th Ei with 1 rifle, 1 cannon and 2 cavs.
No news on Quat units. They even have a stack of workers parked in their Capital and some unimproved tile in their home Island.
I will wait until the turn timer is around -20 (around tomorrow late afternoon for me) to make my moves.
If anything new happens i will stick to my plan to delay the invasion by 1 turn. I will move the 4 EIs next to Aldebaran and keep the new one where it is now.
I kept 2 cavs on the ferry point, moved the ones which can't find room toward the fort. 2 will remain there, the rest down to Aldebaran.
The 3 cannons and the rifle now out of moves will be loaded, so the EI carrying them can go both to Aldebaran or to the Mavs Island. In any case they can move faster by sea.
I switched the builds to rifles instead of cavs. We have enough of them for now and Quat has many rifles loaded. I suppose you remember rifles have a bonus against cavs, so those are uneffective against them. I moved also the Mace, since we can't upgrade it and close Corps in 2 turns.
We need more frigates. Initially for Mavs but also to cover the Anjennida point.
I need a clarification about the rules during war.
i write what i know, please correct me if i'm wrong.
The attacker can move in the first half of the turn, the defender in the second
this implies that if Quat want declare on us, they must do it in the first half of the turn
this implies also that we can make our war moves in the first half if we go against Mavs and in the secong half if against Quat.
but what if after we repel the invaders we start invading their homeland?
technically they will remain the attackers, since they declared, but actually they will be defending... not so clear
ah and yes,
a fort on Comet can be useful. it will complement well the other one.