I had a nightmare last night that I didn't have enough defenders in The Castle and Rego sneaked in and razed it with a bunch of Knights. In reality, because my culture has reclaimed those hills it's pretty safe from a strike, fast or otherwise.
I have a mini-stack protecting a worker who is mining the jungle on hill between The Castle and Green Township. I suspect that Rego is assembling units to hit the stack once the jungle is complete. I have to figure out how to handle this. I can keep the cats on the tile behind the hill but I don't know whether I should thin out or add units to my stack on the turn in question. I'm also bringing over another worker or two to speed up the mine/chop to maybe catch Rego early, if I choose to do so, though that risks giving him more workers to capture and delete.
There is a seperate opportunity for me to hit a worker stack south of Fairfield. Rego has a Jumbo, an axe, a spear and a fast worker on a hill. There is a neutral tile that is roaded and can be used to attack his mini-stack. If I send a cat to weaken the Jumbo to make sure that my maces have odds on the stack, I can hit it with a few maces and maybe send a cheap unit like an axe to kill the last and delete the worker.
In other news, in the far north east, Rego moved 2 Knights to trap Justin Specting who was parked on a coastal forest looking out over the bay for any Indian Galleys. There was nowhere safe to run to but I positioned him such that I had a Jumbo in position to kill the Knight afterwards, and that's how it went down. Rego has decided not to kill the weakened Jumbo with his other Knight (which itself would have been killed as well.)
My borders are reasonably covered though if Rego threw everything together at one point, I might be in a bit of trouble. I estimate my total defensive forces to be about 10 cats, 8 Jumbos, 4 Maces, 3 Horse Archers, 3 Pikes and a Longbow and a Crossbow. It's a bit light for sure. But I have some partially built units in buiild queues around the empire and I have lots of roads in key places so I think I'm ok defensively.
In domestic news, I have a whole bunch of long overdue Forges in production. My production cities are running out of hills to work so I'm going to have to start whipping or cottaging grass. I am giving thought to farming grass at my production cities instead and abusing the whip. I'll have another look next turn.
In alliance news, Daniel has finished Gunpowder and is on Nationalism I think. Kodii is delaying Liberalism until Elkad has a few more beakers wasted in it (I have research visibility on him and he has 6 turns left). We'll have to just take chemistry from Lib and tech our way to Rifling, Steel and maybe Military Tradition. I think Kodii is putting beakers into Printing Press.
In the UTA, Rego is on Printing Press (~8 turns left), Elkad is on Liberalism (6 turns left) and Broker is on Gunpowder, not sure how far away he is. We believe The Lins and Sunrise tp be providing funds. It seems a little strange that 5 civs can support 3 researchers whereas 6 civs can only support 2.
There is also an amusing game of cat and mouse in the channel to my south. Every few turns Elkad seems to have a few caravels and galleys causing trouble and a few turns later Daniel has chased them away. Rinse and repeat. At present, Daniel has a few Caravels in Albuquerque healing after presuably sinking a few red ships.
Oh and one other thing, I'm roading and chopping the forests that are in my culture towards Elkad to open the way for an attack if I so choose. It doesn't look like Rego will allow me to attack Elkad without himself taking the opportunity to attack me so I can't spend too much units to any atttack against him. Though I am sending a spy over to see what he has hiding behind his city. I will also need to bear in mind how many of Rego's units can get to his city in time (I think it's called Sicca or something?) and will need to have enough home to keep Rego at bay.
End of transmission.