T130 -
England built the Taoist shrine. Why not give the prophet to Krill?
Diplo weirdness - Now we have peace between Carthage and the Incans.
Good news: I didn't notice, but PAT doesn't have Gunpowder, so no Cuirassiers yet.
Bad news: Carthage has resettled:
That city could be killed straight up via a 1-move with 17 Cuirassiers or like 20 Knights, loosing hardly any units. That may not be the best use of hammers, but just saying. That garrison btw is basically the same units that have been hanging around for a few turns now.
I think we should plant these two places, and can probably hold them ourselves. We would want to keep the mace sentry with the asterisk and chop the X forest above him, probably add a pike there too. The other mace (in the east, above the WC that may die next turn).
Speaking of that WC, two interesting military items in this picture. The first in the WC, which may (probably is?) be bait. My guess is there is a pike behind it. If there isn't we're good and we'll put our mace on that tile next turn. If there is then the pike will hold the tile next turn when Krill plays first. We could kill the WC easy, promote to shock, and hope there is only one pike that will wound itself taking the tile, but I'd rather not potentially loose a valuable knight to fight over a sentry tile we don't really need - we have visibility six tiles south of our city already. If we found down there we'll take cats and fast workers and just kill whatever they've put there.
The second item is a
barbarian horse archer. Not only that, the barb horse archer I almost didn't even see since you apparently don't get "enemy spotted" messages from 2-move barbs. Anyways, I killed it (and almost felt bad as I've never seen one before).
In the northwest I realized Kyan may kill our sentry chariot with his sentry HA, which would be annoying. I moved our longbow to at least be able to get revenge, but we should probably send a better unit up there to guard the chariot, so I sent our lone 1-promo HA, which will arrive in a few turns.
I've not ended turn since sooooo hasn't moved workers yet. There are about 10 in-game hours left, so if soooo can't get to them it would be great if regoarrarr or darrell could. I'd also like Byzantium to login again and give us some more gold - we only have enough to research Chem at 80%.
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Action items:
1) Someone want to take a stab at a peace proposal?
2) Bump on the NAP diplo. Firm deals would be ideal, and maybe a "no killing sentries" NAP with Babylon? Frankly that should benefit them more than us. I can't overstate how bad it would be if, say, Ruff switched sides and said "sorry guys, but we really didn't have a real NAP."
3) Maybe we should email Portugal and let them know we now plan to settle our southern spot ourselves. We may also want to ask Ruff about the Sugar spot, though Ruff shouldn't fight us hard considering I think we're more than pulling our weight here.
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@soooooo - In case I skipped turn on any of them, there are 9 unmoved workers and 1 unmoved missionary. I also queued up Research in two non-military cities.