Is that character a variant? (I just love getting asked that in channel.) - Charis

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Turn Reporting Thread

Looks a lot like there will be also a sea invasion. This is hopefully good for us. We might lose some of our coastal cities, but if they split their forces land invasion will be weaker. After converting to Police State+Nationhood it might take 3T to get to Engineering.

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At the end of turn we got Great Merchant. Trade Mission would be good idea, but we really can't afford to move him far. Maybe just go staright to TEAM city near border to fund us to Enginerring and possibly help us to get to Guilds/Gunpowder after that.

Screenshots from the turn:

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Power graph after ending turn:
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No new gifts this turn. Gillette's power didn't raise during 3M's turn.
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Looks a lot like they'll have a big naval operation coming. I've hard time finding draftable cities. Decided to make another draft in Salty Dog and Weissbier. Gonna whip Barracks there after this and then probably leave them alone. I'll send the Merchant to nearest city of TEAM so that we can finish Engineering next turn.

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I did the trade mission and finished Engineering.


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Set HBR tentatively as next tech and I'm going to build some trirerems after all.
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Still waiting for Pirates, but here is the naval stack.

My current plans in the area
* OTR - Draft Mace, Whip Castle, move all maces on range in => 6 maces, axe and spear. This should be enough to keep city safe. I won't focus any further troops here. We could consider doing with just 5 maces to tempt them attack (my gut feeling is they would havepretty bad odds) and have more defenders in the north just in case their boats are empty
* Cuba Libre - Finish Archer and possibly upgrade to X-Bow the turn after. I need to make sure we get that Iron improved on time. Currently there are Axe and Mace. We could consider upgrading also Mace. It would be great if they go against this city. It should delay them getting anything better
* Gin Tonic Draft and whip trireme - I think we probably lose this city. I'll try to focus on keeping White Russian
* White Russian Draft and whip trireme (alternatively just whip and Draft WIFOM)

We'll get fourth trireme out from Weissbier and we have also Galle and possibly can finish 1-2 more in time to face their stack in defensive position and deny access towards weissbier.

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Cities:

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Heavy drafting/slaving. We need hereditary rule right after this phase.
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As you can see I decideed to upgrade our Axe to Mace in OTR. Odds of that city falling are very low.
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