Turn 210
Mack is definitely retreating:
![[Image: t210_mack_leaving.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t210_mack_leaving.JPG)
Happy news. Here's waht I meant by his wide open south seas:
![[Image: t210_mack_southseas.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t210_mack_southseas.JPG)
4 useful cities defended by a combined 2 archers, 1 Knight, 1 Jan. Still though, peace is the way at the moment. Globally, Commodore and dtay made a deal:
![[Image: t210_comm_dtay_pact.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t210_comm_dtay_pact.JPG)
Hm. DP really doesn't have a lot of teeth, but the threat of trashing routes is the actual pain. I kinda doubt this has a real impact, but we'll see with time I guess.
As you can also see, I have 2 very safe sources of coal. Less than I would have guessed given how much land I have, actually. Also, that CKN killed my Grenadier at 6% odds. Hilarious.
Just one city went down this turn:
![[Image: t210_capture.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t210_capture.JPG)
Rather than burn, I pressed the shiny liberate button again.
![[Image: t210_liberate.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t210_liberate.JPG)
The rationale:
1) Would like Azza to remain very friendly with me
2) Maybe Azza will rebuild this city so it's much more useful when I capture it 50T from now.
Next I'll sail some of these units west and clean up the rest of Lewwyn's islands. I think I'll mostly just liberate from here on out. I don't think there's any left that I'm likely to keep. If nothing else, the capture gold is genuinely useful.
![[Image: t211_colts.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t211_colts.JPG)
Weird things happening here, allow me to explain. I'd like to make a run at the Pentagon. I'm going to get to Assembly Line at least 1T, possibly 2 full turns before mackoti. Unfortunately, mackoti is in a golden age, so I'm pretty sure he can beat me to the Pentagon just by nature of boosted production. However, at worst the fail gold will be very useful, and at best I might just get a coin flip. Anyway, I'm trying to bank some overflow here, hence the weird tile assignments. I do actually need to do the math, because there's a real chance I'm better off overflowing into a 1T factory, THEN starting on the Pentagon. I'm going to get some workers into position to pave over a couple of those farms for additional workshops too for the mad dash (I'll return them to farms afterwards so I don't starve). We'll see if I can pull it off.
Yes I realize Commodore might get Assembly Line a turn or so before me, but he doesn't have a city with this many hammers OR Ironworks (or Steel for that matter
), so I'm good on that front.
On my discussion earlier on how to crack Lewwyn - I did some very stripped down sims, and it actually looks like I might just be able to get the job done with infantry, cavs, and cannons. It will be bloody and I'll take some serious losses, but I should come out ahead. It just takes so much siege to reduce Str20 infantry down to a range where Str10 Knights and Str14 Rifles can do anything to them - especially when the goal I'm looking at is around 30 infantry bare minimum (and something like 25 cannons and 25 Cavs sounds nice). So that's my tentative aim for now. We shall see. I should be able to produce the gold required for that scale of an upgrade something like 3-4T after completing all the necessary techs.
Mack is definitely retreating:
Happy news. Here's waht I meant by his wide open south seas:
4 useful cities defended by a combined 2 archers, 1 Knight, 1 Jan. Still though, peace is the way at the moment. Globally, Commodore and dtay made a deal:
Hm. DP really doesn't have a lot of teeth, but the threat of trashing routes is the actual pain. I kinda doubt this has a real impact, but we'll see with time I guess.
As you can also see, I have 2 very safe sources of coal. Less than I would have guessed given how much land I have, actually. Also, that CKN killed my Grenadier at 6% odds. Hilarious.

Just one city went down this turn:
Rather than burn, I pressed the shiny liberate button again.
The rationale:
1) Would like Azza to remain very friendly with me
2) Maybe Azza will rebuild this city so it's much more useful when I capture it 50T from now.

Next I'll sail some of these units west and clean up the rest of Lewwyn's islands. I think I'll mostly just liberate from here on out. I don't think there's any left that I'm likely to keep. If nothing else, the capture gold is genuinely useful.
Weird things happening here, allow me to explain. I'd like to make a run at the Pentagon. I'm going to get to Assembly Line at least 1T, possibly 2 full turns before mackoti. Unfortunately, mackoti is in a golden age, so I'm pretty sure he can beat me to the Pentagon just by nature of boosted production. However, at worst the fail gold will be very useful, and at best I might just get a coin flip. Anyway, I'm trying to bank some overflow here, hence the weird tile assignments. I do actually need to do the math, because there's a real chance I'm better off overflowing into a 1T factory, THEN starting on the Pentagon. I'm going to get some workers into position to pave over a couple of those farms for additional workshops too for the mad dash (I'll return them to farms afterwards so I don't starve). We'll see if I can pull it off.
Yes I realize Commodore might get Assembly Line a turn or so before me, but he doesn't have a city with this many hammers OR Ironworks (or Steel for that matter
), so I'm good on that front. On my discussion earlier on how to crack Lewwyn - I did some very stripped down sims, and it actually looks like I might just be able to get the job done with infantry, cavs, and cannons. It will be bloody and I'll take some serious losses, but I should come out ahead. It just takes so much siege to reduce Str20 infantry down to a range where Str10 Knights and Str14 Rifles can do anything to them - especially when the goal I'm looking at is around 30 infantry bare minimum (and something like 25 cannons and 25 Cavs sounds nice). So that's my tentative aim for now. We shall see. I should be able to produce the gold required for that scale of an upgrade something like 3-4T after completing all the necessary techs.

