Turn 146
Some trades we received:
![[Image: 2JFwVaB.jpg]](https://i.imgur.com/2JFwVaB.jpg)
![[Image: 3IBnoM5.jpg]](https://i.imgur.com/3IBnoM5.jpg)
I said yes to TBS, and no to Commodore. Happiness isn't an issue for us right now, but if you think it's worth going for in the future... I'm guessing gold is found on the distant lands and Commodore is trying to play nice by offering it to us for so cheap. If we needed happiness I'd probably go for it.
It dawns on me that I've been forgetting to check events the last few turns.
Guilds is in! Our workshops are bigger, our market is done at Kim and earning another 14gpt. We have 3 missionaries running into foreign lands, and we'll find some more homes for them in the next few turns. (I'm trying to avoid giving culture to towns on our border!) Kim immediately started on a Grocer, but it is 9 turns away. Everything else went for Knights
![[Image: TO56haS.jpg]](https://i.imgur.com/TO56haS.jpg)
The capital has a chop going in to allow a 1-turn knight. And I could have had many of those farther along if I had swapped all those builds over to horse archers or chariots like I was trying to do.
And the bulk of what I was thinking about:

Realized that Kim was on a hill and so he could see into it -- kind of realized that by also seeing some 2-movers heading north. So I pulled too much out of the city in response, and I'll probaly have to move the CKNs back in -or at least to another tile that Gaz has sight on. 1-movers just can't stage without Gav seeing it coming until we get Engineering. 2-movers do have a space, marked on the map. Right now we have 10 HA and 4 chariots. Which with Gav's barebones defense is good enough for now - but who knows how things will change over 2 turns? At least we'll not have to worry about fresh-whipped longbows if we take the 2nd half of the turn.
Note that the 1-movers can reinforce directly into a captured city after we get Engineering.
On the naval side there just isn't a good route to come in at that can also hit Heliopolis the next turn. There's 1 tile in range that Gav doesn't have sight on -- but it is 3 turns away from where our galleys currently are at. I dont' think that's worth delaying 3 turns for. So we might as well just keep them a turn behind, not optimal but not risking the capital over.
Finally, we get a prize next turn:

I think we should swap them all over to merchants next. That will probably be better for the tech rate overall, but also because we want a golden age with the next person.
Unless we get an artist ... then we send him south
Some trades we received:
![[Image: 2JFwVaB.jpg]](https://i.imgur.com/2JFwVaB.jpg)
![[Image: 3IBnoM5.jpg]](https://i.imgur.com/3IBnoM5.jpg)
I said yes to TBS, and no to Commodore. Happiness isn't an issue for us right now, but if you think it's worth going for in the future... I'm guessing gold is found on the distant lands and Commodore is trying to play nice by offering it to us for so cheap. If we needed happiness I'd probably go for it.
It dawns on me that I've been forgetting to check events the last few turns.
Guilds is in! Our workshops are bigger, our market is done at Kim and earning another 14gpt. We have 3 missionaries running into foreign lands, and we'll find some more homes for them in the next few turns. (I'm trying to avoid giving culture to towns on our border!) Kim immediately started on a Grocer, but it is 9 turns away. Everything else went for Knights
![[Image: TO56haS.jpg]](https://i.imgur.com/TO56haS.jpg)
The capital has a chop going in to allow a 1-turn knight. And I could have had many of those farther along if I had swapped all those builds over to horse archers or chariots like I was trying to do.
And the bulk of what I was thinking about:

Realized that Kim was on a hill and so he could see into it -- kind of realized that by also seeing some 2-movers heading north. So I pulled too much out of the city in response, and I'll probaly have to move the CKNs back in -or at least to another tile that Gaz has sight on. 1-movers just can't stage without Gav seeing it coming until we get Engineering. 2-movers do have a space, marked on the map. Right now we have 10 HA and 4 chariots. Which with Gav's barebones defense is good enough for now - but who knows how things will change over 2 turns? At least we'll not have to worry about fresh-whipped longbows if we take the 2nd half of the turn.
Note that the 1-movers can reinforce directly into a captured city after we get Engineering.
On the naval side there just isn't a good route to come in at that can also hit Heliopolis the next turn. There's 1 tile in range that Gav doesn't have sight on -- but it is 3 turns away from where our galleys currently are at. I dont' think that's worth delaying 3 turns for. So we might as well just keep them a turn behind, not optimal but not risking the capital over.
Finally, we get a prize next turn:

I think we should swap them all over to merchants next. That will probably be better for the tech rate overall, but also because we want a golden age with the next person.
Unless we get an artist ... then we send him south
Suffer Game Sicko
Dodo Tier Player
Dodo Tier Player
