1. Do we think dtay has commandos? He's only threatening horseradish (engine) and pickle Quentin (casing) and that isn't for a couple of turns (edit: if he does have commandos, so we should be able to reinforce them easily).
2. I wonder if capture gold and the merchant who will get 2900 gold next turn might let us finish the techs we need a turn earlier. Will check how many beakers short we are at present.
3. The cap has a decent stash of ~10 junk units in it, but I think the defenders from our thruster cities should join too. Three transports isn't scary...
4. Our spies are all in place and can still use dtay's railroads to make their way to TBS' lands. But it's risky because our transports are trapped between TBS and dtay's fleets...
2. I wonder if capture gold and the merchant who will get 2900 gold next turn might let us finish the techs we need a turn earlier. Will check how many beakers short we are at present.
3. The cap has a decent stash of ~10 junk units in it, but I think the defenders from our thruster cities should join too. Three transports isn't scary...
4. Our spies are all in place and can still use dtay's railroads to make their way to TBS' lands. But it's risky because our transports are trapped between TBS and dtay's fleets...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld