Turn 150
Traditional turn for a state of the union. You aren't getting that.

I interrupted OH playing the turn, so this is not the before picture, but after some collateral has been used (CKN or trebs I don't know). I count 2 Xbows, 7 axes, 2 archers, 4 warriors and a catapult. 16 units to defend with.

OH has a minimum of 12 CKN, 3 swords and 3 chariots to attack with, potentially plus the galleon (and a galley hidden in the fog we later see). So we know that OH has enough units to take the city.

Which he does, in good time, using the chariots to kill the final few warriors. He lost a few swords, Xbows and siege units in this war, and he needs to heal and reposition to threaten me. I'm not that concerned about him attacking in the next 5 turns now, he needs to move units, heal them (about 3-4 turns combined), load them on boats and position to attack (another 2-4 turns). By then I'll have Guilds and a good chunk of knights, enough to only lose a few peripheral cities to an amphibious invasion, nothing core.

GP roll at eot.

OT4E doesn't have Guilds...so I'm slowing tech to not finish Feud this turn. Next turn I can research at 100% to finish Feudalism and should be able to finish Guilds eot152 with 3 people knowing it. I'm hoping to have about 150 gold left in the bank, but that's a guess. Gav got an 18 score increase in the middle of the turn, so he either bulbed Gunpower with a GE that just popped or he took Astro, I expect Astro. Max tech is now 615bpt, close to the end of GA figures. Compass and Optics combined come to around 180% of the science slider, so Optics eot157 should be easy.
Traditional turn for a state of the union. You aren't getting that.

I interrupted OH playing the turn, so this is not the before picture, but after some collateral has been used (CKN or trebs I don't know). I count 2 Xbows, 7 axes, 2 archers, 4 warriors and a catapult. 16 units to defend with.

OH has a minimum of 12 CKN, 3 swords and 3 chariots to attack with, potentially plus the galleon (and a galley hidden in the fog we later see). So we know that OH has enough units to take the city.

Which he does, in good time, using the chariots to kill the final few warriors. He lost a few swords, Xbows and siege units in this war, and he needs to heal and reposition to threaten me. I'm not that concerned about him attacking in the next 5 turns now, he needs to move units, heal them (about 3-4 turns combined), load them on boats and position to attack (another 2-4 turns). By then I'll have Guilds and a good chunk of knights, enough to only lose a few peripheral cities to an amphibious invasion, nothing core.

GP roll at eot.

OT4E doesn't have Guilds...so I'm slowing tech to not finish Feud this turn. Next turn I can research at 100% to finish Feudalism and should be able to finish Guilds eot152 with 3 people knowing it. I'm hoping to have about 150 gold left in the bank, but that's a guess. Gav got an 18 score increase in the middle of the turn, so he either bulbed Gunpower with a GE that just popped or he took Astro, I expect Astro. Max tech is now 615bpt, close to the end of GA figures. Compass and Optics combined come to around 180% of the science slider, so Optics eot157 should be easy.