RL issue is sorted. Kind of. Enough for me to get back into reporting.
EDIT: Two turn updates in this post due to forgetting I had not done them.
Turn 156


Note the solder points and track it over the next few turns. I'm not even trying to force out military, this is just the empire in idle.
Turn 157

Once Optics come in I have a decent heads up if OH tries to end around and attack WB.
I will have to put a sentry unit on Lewwyns island (that OH is in the process of capturing at some point in the future, but my first aim is to hold this area and then push down to the around between DZ's old start and OH's core cities.)

OH might be over extending. I'm not sure. He doesn't have much there to attack Superorganism.

Lewwyn has 14 units here.

OH has 11 hitters and a treb, plus what is on boats. I don't think it's particularly close: OH can take this, but is going to take losses.

No mouse over, but there are 20 units in Rheims that get deleted after this turn.

Limited defenders around here, no wonder OH was worried and went for knights. It's just that 11, 12, 14, 20 knights over the next few turns aren't that important when I can build an average of 6 per turn if I want.

Same problem.



EDIT: Two turn updates in this post due to forgetting I had not done them.
Turn 156


Note the solder points and track it over the next few turns. I'm not even trying to force out military, this is just the empire in idle.
Turn 157

Once Optics come in I have a decent heads up if OH tries to end around and attack WB.
I will have to put a sentry unit on Lewwyns island (that OH is in the process of capturing at some point in the future, but my first aim is to hold this area and then push down to the around between DZ's old start and OH's core cities.)

OH might be over extending. I'm not sure. He doesn't have much there to attack Superorganism.

Lewwyn has 14 units here.

OH has 11 hitters and a treb, plus what is on boats. I don't think it's particularly close: OH can take this, but is going to take losses.

No mouse over, but there are 20 units in Rheims that get deleted after this turn.

Limited defenders around here, no wonder OH was worried and went for knights. It's just that 11, 12, 14, 20 knights over the next few turns aren't that important when I can build an average of 6 per turn if I want.

Same problem.


