Yeah it must be 2 warriors. I am just surprised of building a warrior in the new city is all.
Anyways the turn rolled, and we have the hindu holy city!
Relief. Borders pop nt. I moved the chap who put 1 turn of mining into the hill (should have labelled that sorry) to do a turn of chopping. The other 2 workers continued their roading. We can pull the closest back to complete the chop NT and get the workboat out.
Hunting is due in 6 turns, archery says 4 after but with the preresquite bonus I am hoping for 3, so 9 turns until we can build archers. We can safely assume that he will not be able to hook the bronze in time I think.
Now out east it is getting interesting...
Lets discuss their tech/soliders. They teched last turn and gained 2k soliders. Either another warrior and something or more likely animal husbandry. I have scanned their land with the mouse and squares that we know of don't have horses on. The only tile that might contain horses will be the riverside grassland 1E of their new settle. (obliviously assuming they teched AH)
This is rapidly gonna develop into a stalemate. Neither of us will be able to declare on the other as we will be teleported off the mega defensive forest hill tile... Note that GJ have played their turn this turn already. We are behind them in the turn order, but we will reach the forest hill 1 turn before them. But we cannot really declare on them as if we lose 1 warrior we will easily be picked off if we found the city. I am not sure what to suggest here. Also I am unsure how they got a promo fully healed warrior... We know they have no barracks, we have all their solider points accounted for.
Eot this turn we put some more hammers into the warrior. Then we chop the workboat to completion. We can overflow and get another war eot 2 turns later. This warrior could be on the tile turn 46 if we use 2 of the workers to road there.
We can put a settler on there turn 46 to settle turn 47 using our current road network, slaving the settler next turn.
There it is written out. However, if we use all 3 workers up there to road, we can get the settler there turn 45, to settle turn 46. I think this is worth it as as you said, there will be limited amounts that they can do currently.
If we follow this, then the 2 workers will finish the chop on the forest turn 41, with the other finishing the forest road. Then they waste a turn moving to that tile whilst the other moves onto the sheep to start roading turn 42. Turn 43 he finishes the sheep road whilst the next 2 then move to road the flatgrass. then 44 they road the flat plains and the settler can reach the hill turn 44. Can we win this settle race? I really do not know. Turn 45 is fairly good for a 2nd city I think, although I do know that with exp boosted it should be faster than base bts. At size 5 they can put 17fhpt into a settler, so a 6 turn settler. Looking back at their graphs we know that their cap built a warrior either turn 37 or 38. Let's be pessimistic and say 37. Then earliest the settler could be out is turn 43, less 1 turn per chop essentially, unless they decide to slave. With a full road network they would be able to get there turn 45, to settle turn 46. That would require roads on the grasshill, and corn, copper and the square 1E of the PH.
So that is being completely pessimistic. I think they actually built the warrior 38, which would give us a turn leeway. I also think that their road system will not be quite as sophisticated as ours so I think they will lose a turn there also. They could gain a turn chopping a forest, but if they do that then they definitely will not have a great road system to put the settler up there. So essentially I am saying that I am fairly confindent that we can win settling that spot. That warrior from MCG will be able to get there to help out in time also.
Saying that they have cleared 4 forests since turn 26. I assume at least one went into the first settler, and a second likely into a worker. I cannot see that more than 2 have gone into a 2nd settler, and I think likely only 1.
Thinking about it after I moved him, I think ronaldo should get up there too. All units will help, if he sits on a tile GJ cannot declare with him sat on that tile.
So essentially:
1) It will be close, but we should win it.
2) I think we should commit those 3 workers to get there a turn earlier.
3) The warriors should all be there
4) I think the scouts should both be up there too, for when it kicks off. It WILL kick off :P
The things I haven't moved are the 2 warriors. Still not quite sure how to play that. Simplest thing would be just to sit there with the 2 warriors. I think that is the safest if we assume that we can win the settle race. If you think we can't (depends how good their road system is, when they started the settler (?t38), and how many chops went into it)
We have 65%odds on the scout. If we win the first fight we would be safe there. If we lost the first to bad odds that warrior that could be shock upgraded will eat our units. It's just whether we want to risk it, which I think we shouldn't. We can protect everything by keeping one of the warriors (the one that needs to heal) on the grass hill. That would stop him moving there, and declaring thus creating a block to us getting a settler to that site. Depending on where he goes I can sim what a war dec would do to his unit movement, but as long as we keep 1 unit on each of those tiles then it should be back towards his cap.
Sorry for reams of text there, but put a fair bit of thought into that. It's quite late so anything that you are unsure of ask me. I think we should put the both of the warriors onto the grasshill, when you log in please do that if you agree.
EDIT lol look at civstats. That will show to GJ that something is up if nothing else... :P