T79
Eventful turn, but short report. I might edit in some more info later if I see fit.
![[Image: tKmQR7I.jpg]](http://i.imgur.com/tKmQR7I.jpg)
EDIT: I'm working the mine over the corn at Whitehall because I want to whip the axe next turn, and there's not enough OF hammers without the mine (only 1-2h, forgot which). It's not optimal, I know, but I want more units in this region right now.
Si vis pacem, para bellum.
I don't want to attack Savant if we can help it at all; Yuri's situation appears worse than I had imagined, and we need a free hand in the south, which means we might have to make concessions in the north. See below.
Very annoying: with the current turn-split, Savant can raze Whitehall if there's a galley exactly on that one coastal tile we can't see (marked x). I thought the galley could see it after moving (since land units
can see 2 tiles across water...), but it can't. I still moved our chariot out of the city to make Savant think it was loaded onto the galley (it's not, this is a complete bluff to see how he reacts, even razing Fountain Head would most likely kill both our chances of winning), and now I think I shouldn't have. So yeah, tempo in action.
If we could go first on T80, we'd see any enemy galley within range after our galley moves, and in the worst case, could return the chariot into Whitehall. I'm noting this because if events actually play out like this, I'll
very much regret my decision to allow Savant any split he'd prefer, but I guess that would be my own damn fault.
The silver lining is that, if Savant didn't assume a turn split on T78/79, that's probably not his plan. I'm no longer sure if he can actually see inside the city, either (I think we can only look into Fountain Head due to our second-ring tiles being directly adjacent), but he has a good reason to move units across the sea even if he's not planning an attack.
EDIT: No, the clams tile can see inside. Damn.
For the record, no Power increase from him on T78. So unless he built it right this turn, as we did (and he didn't whip on T78), I'm quite sure there can be no galley within range, unless we never saw it, which is quite unlikely since I used our warrior to observe Harmondale almost without interruption. Of course, that "almost" might turn out crucial, seeing how this game has played out so far...
EDIT: There's another thing... we've agreed to go second on the basis that our chariot attack wouldn't get different odds on T80 (that was Mardoc's argument iirc). So if Savant had a galley on the "x" tile with a unit inside, he could move said unit into the city if (and only if) he plays T80 first. That makes me think he doesn't have one.
Also, general announcement to myself, I need to get fucking focused again, I think I've made a considerable mistake on each of the past six turns, and not just worker-onto-oasis stuff either. Most importantly, no wedging in turn-play between 22.00-23.00 of local time anymore, I suck double at those hours.
It's ridiculous, but the barb axe moved in towards the capital, so yes, we absolutely need the other chariot in the south, otherwise we get our copper pillaged and need to whip Rhapsody again. Note that this will also happen if we lose combat against said axe, although that should be very unlikely.
Yuri's garrison inside Cahokia. He's teching Archery (quite sensibly) and will get it in a few turns. Plan is this (not chronologically sorted):
a) Use our stack of 3 axes, 1 chariot, 1 spear to disconnect and park on the copper at his capital, pillaging along the way, and putting both the capital and the Stonehenge city under threat (also preventing units from going between Stonehenge city and Cahokia). This somewhat puny stack gets reinforced by 2 chariots, 1 axe within 2t. Vermin will build a lot of 2t chariots.
b) Next turn, 2-whip galley at Lifeblood (down to size4, but it regrows fast) and load two axes onto it (one of them 10XP Shock, one C1+Med1). Use these guys to land on Yuri's northern copper while our other stack is forcing his units elsewhere.
c) Try to settle towards Yuri once he can no longer counterattack. (You could argue that he cannot counterattack right now, but I'm not sure -- we killed seven axes almost without losses, his axes draw ours as top defenders, and axe vs. axe on flat ground is a coinflip -- we'll get a river to protect us next turn, though)
d) Once he can only build archers (and maybe horse units), tech IW (maybe right after Currency, it has economic uses too) and finish him with lots of swordsmen.
e) All the while, we also need to build enough units to defend our cities against Savant in the north.
Also my intuition was right on something: the islands have wonder-doublers, although we can only see marble and not stone (for now?). Settling there seems a good plan for X9 -> X10, unless you'd rather see Horse Filler as another harbour in the west, but that's not a city that claims new resources and wouldn't have an autonomous food supply.
Vermin should build our X9 and X10 settlers, its production is insane, and Yuri without copper will no longer be an offensive threat, although he can definitely turtle with archers.
We get lots of pop next turn, hooray. I've also switched builds to axes in every city north of Rhapsody, including Rhapsody itself (will finish library when we actually need it, hammer decay won't set in and units are urgent here)