Checked in and played the turn. Exodus is in EXTREME danger. The Heroic Epic should have been whipped a turn ago. Right now, I am praying that the barb Axe decides to attack our Bowman on the hill, otherwise, we might be kinda screwed. If it moves south, we may just have to attack it with the bowman and hope for the best. Or whip out a Longbowman with full penalty (3 pop).
Anyway, time for Worker planning! Yayyy! It's late, so, yeah.
Genesis: Looks like we're leaving this city alone for the time being. I take it we are settling to the northwest, as well as the southern "crazy flood plain" town. Work grassland cottage instead of plains mine when Settler is done, I think.
Northwest town spot: Churchill + Major
T109: Road Rice.
T110: Move 1SW, begin farm (2/5).
T111: Farming (4/5)
T112: Farm complete, Start Road (1/2).
T113: Idle worker moves 1NW, Road complete (2/2).
T114: If town is settled . . . chop forest? Need to double-check our plan for the city.
Exodus: Gladstone
T109: If Barb suicided, finish chop. If Barb moves south, move 1SW (Bowman attacks).
T110: Chop/Mine hill. Preferably choose "mine" option to keep forests as long as possible.
--Road hills
--Workshop indicated tile.
Leviticus: Disraeli
-Just keep chopping jungle and building cottages.
-Suggest building/whipping Forge (work Mine for some actual hammers when city grows) to increase Happy Cap. Follow with Garden.
--Build Workers when it nears the Happy Cap, I guess. Or try to stagnate the city.
---Perhaps place next Academy here?
South of Genesis: Livingston
T109: Finish road (2/2)
T110: Move 1E, road (1/2)
T111: Finish road (2/2)
T112: He towards 1N of Genesis (farm)
T113: Move to "farm," farm (1/5)
T114: Farming (2/5)
T115: Farming (3/5)
T116: Farming (4/5)
T117: Complete Farm (5/5)
Joshua: Thatcher
T109: Road Dye (1/2)
T110: Complete road (2/2)
T111: Head south to start cottaging for flood plain city (or are we Farming it? I'd say cottage)
Joshua: Cameron
T109: Cottage (2/5)
T110: Cottage (3/5)
T111: Cottage (4/5)
T112: Finish Cottage (5/5)
T113: Move 2N
T114: Move 1NW
T115: Mine (1/7)
T116: Mine (2/7)
T121: Finish Mine/chop (7/7)
Update: I ended up ending turn. Barb axe moved to our pig hill by Exodus. All being equal, I 2-pop whipped a Maceman. Booyah. =/ We may have to repasture the pigs, though. I am pretty sure that the Mace will pop before the Axe attacks, but, well, let's pray.
Settler Popped in Genesis, but I'm not sure how to protect it if it goes NW. I queued up a Maceman. We may want to wait.
BASICALLY: We need to get Military out ASAP! to not only protect Numbers from the incoming barbs, but the new cities we are planning to spam. We are pushing it, in my opinion.
Anyway, time for Worker planning! Yayyy! It's late, so, yeah.
Genesis: Looks like we're leaving this city alone for the time being. I take it we are settling to the northwest, as well as the southern "crazy flood plain" town. Work grassland cottage instead of plains mine when Settler is done, I think.
Northwest town spot: Churchill + Major
T109: Road Rice.
T110: Move 1SW, begin farm (2/5).
T111: Farming (4/5)
T112: Farm complete, Start Road (1/2).
T113: Idle worker moves 1NW, Road complete (2/2).
T114: If town is settled . . . chop forest? Need to double-check our plan for the city.
Exodus: Gladstone
T109: If Barb suicided, finish chop. If Barb moves south, move 1SW (Bowman attacks).
T110: Chop/Mine hill. Preferably choose "mine" option to keep forests as long as possible.
--Road hills
--Workshop indicated tile.
Leviticus: Disraeli
-Just keep chopping jungle and building cottages.
-Suggest building/whipping Forge (work Mine for some actual hammers when city grows) to increase Happy Cap. Follow with Garden.
--Build Workers when it nears the Happy Cap, I guess. Or try to stagnate the city.
---Perhaps place next Academy here?
South of Genesis: Livingston
T109: Finish road (2/2)
T110: Move 1E, road (1/2)
T111: Finish road (2/2)
T112: He towards 1N of Genesis (farm)
T113: Move to "farm," farm (1/5)
T114: Farming (2/5)
T115: Farming (3/5)
T116: Farming (4/5)
T117: Complete Farm (5/5)
Joshua: Thatcher
T109: Road Dye (1/2)
T110: Complete road (2/2)
T111: Head south to start cottaging for flood plain city (or are we Farming it? I'd say cottage)
Joshua: Cameron
T109: Cottage (2/5)
T110: Cottage (3/5)
T111: Cottage (4/5)
T112: Finish Cottage (5/5)
T113: Move 2N
T114: Move 1NW
T115: Mine (1/7)
T116: Mine (2/7)
T121: Finish Mine/chop (7/7)
Update: I ended up ending turn. Barb axe moved to our pig hill by Exodus. All being equal, I 2-pop whipped a Maceman. Booyah. =/ We may have to repasture the pigs, though. I am pretty sure that the Mace will pop before the Axe attacks, but, well, let's pray.
Settler Popped in Genesis, but I'm not sure how to protect it if it goes NW. I queued up a Maceman. We may want to wait.
BASICALLY: We need to get Military out ASAP! to not only protect Numbers from the incoming barbs, but the new cities we are planning to spam. We are pushing it, in my opinion.