I went ahead and played this turn without you guys as it seemed pretty straight-forward, and I wasn't sure if/when any of you would be around. I logged in to be greeted by two offers:
I rejected since we will probably not be building much by way of chariots in the next 10T, but of course we can keep this option in mind. Bigger asked for a map swap, and after thinking about it, I said sure. It's probably just to watch since they're so far away. I do agree we should start being careful with those map trades, but there's nothing really new on them from the last 1-2T. Anyways, so upon logging in, three things were missing from India:
1) Their trireme
2) Their great general
3) The axe they just completed in CC
So, they're going to try something with a great general..? I guess this means we won't be seeing them defend in CC which, fine by me! We should be careful he doesn't try to boat Jimmy John's (horse city), but I think we're mostly OK there. So I poked around to look for the Trireme:
I'm a liiiittle confused. I guess it went north, possibly up around that 2 tile desert/plains island..? Either way, we're sending our galleys back to pick stuff up since we want that catapult:
One thing we can do here is not grab the settler at first, letting us have just 6 units. We can leave the top galley empty, so if he does something clever with hitting us out of the fog, we lose our top empty galley, but we can drop off all 6 units on an island and try to sink his weakened trireme. So I think we should be safe up here. I killed his random chariot:
Took about half our health and sadly, that's only 1xp so no promotion. Too bad. Didn't want him getting back to CC alive though. So here's our units advancing on CC:
If there's only 3 archers when we get there, we could easily take it with this force - all of these units will be in range of our stack on T126. However, CC grew to sz4 EoT, so it will almost assuredly be whipped for a 4th archer.
Let's solve the mystery of this missing GG + axe. I guess it could be way over on that jungle. If they went way over there to make it a super general, that could actually kind of suck. But that doesn't really make a lot of sense to go clear over there when just outside of the city would've worked just fine. So, no idea what's going on there. My theory is he picked it up on a galley to go try to retake Jimmy John's. Why not be bold if you're him? One thing I did was this:
We had a 0.9 health Impi in Sid's with a promo available, so I moved him into Jimmy John's and gave him medic. The Impi/chariot pair in JJ then healed quite a bit EoT. SS is totally safe - there's no way to hit it since there is no back way and we have both coastlines covered. However, we're going to want to retreat a unit into here (probably the Impi up on the desert hill at IHOP's remains) because it came out of revolt EoT and has some unhappiness from being empty.
I thought I took a picture of Sid's, but it apparently did not take. However, here's DQ:
As with basically every city they settled, this is a garbage city until the borders pop in 10T. Obviously we want granary + Lighthouse here pronto, then this will be a very useful city. Might be a nice place to put Moai. I know there's probably "better" spots, but we can do it here quicker, and I like using Moai as a place to turn a decent city like this into a really strong one.
I think that covers everything. Next turn when our other two cities come out of revolt, I think we should turn on research on Currency.