169
When Superdeath retreated he was able to run through Mjmd's lands. Without open borders (and no desire to give Mjmd sight on my lands), I didn't have that option and tried to move my units back in a safe manner.
It didn't work. I killed 2 camel archers, but lost 7 horse archers and a longbow.
The power shows the minor drop.
Trying to get Mjmd to join in, and he said he was 5 turns away last turn. Except I see no movement of his forces. They are all still holding firm in Sacland.
Although there may be a chance he and Superdeath try to coordinate with something through his lands?
So I'm building knights just about everywhere. The plan is to get to a dozen before we start sprinkling in banks, and at the beginning of t169 we were up to 5 already.
I'm making a new defensive policy to give my forces more flexibility, and instead of positioning units to retaliate within 1 turn am going to make it so that I have my stuff ready to defend Clank within 2 turns. This assumes Cornflakes will want to bombard Clank down before attacking, but it will let me cover my core better as well. The big difference is that my catapults and elephants are moving out of Clank and will be stationed inside Libertalia. My northern catapult & elephant group is staying at Carcassone.
Demos now that Cornflakes has turned his slider up.
This is really over if Mjmd decides not to do anything. I have no ability to hit Cornflakes with how our border currently is. I believe I either need to find a way to push out borders at Clank! (very unlikely at this point) or I need to research Astronomy and go by sea. Otherwise trying to attack Cornflakes through Clank is a suicide mission.
And if Mjmd does decide to finally attack Cornflakes then I'll be looking for where to stick the knife.