Turn 200 - 1400 AD Cont'd
OK, here is a look at some of the other hot spots on the map:
rtetp* - On My Own
*typo - I'm leaving it. retep would have wanted it this way...
As I said earlier, we will let Commodtay take this city for a few reasons. Obviously, those units we have are much needed elsewhere. But also, I'd like to remain on good terms with them to keep the trade routes. Plus, they will have Rifling in a few turns.
This will be an awkward dance though, as I am sure Ctay does not trust us either. This can be evidenced by them fully not taking the city last turn, thinking we would return by road to snipe it. That was definitely a thought of mine when I bowed out of contention, but is not possible now.
Plus, it doesn't look like Ctay has followup plans on us just yet. His cities across from the island have yet to mature, and he is only scouting the western channel with 2 Caravels.
retep - Little People
Thought I grabbed a screenshot of this one, but I guess I didn't. Basically, we have about 9 Knights, 2 Maces (CR2) and 3 Cats hanging here after I released 3 Knights to head back to the mainland. retep has 4 Muskets. I'll be sending more Knights back once we take this city next turn.
Ruff - Damascus
This northern port city is only guarded by an Axeman, which is nice because I have two Chariots in the area.
Well, at least for this one city....
At first I was kicking myself for not moving a Chariot from Duquesne last turn, but this may work out even better if Ruff moves most of his stack out from Ulundi so he can't counter. I guess we'll have to wait and see.
The Zulu Core
This brings me to what could be the crown jewel of our whole operation.
You see, while Ruff is pretty much throwing everything he has to the west, he has left his eastern flagship cities virtually undefended. This is because he appears to have plum relations with HAK and Commodore for now. This is why I am debating sending 15-odd units straight south from Ulundi if I am afforded the oppotunity. Because nothing slows an advance like the homeland being in trouble.
Other Items of Note
- Before war was declared, I had used a recent Great General to make one of our Warriors Medic III, which will definitely come in handy. I thought about adding Morale for extra movement but determined that the extra benefits of Med3 would be the better choice.
- We are 3 turns away from a GP in Salmon Falls. Right now it looks like it will be either a Merchant or a Scientist. Either one would be great, but a Merchant could get us some much needed research and upgrade gold without interrupting our binary research. Then we would just have to find a safe place to send him. Otherwise, an Academy would be awesome too.
- Our peace with Gavagai ends in 3 turns and I am thinking of extending it. I don't think there is anything realistic we can do to meet our objectives there without just wasting units. Plus I would like to be on friendly terms if we end up getting a GMerchant.