Turn 69
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Let’s see if heavily damaging the hetaroi has gotten me a reprieve….
Kinda…..he’s promoted the hetaroi and healed it up. Two archers and Boudica have moved up and he’s brought in a hetaroi at Urteau. I shuffle some troops around – the archer moves west to be within range of the city if the hetaroi decides to attack. The wounded horseman moves into Irukandji’s territory to heal while the unwounded one moves around the south side of the mountains – out of range of the archers for now. New archer at Irukandji moves west, archer from Mouse Spider also moves west. Horseman at Irukandji moves north – going to explore what’s up here, maybe pillage on the way and make his hetaroi give chase.
To solve my situation with melee units for the time being I’m debating a slightly unorthodox solution – disconnect the iron with my last builder charge. Cassowary could have a new builder out in 6 turns and in the meantime I can get out a spearman or two and a few warriors from Irukandji, reconnect the iron and then upgrade. Irukandji’s first spearman will be out in four turns. I’ve got two turns to get the builder there. The alternative would be to save the builder for a lumber mill at Cassowary and not worry about melee units for the time being, though I don’t know if I like that approach either.
I’ve got archer builds going in two cities, neither of which will complete before Machinery. I’ll stall machinery for one turn to get Mouse Spider’s out, then let Blue-Ringed Octopus’ archer upgrade in queue.
My last act of the turn is to put an envoy into Zanzibar, raising per turn to just over 18.
Output is down a little as Irukandji is now suffering from -2 war weariness.
.
Let’s see if heavily damaging the hetaroi has gotten me a reprieve….
Kinda…..he’s promoted the hetaroi and healed it up. Two archers and Boudica have moved up and he’s brought in a hetaroi at Urteau. I shuffle some troops around – the archer moves west to be within range of the city if the hetaroi decides to attack. The wounded horseman moves into Irukandji’s territory to heal while the unwounded one moves around the south side of the mountains – out of range of the archers for now. New archer at Irukandji moves west, archer from Mouse Spider also moves west. Horseman at Irukandji moves north – going to explore what’s up here, maybe pillage on the way and make his hetaroi give chase.
To solve my situation with melee units for the time being I’m debating a slightly unorthodox solution – disconnect the iron with my last builder charge. Cassowary could have a new builder out in 6 turns and in the meantime I can get out a spearman or two and a few warriors from Irukandji, reconnect the iron and then upgrade. Irukandji’s first spearman will be out in four turns. I’ve got two turns to get the builder there. The alternative would be to save the builder for a lumber mill at Cassowary and not worry about melee units for the time being, though I don’t know if I like that approach either.
I’ve got archer builds going in two cities, neither of which will complete before Machinery. I’ll stall machinery for one turn to get Mouse Spider’s out, then let Blue-Ringed Octopus’ archer upgrade in queue.
My last act of the turn is to put an envoy into Zanzibar, raising per turn to just over 18.
Output is down a little as Irukandji is now suffering from -2 war weariness.