Turn 120
Too slow, Pind. You had the right idea, but you were too slow on the uptake.
Lurker Mechanics Question: Can you attack with a unit without a great general bonus, and then move a great general onto a unit in order to then give it a movement point? Would this allow a unit that had attacked the ability to move a tile away?
I mean, it's possible that he was able to just win with 2 attacks of Mamluks, so I'm not implying he had to pull off some kind of trick like this in order to gain the city.
But I had the right idea bout moving up my knight to raze Baal! I was just too timid to move forward, and too late in thinking of it after I submitted the turn. Why am I cowering? Well, because I know Alhambram's army is strong. But even with that knowledge it is to my advantage to get units out, to get sight out in the field. So this turn I did move up a horseman. I thought about moving up a knight to pillage that mine and gain a little science, but it's not potentially losing a knight if Alhambram decides to move up and pick it off.
Catachan fell in a straightforward manner as well - also a turn quicker than I predicted, so more likely is I just don't play enough civ 6 to have a good gauge on these kinds of things! I was able to attack with both crossbows, then the knight, earned a promo on my 2nd sword, and then got the bulk of the experience on my horseman by using that unit to capture the city.
Printing Press yielded the first bits of intel:
This is actually some good intel. Arabia just swapping into Monarchy and gaining a civic this turn means he just finished Divine Right and finally reached a 6-slot government. We know he's running 3 military policies. We also know that he's 4 civics behind me, and by deduction I can tell those civics are most likely Reformed Church (200), Humanism (540), Guilds (193), and Medieval Faires (193). I know he's gotten the inspiration for Reformed Church, and I'm guessing he can also get Guilds and Medieval Faires but not Humanism, which means I am almost 1000 culture ahead.
I swapped to Colonization and out of Serfdom. I really considered switching out of Conscription for Wars of Religion, trading 16gpt for 4 strength against Alhambram's units, but I think I want to wait on that until we actually get into a hot war. Perhaps I need to tech Naval Tradition to within a turn just to have an emergency policy change in my back pocket. Forgot to take screenshots, but I chopped the settler at Yazoo, turning it into a 3t build. I also redirected my builder at Jefferson to chop the forest on the coastal grassland hill - chopping the river forest may have been better - so Jefferson should still come out ahead in the settler race, especially if I choose to sit on the chop to finish the settler with the chop.
I stayed in +50% production for medieval mounted units and Acadia and Forgottonia will finish their knights. The plan is to keep those knights around the core as a mobile defense force and to escort my new settlers. Jefferson will finish it's knight too.
I swear I took a screenshot of Krill's units but it isn't there. Well, Krill has gone across the straight and landed troops on southern end of the straight, just north of where my Great Merchant is now. I need to keep an eye on those units, if they are an opportunistic force or if he is just killing barbarians for gold and xp.
5 turns until my next policy change. I need to swap into Professional Army then.