Military Tradition finishes
I am really bad at remembering doing this first each turn but I will post it here to force myself to remember this.
Woden: no changes but last turns civic was his fifth so likely PP
Ichabod: civic #4, 3 era score
CMF: civic #5 (potentiall PP)
Suboptimal: 1 pop/building
I seem to have been wrong about Woden's district Settler Timing as there are still no GP points
Time for some action, the easy part was this, netting us ...
The Archery Eureka and a promotion of our Slinger, the follow up over here needed some thinking and discussion with my wife to take place first. I moved on down S first to get a better understanding of the Canada Eskalation.
We are still protected for 3 turns from any attacks by CMF, so I moved my Settler up to get a better understanding of his follow up. Right now it looks like there is none xD
Then I moved my Warrior in a way that gives me the opportunity to threaten his Wine camp for a nice boost if we should pillage it later
Without the extreme urgency of getting our units down, I decided to leave the Warrior in place instead of running down.
We could also have screened our Slinger here but I am confident that he survives with his current 48 hp, 5 Strength + 5 Discipline + 3 Flanking bonus. If the Warrior attacks out, this would have the upside of our Warrior being able to eliminate the camp and the Slinger could just run away.
There is a chance though that our Slinger will not make it as I calculated the max damage to be exactly 48, so let us hope for a below max damage roll here.
The Warrior moved to the tile to block the Scout from advancing in direction of our Improvements and trade route, we are still on track four our Settling of 3rd spot but CMF could block this in which case our Warrior will attack the Scout and should be able to get rid of it in ~3 turns which would delay our settling by exact that amount.
I am quite sure that CMF has not seen our other Settler so we could try to sneak it to Wonder spot on time but this would be a gamble due to potential CMF units being in that direction.
If his Scout:
- moves W we can kill it in a couple turns with the Archer which I let finish in Kelly Grayson
- moves SE we accept the delay an whack it, this will probably also trigger the Wine pillage if we can execute it without endagering our Warrior
- moves E we can claim 3rd spot on time and combine Settler and Warrior to move there safely
Some tile shuffeling allowed to put more into the Slinger, which is interestingly still in the queue.
Even though we finished Archery with the Eureka.
I expect this to change in between turns to become an Archer needing 25 more, due to our tile shuffeling we will, be at 35+ and should be able to get the 25 needed within two turns, especially considering the expected pop growth.
The Archer will come in time to protect our improvements and kill the Scout should it linger to long, this will delay our builder from here and consecutively the GP by 3 turns but I need the unit if I want to settle Wonder city reliably.
Settling the two cities should give us the remaining needed era score (+1 for near a Volcano and +3 for near a natural Wonder) together with the barb camp (+2) for assuring a golden age and hopefully high city pressure onto the lush valley area.
I am surprised but I am actually setting up to use the loyality feature here, ..., potentially