Rome peaced out. Let´s put our general outfit on.
Nubia still has its relevant archers which are not only stronger but more mobile. The sweet spot is gone as Horseman are a decent enough counter, but the production and faith advantage of thrawn is substantial. With Rome at peace perhaps longer then 10 turns hopefully we can try to rescue this game from thrawn´s claws.
First order of business, we need to get offensive. Sietch Tabr is officially a death trap thanks to an excellent crusader missionary.
Second, we need to level the playing field on the ranged side of things with Machinery. In 8 turns the tech is reached and we need to save up for 2-3 crucial crossbowman for our defensive.
Second, immortal. I think they are vastly inferior to swordman but we will have to manage without them. In 2 turns we got enough iron saved up to go for them.
Notice the horseman in front of Sietch Tabr, I can only shoot from the city or adjacent tiles to hit it. At the same time, the terrain for an attacker is awfully exposed.
This is why there seems to be 3 units heading west from Salusa Secundus. So we need to engage them in the field and quickly so.
Going Oligarchy is not worth the 3 turn delay. It does not boost horseman and that and chariots is our bread and butter.
I have to expose our troops and a loss of a chariot is likely but I need to DESPERATELY increase pressure on thrawn and maybe conquer or raze Salusa Secundus. I am not sure what Chev was doing with his 288 mil score, but it seems I am the only one with a decent chance against Nubia. In my opinion he should not haved dowed me there was a good chance I would waste my time on Rome.
Make no mistake this is a desperate offensive, I do not have the staying power, nor the supply lines, but the way I see it, either I stop Nubia together with Zulu now or Kaiser has the game in the bag after he conquers Zulu.