Turn 227
Ok the turn is yours FWIW. I couldn't help myself and removed the Tarkeel stack. To make up for this egregious breach of our agreed upon duties, I have renamed Machu Picchu in your honor:
Anyway, Laz did take Nessy so that is off the table while we have peace. And since Tarkeel made a run at Jackalope and Puckwudgie, we couldn't just sail into Jackalope and disembark. So I promoted a seaborne Pike to CR1 and was able to take out an injured Cav to take Puck, then dropped off the other 8 units:
This was the stack of 7 after 1 Cat and 2 Chuckles, as you call them.
I was ultimately able to remove the stack but not without casualties. The hammer count was likely close to the same, however.
So hopefully, Tarkeel is down to about 5 units. There is some fog left so I sent a Privateer down to scout around Rockport next turn.
Other than that, some basic thoughts:
--I had to cancel a deal with Miguelito since Albatwich was our surplus Iron due to corporation trades.
--I've got a few Knights coming up to take whatever cities remain of Tarkeel's. And I suspect you are right, that Amica will just keep rolling through.
--Tarkeel was able to generate another GG in Owlman but I'm not sure how many units will be available to promote without him vacating other cities.
--I would say that any units east of the landbridge in Joshyland should remain there and maybe rendezvous in Kunming, meaning we can turn around any cats that were heading towards Laz. Every wedge for itself at this point, I think.
--As for the ships? In the south, maybe we have them hang back just west of Crab Island. Perhaps bring the Beijing ships back near Souzhou's canal, but out of the Inner Sea. Same for the Frigates currently in Opogogo. I would keep some Galleons around Opo for a turn or two to get more units to former Rome via the bay, but that's up to you.
--GP in 2 turns, and we just have to keep our fingers crossed that a Merchant doesn't spawn. And yeah I am fine with staying out of Serfdom at this point, as Slavery will still allow us to whip some buildings that will enhance the GA. I think we can pick 4-5 cities to buff with Banks and leave the rest on military duty. Stay tuned on that.
--Tech queue will be Banking > RParts > then Rifling or Steel. If you have an issue with that, feel free to change it back to Steel. Even though we won't be getting Serfdom, RP Windmills still provide a nice balance of growth and hammers to enhance our whips, so I still think that has potential. And with Laz out of the picture for 10 turns, Steel is not as needed as it once was, though still crucial.
Let me know if you want me to complete the turn since I took care of most of it anyway. But definitely feel free to look around and complete the moves if you like.