After upgrading to 0.3.4.1 (using the patch from 0.3.4 found
here), we're off and racing. Well not exactly racing, because the early turns are largely uneventful.
Turn 0: 750AD
Drop Science to 0% and start on Long-distance Trade. Re-arrange defensive troops such that Archers are in cities most likely to face early Barbs. Send Swordsman on a forced march towards Cappadochia, where I find the first Barb always appears, just 2SW of Samsounta. Switch all espionage to Abbasids. Start Work Boats in Konstantinopolis, Smyrna, Attaleia and Trapezounta. Start Workers in all other cities.
Turn 1: 753AD
Uneventful
Turn 2: 756AD
Uneventful
Turn 3: 759AD
Uneventful
Turn 4: 762AD
Uneventful
Turn 5: 765AD
Mercenaries become available for hire. Hire Turcopole Horse Archer, no initial XP though, for 3gpt. No need for an Axeman, which is the other available merc.
Turn 6: 768AD
Garrison Horse Archer in Adrianopolis, ready for some Bulgar action.
Turn 7: 771AD
Work boat completed in Konstantinopolis, start on Market. Right on cue, a Muslim Swordsman spawns 2SW of Samsounta, just as our Swordsman arrives to dispatch the barbarian.
Turn 8: 774AD
Work boat completed in Smyrna, start on Worker. 2x CityRaider promotions for our Swordsman and some healing. Now we should be able to take down Tarsos with our suped up Swordsman.
Turn 9: 777AD
Uneventful
Turn 10: 780AD
Swordsman heads for Tarsos.
To do:
1. Hire another Horse Archer merc if one becomes available.
2. Take Tarsos with our Swordsman. I usually order up a Work Boat initially in Tarsos.
3. After healing in Tarsos, send our Swordsman to Damascus. By around the time our Swordsman should be able to approach Damascus, the first wave of Bulgars should have been dealt with around Adrianopolis and our Horse Archer(s) can head also head for Damascus.
4. Build Markets after Workers in most cities to allow our Capital to build the Royal Mint ASAP.