Enterred MA 450BC in Republic having just destroyed Romans in 470BC (38-7)
Research
ICS of corrupt areas provided much of my research with mass irrigation and hiring of scientists. (I built 8 libs, no unis in core and FP city)
330BC Engineering
190BC Feudalism
10BC Invention
110AD Gunpowder
230AD Chemistry
300AD Metallurgy
340AD Mil. Trad.
- had planned on stopping science here but 5 galleys in row sank trying to get across ocean (despite GLH) so set sail for magnetism
Trade for Mono, Theol too expensive (Maya wants Engineering, 75gpt + 107g)
380AD Theol
- turn down science as Leo's just built -> horse - cav upgrade
440AD Education
480AD Astronomy
520AD Physics
560AD Magnetism (went for Physics / Mag instead of just Nav so I could upgrade to galleons to transport my armies)
- turn off science for good, sell all libs and switch scientists to taxmen
Wonder Builds
10AD Leader rush FP in Rome
370AD Build Leo's in Entremont
430AD Build Sun Tzu's in Richborough (switched from FP 4 turns before completion when got first MGL)
660AD Build Heroic Epic in Tyre
Diplomacy (or lack thereof
)
Persia war 270BC - 70BC
450BC Glanum settled on spare tile on western tip Persia
270BC ROP abuse - all major towns in 3 turns, sev more turns to get the eastern island. Used exclusively GS's most vets from Roman campaign.
Kill / loss ratio v Persia 33-10 incl only 3 immortals - no losses to immortals. On attack against final Persian unit I get my first MGL
and change plans from Richborough FP to Rome giving 2nd productive area.
Zulu war 110AD - 430AD
Zulu's had contact with Persia so knew of my dishonesty. I did, however, have an ROP in effect from turn before dowing Persia
.
Took some time to logistically transfer nearly 30 GS's to Zulu soil.
Zulu just learnt feudalism and have some pikes and MI. I plan to remove their iron in first turn.
110AD ROP abuse Zulu, ally Greece for lit + 4gpt. Learn gunpowder on prev IT so realise I need Zulu land.
2nd MGL in 110AD -> GS army
After capturing 3 cities on first 2 turns, attack stalls as I am building infrastructure and mainly horse units (cannot build any more GS's). Zulu have many units and occasional loss to Impi is costly to me
3rd MGL in 230AD -> 2nd GS army
250AD false peace for a city (WW starting) and again in 340AD (no city just money this time)
I had lost a third of my GS's and MI reinforcements lost more than they killed. A flip of city adjacent salt in SE was costly.
Abandonned a number of towns as not enough units to defend.
400AD cavalry arrive on scene and re dow
430AD last Zulu taken (kill / loss v Zulu 87-21, was 61-17 before cavalry arrived)
Greek war 480AD - 600AD
After allying with them for Zulu war (first part), I was able to renew my ROP before breaking this alliance. This surprised me. They never knew the Persians but presumably were told of my behaviour by the Zulus, but it seems they were prepared to forget the advice from Zulus whilst allied against them
.
dow 480AD again abusing ROP
Greece had a lot of units - mostly hoplites - even with cavalry war seemed to go slowly. Not too many losses but had to keep waiting for units to heal. Most cities were razed because of their superior culture.
War started well with 4th MGL in 490AD taking the lone Greek city on my island. Shipped across to form cav army.
560AD MGL no. 6 -> 2nd cav army
Main island cleared 570AD leaving NE island taken in 600AD.
Final count was 93 -12 including 4 elite cavs lost when galleon going to northeastern island was sunk by galley
.
Other continent
270BC suicide galley (3rd I think) survives
270BC contact Sumeria - very backward
250BC contact Mayans - just behind me
210BC contact Incans - largest of 3
None get to meet the other civs on my side of the world
Attempts to get some GSs over there with ship chaining fail as 5 empty galleys all sink on venturing into ocean - I give this up and change tactics to research all the way to Magnetism.
Should have sponsored wars on this continent but didnt as worried Incans might get too strong.
490AD Inca demands Invention, I decline and promptly enjoy the reverse WW as he declares. Ally both Mayans and Sumarians.
As Greek war draws to close (and having just learned magnetism in 560AD) send forces to southeastern Incan land and eastern Sumaria.
670AD simultaneously take Incan city and stab our Sumerian allies in back by abusing their ROP.
Sumeria falls quickly in 700AD with cavs v a few pikes, but mainly Enkindo warriors (kill/loss 54-11). MGL no. 7 & 8 form cavc armies
Incans are much stronger with knights and pikes and SE attack stalls at just 1 city. Meanwhile my cav armys are transported east from Greece to attack from the north. After initial success I over extend and have to seek peace in 690AD to prevent being routed on the counter attack. I lost 1 cav army and most of my supporting 8 cavs. (kill/loss 23-12 at this stage).
Forces have build up in the south and war is declared on Mayans 710AD allying Incans
.
Maya last all of 2 turns destroyed 730AD despite being the only opposition with muskets. I suspect the long war with Inca drained them of units. Only 26 units to kill for 3 losses.
Rushed a whole lot of settlers and temples to get near domination limit.
760AD 9 tiles from limit so final dow on Incans throwing everything at them - get MGL no. 9 with 6 cities captured improving kill/loss ratio v Incans to 60-26 and reaching 71% world area. Should have thrown them at Inca a turn or 2 earlier
770AD Domination
Jason score just over 11000 for first time
Fun game - really enjoyed but I counted 5 crashes where I had to reload - I hope this isnt a problem.