190 AD - I establish an embassy in the Commercial capital of Exchange to find out what's happening.
No Forum - go figure. But I suppose there's not much need for it with 100% science funding, eh? And this city's doing pretty well with the Colossus and the free upkeep on the Marketplace and Harbor from the Trade Network.
Aha! Now the question becomes whither to continue the war against the Sailors, or to ally with them against the Commercial. Certainly that would be preferable to them allying against me. The Commercial have about 4 more cites (a 9:7 ratio relative to the Sailors), and the Sailors are willing to pay for peace. But I decide to continue the war against the Sailors - for now.
My enemy lost. And that Warrior had killed a Swordsman and a Warrior of mine! Guess I should've sent a Spearman against him.
That's the second Regular Wonder for the Honourable, the other being the Great Wall. It looks like they probably will survive.
And that's a good reason to consider peace with the Sailors. Then their alliance falls apart, and the Universalists will make peace. Theoretically at least. And I know if there are Warriors now, there will be Archers later. But I continue the war for now. If the deluge comes, I will, Shaka willing, make peace.
The Talented Warriors, fortunately, seem to be just the opposite of what their civilization name implies. The second does, however, pillage the road north of Northern Frontier, complicating my plan to pillage the road farther north of Northern Frontier to slow down their reinforcements.
By 250 AD, the Sailors have retaken Foremast from the Commercial. This is just the news I need to feel justified in continuing the war - so continue it shall!
260 AD -
Oh my! This could be an interesting war. The Scientific are advanced, but still in the Ancient Age, so their edge likely isn't enough to make much of a difference. And the Wealthy are, well, filthy rich. But they're likely still in Despotism. And if they lose a single city, the Scientists are filthy rich, too. That's the double-edged sword of having a huge starting pot of gold. As the Universalists are all too happy to rub in.
My Swordsmen up north have been advancing on the Universalists, and encounter them at the beginning of the road I had started oh-so-long ago.
The first destroys a Warrior; the second pillages the middle tile of the road. No more fast movement for you!
The Sailors had finally smartened up after I killed yet another Settler, and decided to use Dromons to get a Settler to resettle Tiller. Unfortunately for them, my Settler got there first, and founded Greek Fire at the mouth of the river.
Stern, in the southeast of the screenshot, is captured the same turn, taking out three Naval units and one hitpoint off a Swordsman of mine. My Swordsmen then go after the units south of my stack. The Horseman visible in the screenshot makes a very poor retreat decision, allowing me to destroy him despite the retreat.
In 265 AD, the Talented begin making a bigger show of their forces. The ones in the Jungle decide to sidestep my Swordsmen for now, but they also reveal some Swordsmen of their own. Meanwhile, a Galley is making its way south towards Jungle Town. Brucha's Commune is almost done with a Swordsman, so I send its Spearman north to Jungle Town for now in case they land there.
I retreat my Swordsmen the next turn, deciding to wait and see what the Talented do. I have five Swordsmen in the area and can get more there, so it's not a crisis - yet.
They advance right along where the path was after I retreat. Not terribly surprising.
The Seafaring seem to be pulling back their Dromons a bit - I'm glad, as their pointless bombardment was annoying. Then I receive this message.
I love it when your enemy gives you excellent reasons to continue your war against them. I discover the next turn that they had lost Foremast to the Commercial again, likely prompting this move, but they really would be better off with me as an ally than fighting me. Oh well - too bad for them. Not like they're going to want to DOW the Commercial again now, even if I would change enemies.
The Talented do not land by Jungle Town. Brucha's Commune is next in line for their Galley, but it is passed by as well. It's anyone's guess where the Talented are headed.
The Sailors continue to harass my Swordsmen down south, occasionally killing one. The Talented, within two tiles of Northern Frontier, are the greater concern, however. I recall all troops into the city, and am glad to see it can finish Walls within a turn. I plan to do a mix of letting them attack and attacking them. An additional Swordsman and Spearman are sent to Northern Frontier from Bright Future.
In 285 AD, the Commercial request I withdraw from the borders of Profit. I find this a bit odd - I don't have any units there. I agree to anyway, and my next turn find that not only did they get tons of Incense from profit, but they're culture-booming it! They think they'll have sole control of the only passageway through the mountains - no way! Fortunately Leafy Village just completed a Library; I set it to a Temple. This is a culture war now!
That same turn I attack the Naval city of Sails; it easily falls to my Elites. I then move a Swordsman to cut off the retreat path of their Horsemen, and attack them from the north. Both are easily killed. I am now near what is likely their final source of wines. I decide to ignore it for now, as I already have four sources of my own. Instead I'll finish off the western front, and ensure the Commercial don't have any easy pickings should they renew their war.
In a surprising move, the Talented move not directly next to Northern Frontier on their next turn, but along its cultural border. Perhaps they are heading to Jungle Town - or worse yet, Thunderfall! Fortunately I will easily be able to send reinforcements to Thunderfall in time if necessary. Their Galley, meanwhile, mysteriously turned around.
I finish Construction in 300 AD. It's been a very slow game tech-wise for me, but fortunately it seems to have been for most others as well. Only the Talented are not a Despotism; they are a Republic now (and used to be a Monarchy!). As rule of the seas is still impossible for me, with five Dromons bombarding me every turn, I set research to Currency.
The next Naval turn, the number of Dromons increases to eight. At this point I'd just as well they kept building more - I've already entirely surrendered the seas to them.
More of a real threat than their Dromons is the possibility of rebellion; this affects me this turn as Sails rebels. One Elite Swordsman is lost with the city. Conveniently, I have a Settler heading south at the very time - sounds like an excellent excuse to raze the city once I retake it.
And it is easily captured the next turn. I do not raze it right away, however. I decide to keep it for one turn for quicker transport - to be used to speed up the attack on their capital! Oar, the capital, contains the Great Lighthouse. And though that is useless to me now, it'll look nice in my Wonder case.
What of that priority of going west, you ask? Well, it got sidetracked when my scout spied Oar. It's a bad plan that can't be changed.
Just when I thought the Talented were heading to Jungle Town, they attack my scouting Swordsman on a mountain who is tracking their progress. Two enemy Swordsmen fall, mine is promoted to Elite, and he loses only the one hitpoint he will regain from healing. I still think the Talented are headed to Jungle Town, but if I can draw off their Swordsmen here, I'll certainly do so.
320 AD is the year for the attack on Oar. I have four Swordsmen ready. I know there's a Dromon in the city, so the reward for sinking it is high - but there's now at least nine Dromons outside of the city as well. They're like the plague. Which reminds me that the plague will occur at some point, too - and I am now within the time frame in which the plague could occur!
The Naval Spearmen continue to fare very poorly. Oar is taken without losses. It does face a slight risk of being retaken if they have Horsemen nearby, but even if it is, it will easily fall to my forces again.
I'm more confident that the location of Sails won't fall, however, and abandon it and resettle it as Broken Mast.
The Talented seem to be gaining respect for me as I destroy their ally, and offer peace for 127 gold (including per-turn payments) in 325 AD. Even though they do have a good number of troops within my sight by now, they have yet to display any aptitude for strategy or tactics. So I refuse them.
And they justify me immediately afterwards. They do not send anyone towards Jungle Town, and send a mere Spearman towards Northern Frontier. At least they do finally commit to action with the Galley, dropping a Horseman by currently undefended Brucha's Commune. But that's no reason to be concerned.
I've been noticing fewer Horsemen in recent turns from the Sailors. Though good in a way, as the slower Archers were unable to take advantage of the Dromon bombardment enough to take Oar this turn, might it also mean they no longer have horses, and that the Commercial stole their source of Horse? I check, but am much relieved to find my enemy still has Horses! Where, I still do not know, but at least they have them!
The very next turn I am able to attack the city of Starboard, which was founded to the portside of Oar and even now is not on the starboard side of their empire.
Someone's learning how to fight on land! But it is not enough, and the city is taken.
And, though I nearly forget about it, Brucha's Commune sees action this turn as well. It completed a Swordsman just in time for the Talented Horseman's arrival, and should have no problem defeating it. The Swordsman moves out to ensure the Horseman can't cowardly turn tail and run, and attacks.
Oops. Well, that wasn't supposed to happen. Guess that's too bad for Brucha's Commune. Apparently communism wasn't destined to succeed after all...