Justus II
General Staff
Pre-Turn: Not too much MMing to do, our cities are in good shape. I swap our most productive cities to some type of prebuild, either Bank or Colosseum, in anticipation of getting the rubber connected soon. Paris has nothing to use, so it builds a Musketeer. I can back science off to 80% and still get Mining in 2. Spend a little cash, rushing workers in Fort Dusq. And S.St. Marie, to be sent to the rubber. Also rush a temple in Palenque and a Courthouse in Guyanna. Tobacco is considered a strategic resource, so its tradeable. I sell some to Spain and Netherlands for 9gpt each. Also sell maps around, netting about 7g.
IBT: Palenque-Temple>Spice Factory, Guyanna-Court>Worker, S.St. Marie-Worker>worker, Ft. Dusq.-Worker>Tobacco, St. Louis-Colonist>worker.
1561: Move 3 MDI and a Musketeer S toward the Mayans. Rush a temple in Chichen.
IBT: We enter the Renaissance as we complete Mining, start immediately on Free Artistry. Paris completes the musket, starts another as pre-build. Chichen-Temple>court, Quebec generates another treasure.
1562: Sell Mining to the Dutch for 57g+62gpt, Spain for 30g+11gpt, I could have gotten Professional Armies, but it just adds 10 to the cost of our Pikes, so I pass. England has no money. Workers land at Palenque. Spend a little gold hurrying workers in several cities. Also load 2 pikes from the continent to send toward the New World.
IBT: A Privateer sails out of the fog to sink our Carrack full of MDIs.
Probably Spanish, it came from the area around Panama City. Louisburg-Worker>Court, Guy-Work>Library, Ft. Du Chatres-Worker>Court, Praire du Rocher-Worker>Court.
1563: 3 Workers road the Rubber in one turn. Rush Harbor at Chichen. St. Phillipe is founded NE of St. Louis. Our forces are positioned to attack Copan:
Vet MDI kills Reg Spear, losing 1hp
Vet MDI dies to reg Spear.
Elite MDS kills reg Spear, losing 4hp, taking Copan and a worker. (Has Gold and Silver)
Vet Musketeer kills reg Archer in the open, which triggers our Golden Age! [dance]
I check for minor adjustments, we can now get Free Artistry in 6 turns at 100%.
IBT: Chichen-Harbor>Court
1564: Swap our pre-builds to Ball Courts. Islands (Ville Marie, etc) will need harbors first.
1565: Nothing much, workers start to clear some forests. Take our two treasures from Quebec, with 2 reg pikes, and send them home.
IBT: Marseilles is first to complete, Ball Court>Bank (Pre for Art Guild), Baton Rouge-Worker>worker.
1566: Rush temple in Copan, move troops to Tikal.
IBT: Copan-Temple>Court, S.St. Marie-Worker>worker.
1567: Several GPT deals finally, so there should be some money available, but England already got Mining, so we dont have much to sell but maps. I do get 7gpt from Spain for Dyes, and sell wine for 4gpt and tobacco for 4gpt to England. Rush the Ball Court in Guyana for 528g, we want to maintain cultural dominance here. Battle of Tikal:
Elite MDI kills reg spear, losing 2
Elite Musketeer kills reg spear, losing 4
Vet Musket kills unfortified reg spear, losing 1, and Tikal is ours.
IBT: Paris, Brest, Quebec, Guyana all complete Ball Courts, start pre-builds for Art Guilds. New Orleans-Harbor>Ball Court, Louisburg generates a treasure.
1568: Pikes have returned home, so I cash in the two treasures, netting 400g. We dont want to do too many, but a few now can pay for some key rushes. I rush the Harbor at Ville Marie, and temples in Tikal and St. Phillipe.
IBT: Free Artistry comes in, what to research next? Mercantilism is tempting, but I would guess the AI will go after that as well, so I go for Counter-Reformation. It allows Jesuit Colleges, another culture building (although at 200sh for 2cpt, not a great value), but also allows Missionaries. These are 30sh invisible units, that can enslave Archers, Spears, and native Unique Units into workers. Also spot other invisible units. I think they will be useful to protect and/or expand our new world holdings. It will only take 6 turns at 100%, then we can decide where to go next. In other news Lyons-Ball Court>Art Guild, Ville Marie-Harbor>Ball Court, Tikal-Temple>Courthouse, St. Phillipe-Temple>Worker.
1569: Now we can get some money out of our AI friends. Dutch can pay 88gpt+125g for Free Artistry, Spain gives 160+32gpt, England 25gpt+11. Again, I avoid Professional Armies. We should be able to afford to continue rushing where needed, I rush a couple courthouses and a colonist, but leave most of the gold for the next leader.
IBT: Ft. Dusq-Court>Tobacco Plantation, St. Lous-Court>Ball Court, S.St. Marie-Colonist>Court.
1570: Did some worker and troop movements. I have 2 vet pikes headed back to the New World, with an empty Carrack on top as an escort. We will need to build up our navy, once the current round of Ball Courts and Art Guilds are done. There is a Colonist, with a couple workers, S of Copan, there is room for another town there. I have another colonist headed for a spot SW of Quebec, I irrigated the spot I had planned on (doh!), but you can still settle there, or pick another spot. I wouldnt settle ON the iron, as it can be a productive tile to work, with a courthouse.
I have noticed a few weird things, like Louisburg is not able to build a Spice factory, or Sugar plantation, although there is spice next to it. Maybe it has to be roaded, as well as in the radius? Not sure. Anyway, even if we dont need the treasures, they act like mini-factories, for 20 shields, not a bad price. As far as the treasures go, we are currently at 6979VP, with 70 turns to go. With minimal combat, we could afford to turn in one every 2-3 turns, without going over the VP limit, but I wouldnt cut it that close. I would turn in a few more, just to pay for rushes, then I guess we start disbanding them? Not sure how to go about that, probably best to use up some of our regular pikes or free explorers to capture them, (Can an explorer capture one?),
and then disband them in a town that needs a few shields. I dont know the best answer here.
Heres our map of our New World empire, focused on the former Mayan lands. We could easily stop here and make peace, as we are running out of troops, we barely have enough left to garrison the towns we have. We could try to push further south, but Im not sure whats to be gained, at least until we can get some reinforcements over, and thatll have to wait until after the round of cultural building. Once Missionaries are available, it would be nice to send a few out to worker-farm, enslave some Mayan troops, as we have a lot of jungle-clearing to do.
IBT: Palenque-Temple>Spice Factory, Guyanna-Court>Worker, S.St. Marie-Worker>worker, Ft. Dusq.-Worker>Tobacco, St. Louis-Colonist>worker.
1561: Move 3 MDI and a Musketeer S toward the Mayans. Rush a temple in Chichen.
IBT: We enter the Renaissance as we complete Mining, start immediately on Free Artistry. Paris completes the musket, starts another as pre-build. Chichen-Temple>court, Quebec generates another treasure.
1562: Sell Mining to the Dutch for 57g+62gpt, Spain for 30g+11gpt, I could have gotten Professional Armies, but it just adds 10 to the cost of our Pikes, so I pass. England has no money. Workers land at Palenque. Spend a little gold hurrying workers in several cities. Also load 2 pikes from the continent to send toward the New World.
IBT: A Privateer sails out of the fog to sink our Carrack full of MDIs.

Probably Spanish, it came from the area around Panama City. Louisburg-Worker>Court, Guy-Work>Library, Ft. Du Chatres-Worker>Court, Praire du Rocher-Worker>Court.
1563: 3 Workers road the Rubber in one turn. Rush Harbor at Chichen. St. Phillipe is founded NE of St. Louis. Our forces are positioned to attack Copan:
Vet MDI kills Reg Spear, losing 1hp
Vet MDI dies to reg Spear.
Elite MDS kills reg Spear, losing 4hp, taking Copan and a worker. (Has Gold and Silver)
Vet Musketeer kills reg Archer in the open, which triggers our Golden Age! [dance]
I check for minor adjustments, we can now get Free Artistry in 6 turns at 100%.
IBT: Chichen-Harbor>Court
1564: Swap our pre-builds to Ball Courts. Islands (Ville Marie, etc) will need harbors first.
1565: Nothing much, workers start to clear some forests. Take our two treasures from Quebec, with 2 reg pikes, and send them home.
IBT: Marseilles is first to complete, Ball Court>Bank (Pre for Art Guild), Baton Rouge-Worker>worker.
1566: Rush temple in Copan, move troops to Tikal.
IBT: Copan-Temple>Court, S.St. Marie-Worker>worker.
1567: Several GPT deals finally, so there should be some money available, but England already got Mining, so we dont have much to sell but maps. I do get 7gpt from Spain for Dyes, and sell wine for 4gpt and tobacco for 4gpt to England. Rush the Ball Court in Guyana for 528g, we want to maintain cultural dominance here. Battle of Tikal:
Elite MDI kills reg spear, losing 2
Elite Musketeer kills reg spear, losing 4
Vet Musket kills unfortified reg spear, losing 1, and Tikal is ours.
IBT: Paris, Brest, Quebec, Guyana all complete Ball Courts, start pre-builds for Art Guilds. New Orleans-Harbor>Ball Court, Louisburg generates a treasure.
1568: Pikes have returned home, so I cash in the two treasures, netting 400g. We dont want to do too many, but a few now can pay for some key rushes. I rush the Harbor at Ville Marie, and temples in Tikal and St. Phillipe.
IBT: Free Artistry comes in, what to research next? Mercantilism is tempting, but I would guess the AI will go after that as well, so I go for Counter-Reformation. It allows Jesuit Colleges, another culture building (although at 200sh for 2cpt, not a great value), but also allows Missionaries. These are 30sh invisible units, that can enslave Archers, Spears, and native Unique Units into workers. Also spot other invisible units. I think they will be useful to protect and/or expand our new world holdings. It will only take 6 turns at 100%, then we can decide where to go next. In other news Lyons-Ball Court>Art Guild, Ville Marie-Harbor>Ball Court, Tikal-Temple>Courthouse, St. Phillipe-Temple>Worker.
1569: Now we can get some money out of our AI friends. Dutch can pay 88gpt+125g for Free Artistry, Spain gives 160+32gpt, England 25gpt+11. Again, I avoid Professional Armies. We should be able to afford to continue rushing where needed, I rush a couple courthouses and a colonist, but leave most of the gold for the next leader.
IBT: Ft. Dusq-Court>Tobacco Plantation, St. Lous-Court>Ball Court, S.St. Marie-Colonist>Court.
1570: Did some worker and troop movements. I have 2 vet pikes headed back to the New World, with an empty Carrack on top as an escort. We will need to build up our navy, once the current round of Ball Courts and Art Guilds are done. There is a Colonist, with a couple workers, S of Copan, there is room for another town there. I have another colonist headed for a spot SW of Quebec, I irrigated the spot I had planned on (doh!), but you can still settle there, or pick another spot. I wouldnt settle ON the iron, as it can be a productive tile to work, with a courthouse.
I have noticed a few weird things, like Louisburg is not able to build a Spice factory, or Sugar plantation, although there is spice next to it. Maybe it has to be roaded, as well as in the radius? Not sure. Anyway, even if we dont need the treasures, they act like mini-factories, for 20 shields, not a bad price. As far as the treasures go, we are currently at 6979VP, with 70 turns to go. With minimal combat, we could afford to turn in one every 2-3 turns, without going over the VP limit, but I wouldnt cut it that close. I would turn in a few more, just to pay for rushes, then I guess we start disbanding them? Not sure how to go about that, probably best to use up some of our regular pikes or free explorers to capture them, (Can an explorer capture one?),

Heres our map of our New World empire, focused on the former Mayan lands. We could easily stop here and make peace, as we are running out of troops, we barely have enough left to garrison the towns we have. We could try to push further south, but Im not sure whats to be gained, at least until we can get some reinforcements over, and thatll have to wait until after the round of cultural building. Once Missionaries are available, it would be nice to send a few out to worker-farm, enslave some Mayan troops, as we have a lot of jungle-clearing to do.