The save at 990 and not looking good
Preturn: Science @ 0, MT in 37. Mauch Chunk has 9 uncorrupted spt and an entertainer they dont need, so put him to work. Building a knight there, so now it will turn out one every 7. Tonawanda has a taxman it doesnt need, so back to work with him as well. Looks like our galleys are about 12 turns distant from landings against the French, assuming they survive the trip.
IBT- Mongols declare war on Japan. Palace gets some towers. Spanish galleon sails past Logrono.
Turn 1 (900AD) Move forces up to the Celt border. Hold the army at Grand River to see if the Spanish galleon lands anything.
IBT- No landings to report. Marseilles pike>library. Susquehana pike>aqueduct. LBH pike>bank. Trees now added to palace entrance.
Turn 2 (910AD) Declare war on the Celts. Troops move up.
IBT- Rheims pike>pike, Celt galleon and frigate set sail from Cataractonium. Spanish galley drops sword by Oiogouen.
Turn 3 (920AD) Troops move up to Cataractonium, vet rifle showing. We send knight from Marseille to kill reg Spanish sword. Knight army attacks vet rifle at Cataract and kills it, we lose 7hp. Sala university>HE in 3. Reg rifle dug in @ Cataract. RNG is nice next round, vet knight kills rifle clean AND promotes. And another reg rifle shows. Lose a vet knight and lop off one hp. Gamble with an elite knight who redlines, and wins. Cataract falls with 2 settlers. So 4 workers there. Two more workers adjacent to the town are rounded up. MM Sala to 25 spt.
Eboracum which is the next Celt city on the peninsula has salt, so we will not need to make a landing against France to take hers. Science to 50%, MT in 8.
IBT- Spanish galleon unloads conquistador. Spain declares on Japan. Byzantines and Japan ally against Aztecs. Cattaraugus market>knight. Chartres harbor>settler. Spanish spear by Ebracorum. Byzantines offload settler group by Cherbourg.
Turn 4 (930AD) MW takes care of the Conquistador. 12 knights on their way to Ebracorum. 2 of our galleys sink the Spanish galleon at the loss of one galley. I love the fact that our arrow-wielding vessel sunk a cannon-laden vessel.

Rest of the fleet seeks refuge in Paris.
IBT- Byzantines plant a town down in the open between Grand River and Cherbourg.
Turn 5 (940AD) Trade a galley with the Spanish. Hopefully it carried something. Knights to the edge of Ebracorum.
IBT- Trade territory map with Dad. Sala HE>university. Dad kills reg Spanish spear near Ebracorum.
Turn 6 (950AD) Lose 3 knights to 3 rifles, 4 more knights redlined, but Ebracorum falls, along with the salt. MT now in 5. Change Cherbourg build to rax.
IBT- Lone vet Celt Cav spotted vic 2NE of Amiens.
Turn 7 (960AD) Plant St Regis next to the Byzantine town of Ohrid. Well, Dad wont part with MT at any price, and we may be in trouble real soon, so push science to 90% MT in 2. MW rides up to check the Celt out, and he has a twin. Ruh-ro! Only one thing to do. Attack! Bad idea, lose MW and MI and only get 2 hp off cav 1. Now we just made him mad.

Hitting enter wont be good.
IBT- Well, theres a bunch of Celt cav now, Amiens falls and dye colony is overrun.

Pulling several garrisons out to meet the threat causes some cities to riot. Spanish town of Vitoria sends out a longbow which dies against our knight.
Turn 8 (970AD) Two knights kill 2 reg pikes and Vittoria falls. The next IT isnt promising to be any better than the last, so its time to launch counter-measures. Throw about 4 French workers in about 6 tiles and hopes Celts goes for them. That will give us time to get a counterattack organized in a couple turns.
IBT- Neodakheat falls as there are 7 celt cav in the area now. Sure enough, Celt cav go worker shopping. All of a sudden, half our cities riot because our dyes are gone.
Turn 9 (980AD) Abandon St Regis, upgrade some knights to cav, and scatter more workers. MI kills a 2hp cav, knight army kills another cav. Sala started on Mil Academy. Please change if needed.
IBT- Izzy wants peace, no deal as she wont give techs. Mauch Chunk still rioting.

Aztecs land outside Paris.
Turn 10 (990AD) Time to do something right for a change. Knight army recaptures Neodakheat and 12 workers inside.

Kill a couple more cav. Spread out the workers to try the same ploy again. Still 7 cav in area. Upgrade some more knights.
Post turn. Started out well, but weve basically run out of options here. The north is essentially defenseless.

At least the knight army is in a blocking position.
Next up, if we can make peace with Aztecs, we need to as Paris cannot be defended.
We need to decide what do do about the Byzantine town of Ohrid. Its blocking our moves back south. The cav can get through, but not knights, since they dont have the movement points to get away from the town area, and they just get booted back. Next turn, the 4 cav parked there can make the jump over. If we leave it, were delayed getting troops back. Of course war probably means another 40 cav at our door.
There is a settler in Cataractonium, it can be used to raise and replace to remove flip risk.
Still nothing going with alliances from Dad. I dont see that giving him any special deals will help us, now that our rep is torched.
