Round 7: to 720 AD
The war of attrition began in this round, but began to heat up to a real war by its end.
I started by building my next city, Elephantine, near the two gold sources on the northeast coast:
Another advantage of this city is that it will protect Memphis and its horses from barbarians coming from the fog to the south. These barbs will have to cross the open terrain of the desert, where they're easy pickin's for the War Chariot stationed in Elephantine.
In 50 AD, with Vicky's Settler stack in the middle of the southwestern desert, I declared war:
The stack's protective Archer (City Garrison II, useless in the open field) died, the Settler became another stolen worker, and another WC reached Level 4 as a result.
My main goal for this offensive was to do as much damage to Vicky's economy as I could. Hey, misery loves company. My first target was her copper mine, so she could no longer build Spearmen and Axemen. Well, it turned out one of the latter was on guard duty, and my Combat II WC wasn't getting very good odds:
Several other resources were too close to cities with Spearmen for me to even consider pillaging them. The road network, however, was quite another matter, and I set about denying Vicky access to her wine and stone, for starters.
I also jacked up the research slider for a few turns and achived some success:
Bizarre how my best production cities keep winding up as holy cities. I suppose I should have done some more careful manipulation of which city would become a holy one, but I had other priorities. Missionaries aren't cheap. Something to remember for next time, though.
Several of my WCs neared that copper mine, some from the north, some coming from Madrid and Barcelona, sneaking across the tundra:
The odds weren't great, but they were better than before. I lost that unit, but it weakened the Axeman enough for the next one to finish him off. Then a third WC raced in to pillage the mine. Mission accomplished! Time to head out of there and heal.
Not a moment too soon, either, as Vicky sent a stack of three Axemen and a Spearman out to punish me for my temerity:
I was tempted to retreat...but remembered Hans' assertion that in the open field, the War Chariots rule. I might never get a better chance to get rid of these copper-based units, which I had just denied my opponent the ability to rebuild.
So I threw my best, still-healthy units at the stack. I didn't lose a single one, and the unit you see directly north of the Axes swooped in for the final kill and achieved Level 5 status! He now has the Combat IV promotion and the nickname "2 Fast". (Next Level 5 WC will be "2 Furious", of course. I've never seen the film, I just like the title.) I'm hoping to get him to Level 6 so I can give him the Commando promotion. If 2 Fast can use enemy roads (the few I've left intact, at any rate), he'll be a pillaging nightmare.
Vicky was getting fed up with this damage-and-dash war, and came to me with a peace offering:
I was kind of tempted, seeing how--as Pigswill pointed out--my research is floundering. But what, I wondered, is Sailing going to do for me right now? And 10 turns is enough for her to rebuild that mine. I asked for some other techs, but to no avail. Fine then, get lost. I've got a war to run.
A barb city also appeared at the other side of the continent, just northwest of Barcelona. This gave my chariots a chance to earn some more XPs and win some gold for the treasury--though I did lose a WC in the process:
A few turns later, after some more pillaging and some counter-attacks, I lost another WC that had pillaged the stone quarry near Canterbury. He survived an attack from Canterbury's Spearmen, but fell to another from York. But Canterbury was now weak: though on a hill, it was defended by a single archer and had only a 20% cultural defense. And I had a few Swordsmen, looking to upgrade their City Raider promotions. Heh heh heh...
I razed it. One tile NE and it loses one desert and one peak in exchange for some grassland hills.
I also have an Archer and an Axeman who've snuck all the way down to Vicky's horses. They've defeated the Archer defending the tile, and if they survive a counterattack--assuming there is one--they'll pillage the pasture on the next turn. Then I want to find a nice forested hill within London's fat cross for them to hunker down upon.
Power-wise, it ain't even close:
Things are looking up a bit economically. I've built the much-needed courthouses in Madrid and Barcelona (and a few other cities, mostly with the help of the whip), and before I plunged several units into the fray outside my borders, I actually had the slider up to 50%. Yay me! I have Construction now and I'm building Cats and Elephants; the next tech practically leaped out at me, given my financial circumstances: Currency.
Here's what the map looks like. The entire continent is now pretty much revealed:
Boy, Vicky's terrain really does suck, doesn't it? I sent a workboat up the east coast, but I'll obviously need caravels to find the other civs. On his way back south, he spotted yet another barb city, this one near the former site of Rome. I have a few brand-new, 4/5 XP swordsmen headed there. The city will be razed as it is also in the wrong spot, based upon our dotmap. Why can't these barbarians be a little more cooperative?
My workers are continuing to cottage spam, and every now and then I have to use the whip, but my cities are growing, buildings are going up, and Vicky's ripe for a fall. I have a stack of veteran WCs and CR II Swords waiting on top of the hill where Canterbury used to be. Once the Cats arrive, I'm throwing the stack at her cities. I'm probably going to raze all of them except London, especially now that Vicky has built the Hindu shrine. I have built a couple of Hindu monasteries, and will continue to spread the good word in anticipation of the gold that captured shrine will render.
Expect the next round to focus on the fall of England. After that, it's barb-whomping, economics, expansion, and researching towards Optics and Caravels.
Wish me luck!