Preturn: build colony on the dyes, lux to 0%

6 luxes on a 5CC, not bad.
MM Antium/Rome to get one more food in Antium and still 10 spt.
250: WLTKD in Cumae. Razed Murzia, one legion is redlined.
A Bab bowman is blocking the road to Seville
260: Kill the Bab bowman. Our leader is far from home, will
take some time to bring him home.
A Bab settler/spear shows up in the region of former Babylon.
I don't know why the AI is building spears when they could build bowmen.
Nothing is more important than good reconnaissance. One of the horses from the reinforcement
stack spots a Scand. stack with 3 archers, while the rest of the stack crosses the river.
Set science to 20% and still get Monarchy next turn, saving us a few gold.
Send a second worker stack to Antium, there are still important tiles that
lack improvements.
Kill the Bab spear, giving us two more slaves.
IT: The Scand. archer stack moves to the open ground, good.
270: We get Monarchy, lets revolt immediately.
Kill the archer stack, two promotions.
Two Scand. swordsmen hide behind the river.
IT: The Babs land a bowman on our horse-resource.
280: I have a legion available who takes care of him.
The two Scand. swords have fortified behind the river.
I move a legion stack on the forest on our side of the river.
I build an Outpost (4 tiles line of sight),
consuming one Bab-slave at the mountain near former Babylon.
It will be a tactical advantage to observe this key-area.
The other slaves start a road on the mountain to facilitate troop-movements.
We have 10 Roman and 12 slave workers. I would not disband our our workers,
since their are a lot of hills/mountains unmined, especially near Antium,
so we will need them.
IT: Two Bab bowmen move on mountains in the jungle north.
1 sword attacks our legions on forest across the river
and is slaughtered, the other crosses the river, nice.
The AI is so dumb that sometimes it is just funny.
The Spanish finish the Colossus is Seville, a city with minimal
production. They must have built it since 3000BC!
290: Kill the second sword, but lost a horse, first casualty until now.
Spot 3 more Scand. archer, one near Seville, 2 W of 'Babylon-mountain' (our Outpost)
and a sword.
Our stack crosses the river.
IT: Scand. veteran sword spotted in the Babylon region,
at least one of their cities must have barracks.
300: We are in Monarchy, and we are making ~80gpt, despite all our unit support
and 3 of our cities are not even at size 12.
MM Veii to get it over 15 spt.
I go for Monotheism with a scientist in Rome, all other cities need to work their tiles and
as long as the mountains are not mined we can't get 30spt.
The AI is hopefully researching Feudalism and when we have both have Mono (maybe we get it with
the GL too) and Feudalism we will turn on max-science, raze to Chivalry in ~6 turns and
upgrade all those horsemen we will stockpile in the meantime.
Then its knight-party-time.
Move our leader towards our cities. Kill the archer near Seville.
This is a funny city. Not a single improvement visible. The AI's unwillingness
of using workers during war-times is hurting them badly.
Kill the Scand. sword in the Babylon area and one of the two Bab bowmen in the
jungle south of Ur.
IT: One more Bab bowman shows up west of Ur. The 2 Scand. archer cross the river
and a Spanish archer shows up near Seville.
310: Kill both the two Scand. and the one Spanish archer, one legion promotes.
Divide our conquer-stack to approach Seville and Salamanca.
I rush the HG in Veii, allowing us to sell the temples and save additional money.
Raze Salamanca, one horse promotes.
320: Approach Seville, send reinforcements to our northern Outpost.
Kill the remaining Bab bowman in the jungle and our legion survives
because of her 5 HP.
330: Raze Seville after killing all 3 defenders, losing a horse.
The Spanish are no longer
340: A lot of troop movements to regroup our forces. A galley in Cumae is due next turn.
The two stacks in the Seville-region can be combined and are intended
to be "Expedition force Nr. 2" (CG will love it

)
I spot a Bab iron source and move one of the horses on the tile, it
should be pillaged next turn, then the horse should retreat.
On city management:
I have switched production towards horsemen, only Rome is producing
legions. Cumae is building a scout galley.
Neapolis should build a courthouse after the aqueduct, we may get it to 10spt, don't forget
to MM it for max-food after the aqueduct is built.
The mountains near Rome are a priority, we can get Rome to 30 spt, meaning a horse every turn.
Also don't forget to mine the mountains near Veii and irrigate at least one additional normal
grassland-tile at Antium for growth.
Strategic notes:
Try to hold our two Outposts (the one where Babylon was located and the one
that is being constructed on the jungle-mountain. The two elite legions (Karasu"s "Rambos")
could be stacked on the mountain east for additional scouting and leader-fishing.
The two additional pink circles in the pic are possible scouting-positions for one or two legions,
warning us from Scand. forces.
Expedition force 2 could follow the red arrows. This is a pillaging mission, denying the iron
of the Scands.
One last point: I don't know how strong the Bab-economy is, but I doubt that we get a lot of
techs from the GL, so we may have to start researching after Mono to get our knights.
Our army:
They were a bit weak
Strategic situation:
The save:
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