250 AD – Turn 140
Up entertainment to 30% and put everyone to work.
Lost some slaves/workers.
The enemy, everyone, seems to be triangulating on In&Out Burger.
Turn 141
eSword kills archer, eArch kills archer, vSword kills archer, vSword kills archer
Fort 4/13 army. Will likely be attacked by a Chasqui Scout and maybe a 1/3 archer.
Lose a spear to an archer attack.
2 Chinese archers, horse and 3 swords move right up to In&Out. Two more swords are three turns out. China must die.
Turn 142
vSword kills offending archer
eSword kills warrior, put cats to work on a horse to force retreat
SoD (10 cats, 8 swords, 4 spears) is bending to the NW to close on the Chinese.
5 units fort in In&Out and wait for the attack over the river.
We get growth and finish improvements so much MM’ing.
1st Sword Army takes off for China.
OK, lets see…
A forted mountain sword loses to an MI.
Two archers and a sword die at the cost of a sword and the horse does retreat.
A remnant AC shows up w/ 3 Chinese horses. Perfect.
CoL comes in, we enter a new age, and we set sights for Feud.
Turn 143
eSword kills sword and eArch kills archer.
Workers retreat from front
2nd Sword Army kills hoplite and takes a settler, now 6/13. We move down an open road to kill and archer. Still 6/13.
In&Out needs a racks.
MP’s make it so we can pull back entertainment to 10%.
rSword (2/3) reaches over a river and kills one of our eSwords! That’s not right.
AC reaches vSword moving through forest and kills it ending w/ a single hp.
Two horses attack, one retreats and the other dies.
Lose an archer in the open to a Chasqui scout from the fog.
Getting a crappy kill ratio.
Chinese galley is trying to backdoor us.
Turn 144
vSword kills horse in woods next to In&Out. That forest needs to come down as it’s a good defensive position next to in and out. Without the forest it becomes a nice spot to slaughter enemies.
vSword reaches over river to kill 2/3 sword and promotes 4/5.
vSword reaches over river to kill archer, no promotion 3/4
vSword kills 1/3 sword leaving it hung out in the forest but I’m tired of sitting back.
I managed to get 29s towards a sword after a cut so I redistribute the shield tiles.
No losses or kills in the IBT. Our hung sword is left alone.
Turn 145
eSword (1/5) kills archer and is covered by a vSword.
vSword kills archer.
vSword forces scout retreat.
vArch forces scout retreat.
Two vSwords kill the stinking scouts
Greeks are sending out Hoplites covering LB’s. That’s not good.
1st Sword army makes it to Chinese territory. Time to rip up turf.
Hire a geek in Hilly Silly.
With a little effort Rotterdam can be a 15spt city.
Whale city’s one shield from finishing a settler so we move all efforts to the cost tiles for maximum gold. Bad MM’ing job there.
Nice, wounded AC dies to sword and vArcher dies to another vSword that promotes (2/5). A little payback is welcome.
Portuguese galley rounds the bend behind the Chinese galley.
Turn 146
Hit the Chinese galley twice w/ cats to see if it’ll turn about.
2nd Sword Army is healed and runs over an archer that pings us twice, (11/13). Not right.
SoD starts getting some action by picking off an LB in their path.
1st Sword Army pillages silks and then continues to the Chinese core.
We’re up to 99 units. Despite losses we’re growing.
Ha! Galley turns about and we record zero attacks.
Turn 147
Portuguese galley takes two rocks. Run away!
Found “Dust Town”.
vSword and cat storm over a hill to whack an archer in a nice K-Zone.
SoD kills Incan city w/o taking a scratch. We love cats.
2nd Army kills an spear in an Incan city and goes to 8/13.
1st Army pillages and moves
Wounded Portuguese galley keeps coming. Bad idea.
No attacks. I fear this is the calm before the storm.
Turn 148
This is cool. Our mighty curragh sails from the harbors of Hamsterdam and sends the stinking Portuguese galley to Davy Jones’ Locker.
Had to attack an rSpear w/ a vArch and we win flawlessly. PRNG is treating me a bit better.
2nd Army heals and 1st Army pillages and moves again towards the Chinese core.
eSword is attacked over a river and on a mountain. If he had died I’d have sought out his father and castrated him.
Turn 149
1st Sword moves to Chinese mountain to cut gems next turn then wreck the flooded grasses.
2nd Sword kills two spears in Tiwanakuku and is sitting in the city healing up, 5/13.
Hmmm, wounded Chinese junk turns into an easterly wind and decides to come on back. They’ll never make it ashore. We have a nice galley to intercept.
Interestingly three different AI archers pull back into the fog. Consolidation? Spooky.
Turn 150 – 350 AD
My luck turns south. Two cats bomb a hoplite to 1/3, which is good but then a vSword goes 0 for 4 and dies. Crap! The cats are toast if the hoplite decides to step up and forego the healing process. The only upside is that an approaching sword should kill it.
The SoD has diverged and the two columns have now turned south to start beating up on hoplites before they ever get to the roads.
1st Army blows diamond mine then proceeds w/ the destruction of rice fields. On his way through the fields General JB spies the source of the Chinese iron in the hills and begins the march the Big Red 1 to stop the flow of Chinese MI’s.
Status
Feudalism in 1 turn. That’s at –40gpt, w/ 50g in the till and 4 scientists.
Enjoy the golden age.
The AI’s are all up Feud, Mono, & Engineering. I have seen Greek LB’s but no Knights.
Hamsterdam is at 21spt and will be nice for 2 turn MI’s.
Blooming, Sugar and Rotterdam all at 10spt. I think we can get Rotterdam to 15spt but it’ll need a third MP and growth.
I sent a settler w/ moderate, OK light, defence to try and scarf up some silks. One of the swords that joined the stack basically ran his butt off from west to east with a LB and MI breathing down his neck. After passing the mountains just to the west they failed to follow.
Many elite wins but no GL’s. Lost one elite sword on an improbable attack.
We have 110 units w/ 23 workers, 23 spears, 39 swords (w/ 2 sword armies), and 19 cats.