Pre-turn
- Change research to col path.
- Change pasargadae to make axe instead of immortal.
Turn 1
- Immortal done in Persepolis, order next immortal.
Turn 2
- Kill barbie with fogbuster
- Axe ready @ pasargadae, immortal next.
- Khan is building a pasture. Keshiks? Nty, attack before he gets it pastured and steal worker.
Turn 3
- Immortal done in Persepolis, order new one.
Turn 4
- Troops to Khan borders..
Turn 5
- Borders of Susa expand!
- Declare WAR!!! Khan, we are tired of your fluffy hat!
- We get some "You declared on our friend" diplomacial cries.
- Captured worker too. Let him finish pasture so we can use it later but no road yet.
Turn 6
TONIGHT WE DINE IN HELL!!!!! -said the wnb spartan troops of Mongolia.
(If you don't want 300 spoilers, don't watch what happens when persians reach the troops of Khan

)
Brought to you by, sucky movie spoiling bad quotes -company®
- (move units closer)
Turn 7
- Move units closer, next turn is the big BOOOOOM.. of spears and horseys.
- Poor immortal who didn't make it with 1st group was sended to explore Khans second city.
- Both Pasargadae and Persepolis start Library.
Turn 8
- Karakorum downed! First units were a pure suicide, we lost two Immortals. One lucky guy earned 4 exp from winning against an archer with under 10% odds!
- We steal a worker there.
- Karakorum only has 4 flood plain tiles.. and two desert tiles just by the city.
Turn 9
- We are on 0% research with +2 gold...
- To end this war quickly I order troops to take the last city of Khan!
- ..and within same turn we raze it. But there's a third city in east!
- MM Persepolis to work newest cottage too, got research glider up to 20% with -2. Raising it even more would take too much money compared to how much research we get so I keep it there even as we have 230 gold.
- There's a barbarian city in our marked city-site (which was supposed to be planted over oasis-tile?!)
- We get a great general in Pasargadae. Not sure what to do so I leave him be.
Turn 10
- Start moving healthy units near Khans 3rd city. It has 2 archers guarding it.
- Promote and move wounded units to Karakorum for healing.
- That barbarian city has 2 archers guarding it. Should we leave it be and take it when we can pay up the maintenance? I shall keep our fogbusting Immortal guarding it so atleast if anything comes outta there they won't get far
Turn 11
- Zzz
Turn 12
- We have healthy issues on our cities. Apparently having multiple cows only helps for +1 and that's really all we got. No forests, no anything. We aren't connected with any other civilizations yet.
Turn 13
- Zzz
Turn 14
- Attack 3rd city and raze. We lost our combat3 immortal
![Pissed [pissed] [pissed]](/images/smilies/pissed.gif)
- We stole a worker there.
- Khan is dead and we are the score leader!!
Turn 15
- Zzz
And so we end this war in one turn-set! I sent the scout to explore Hattys land and one Immortal from our assault strike to scout Brennus. Couldn't do much to our economic situation, cottaged some floodplain tiles and made some pastures and even a road network. Troops are on their way back to Persepolis. So.. who's next
Oh and boy I was tempted to change all troop names to "Bob" or "Sarah".. instead of city codenames, but naaaah didn't
