AZS-01 - The British Empire - OPEN

Turn 0 -- 250 AD
Good lord, my Civ III CD wasn't in the drive...
I change London to Settler.
We need more Settlers, but I'm going to wait until we're a Republic before I hurry anything.

Turn 1 -- 260 AD
Floodlands finishes Warrior, begins Settler
Some Barbs killed
Science dropped to 40%

Turn 2 -- 270 AD
London finishes Settler, begins Spearman
ChrTh Heights is built, set to Worker
We disperse one encampment for 25 gold

Turn 3 -- 280 AD
HotTown finishes Library, begins Settler
Roman Block finishes Barracks, begins Worker
Another encampment dispersed, another 25 gold
ChrTh's Folly is about to riot, so I switch to Settler

Turn 4 -- 290 AD
Republic is done, I order up Map Making
London produces Spearman, begins Spearman
ChrTh's Folly finishes Settler, begins Spearman
Delta Forse finishes Horseman, begins Granary
I reveal another Barbarian Camp
A whole mess of cities want to revolt next turn...so I hire some entertainers.

Turn 5 -- 300 AD
Disperse the encampment for 25 gold

Turn 6 -- 310 AD
Zzz

Turn 7 -- 320 AD
The Romans declared War on us :rolleyes:
We emerge from Anarchy! :D
The First Republic of ChrTh is in effect
I fire all the Entertainers
I drop luxuries to 10%
I mobilize forces

Turn 8 -- 330 AD
London finishes Spearman, begins Settler (London will riot if it goes to 11)
I change Wineville to Granary and hurry it for 40 (so I can start building soldiers)
We destroy Lugdunum and liberate 14 gold

Turn 9 -- 340 AD
WineVille finishes Granary, begins Archer
LeeVille finishes Granary, begins Settler
Horseytown finishes Temple, begins Settler

Turn 10 -- 350 AD
London finishes Settler, begins Horseman
Steveopolis finishes Library, begins Worker
HotTown finishes Settler, begins Barracks

Turn 11 -- 360 AD
Erik's Whales finishes Courthouse, begins Horseman
ChrTh's Folly finishes Spearman, begins Archer
West Chrthilvania is built, worker ordered--er, Warrior ordered

Turn 12 -- 370 AD
We finish Map Making, begin Polytheism
London produces Horseman, begins Horseman
Steveopolis finishes Worker, begins Horseman
Steve's Castle finishes Spearman, begins Worker

Turn 13 -- 380 AD
Archers built, Archers ordered
Brighton...finishes Spearman, begins Worker
There's an unnerving stack of Romans in our territory...I keep trying to make peace but Caesar refuses to acknowledge my envoy

Turn 14 -- 390 AD
London finishes Horseman, begins Horseman
LeeVille finishes Settler, begins Worker
ChrTh Lake is built, Worker ordered
I have to raise Luxuries to 20% to keep people from rioting (lousy Romans)

Turn 16 -- 410 AD
(I missed a turn somewhere in there)
Erik's Whales finishes Horseman, begins Worker
ChrTh's Folly finishes Archer, begins Worker
HotTown finishes Barracks, begins Worker
ChrTh Heights finishes Worker, begins Temple

I'm finally able to make peace with the Romans. They get the Republic, we get Polytheism and Construction.

(In case you were wondering, the Romans rebuilt Lugdumbnum)

Turn 17 -- 420 AD
London finishes Horseman, begins Worker
Steveopolis finishes Horseman, begins Aqueduct
HotTown finishes Worker, begins Aqueduct
LeeVille finishes Worker, begins Barracks
Western Wine finishes Temple, begins Aqueduct

I change LeeVille to Galley...we need to make contact.

Turn 18 -- 430 AD
London finishes Worker, begins Spearman
Erik's Whales finishes Worker, begins Aqueduct
ChrTh's Folly finishes worker, begins Horseman
Delta Forse finishes Granary, begins Worker
WineVille finishes Archer, begins Spearman
HorseyTown finishes Settler, begins Granary
Brighton...finishes Worker, begins Temple
We disperse an encampment for 25 Gold

Turn 19 -- 440 AD
Susa completes the Hanging Gardens

Turn 20 -- 450 AD
London finishes Spearman, begins Spearman
Delta Forse finishes Worker, begins Galley


Ok, Rome is moving a slew of troops through our territory...I think it's just a Settler chain (there are Settlers in the group)...I'm guessing their Galleys will bring them across to the Iroquois continent/island.

Guys, this may be a losing proposition. Its 450AD and we're still in the Ancient Age...although it seems the rest of the world may be as well--who knows? I've started two Galleys, we need to get Contacts asap.

We have a bunch of Settlers working their way North. We may want to build an FP at ChrTh Lake or nearby, but that's up to whomever.

Here's the Save:
http://www.civfanatics.net/uploads/AZS01-450AD.zip
 
It occured to me that the Romans might be headed for the area in our NW. Once we get all of our cities built (I think there are 3 or 4 settlers moving that way, with 1 done in a turn or two)...we may want to trade them our territory map--then they'll see that there isn't space anymore and they'll leave...wasting a ton of Settler turns.

Of course, that presumes that there isn't any space left for them to settle....so settle!
 
Inherited Turn:
Woah... I sure hope Rome isn't about to go to war with us with all those troops in our territory. Our military is weak compared to theirs. :(
No changes to any of the city builds - these look OK.
Leave everything else as is.

(1) 460AD
Lots of horsies up North are fortified on barbarian watch. These really need to be replaced with warriors.
Moving troops around towards Roman Block. If the Romans declare war I want to get a quick first strike in.

(2) 470AD
(3) 480AD
It is extremely unnerving watching all those romans in English territory.
Iroquois start the Great Lighthouse.

(4) 490AD
Steve's Cove founded. Spearman ordered.
St Steveville founded. Wines will fall within the borders once a temple is built. Spearman ordered.
Some changes to production ordered.
We meet the Iroquois. Hiawatha is annoyed with us, but we top off currency and obtain the Iroquois territory map for 75 gold.
I then swap world maps with Hiawatha, and get us 15 gold back.
Caesar then gives us 10 gold for an exchange of World Maps.
Begin research on Fuedalism. We need pikemen to even us up with Rome.
London, CrThs' Folly and Delta forse are switched to marketplace.
Nice to see the Romans turn back - I put a block in place.

(5) 500AD
Stevarado founded. Spearman ordered.
Disorder at Wineville. Oops. Set on temporary taxman.

(6) 510AD
This sucks. ChrTh's Folly goes into disorder. Second time I've failed to see a city grow. Second taxman hired there. Maybe I should've gone for Monotheism and cathedrals.

(7) 520AD
Egypt completes the Colossus in Byblos.

(8) 530AD
London gets a marktplace and income jumps up 11 gold per turn.
Steveopolis finishes it's aquaduct and is put onto max food.
Erik's Whales finishes aquaduct and goes onto max food.
Roman Block riots. I am REALLY slacking on noticing population growth for some reason. It gets a taxman, but will starve next turn. Nothing I can do about that.

(9) 540AD
(10) 550AD
Library hurried in Wineville. Lots of Roman troops are heading to Lutetia, so hopefully I can flip it and cause a massive loss of troops there (the Romans are notoriously bad when it comes to building culture).
I continue playing a game of "block the Roman settlers".
London is at size 12 again, so I change it to settler having completed a horseman there.

(11) 560AD
(12) 570AD
(13) 580AD
Lots of shuffling of troops to block the Roman settlers.

(14) 590AD
Brrrrrrrr founded in the Northern tundra. Spearman ordered.

(15) 600AD
Rome starts Leonardo's Workshop. They are WAY ahead of us in tech.

(16) 610AD
Iroquois start Sistine. We are hopelessly behind on tech. I see why Rome and Iroquois are ahead though - they have communications with the rest of the world, but refuse to sell it for anything reasonable.

(17) 620AD
(18) 630AD
(19) 640AD
Goodstuff founded - There's a wheat, a reindeer, a whale and iron within range once the borders expand.

(20) 650AD
Science up to 30% at +2 gold per turn.
Continuing the Roman settler blockade - in fact I'm rapidly forcing them back towards Rome.

AZS-01 650AD
 
I got it! will play tonight if I am still alive (playing paintball today).
 
un-got it --- i am 50 minutes over the 12 hour limit and have not yet started my turns. so i will let someone else take this turn. maybe ill try again tomorrow :)
 
AZS 01 England
Jbob42 turn from 650AD


Jbob ascends to the throne. His people are a backward people. It is hard to determine the
goals of the wayward villagers.

1 660AD
The Romans determine our land cannot be settled and head back.

2 670AD
Science rate to 0 since fuedalism is discovered. We should be buying tech on
the cheap since we need $$$$ for knight and pike upgrades.
3 680AD
Egyptians complete Sistine.
Jbork founded!
Hmmm... no iron! haste to the north to connect the iron so spears can learn
the way of the pike!
Jbocaster founded!

4 690AD
5 700AD
Not much.
6 710AD
Road to St.Stevesville finished.
7 720AD
8 730AD
9 740AD
Persians complete Copernicus' Observatory in Bactra.
10 750AD
Jbobshire founded.
Persians complete SunTzu's in Perseopolis.
11 760AD
Silk-Wine trade route established with Iroquois!
12 770AD
French city of orleans builds leo's workshop.
13 780AD
Zulu land sighted! Shaka is annoyed.
Iroquois have best price for contact with French @ 250gp.
France contacted! Will accept wines for contact with Egypt. done.
Egypt contacted! Isnt very reasonable at annoyed status
Zulu will accept 80gp for their terr map, so i do that.
Embassies established with all nations. France is building knights!
Rest of civs have at least pikes.
Rome completes great lighthouse!
14 790AD
15 800AD
lux can go to 10% without any difficulty.
16 810AD
17 820AD
argh! Nicomedia settlers (Roman) snuck in and planted a colony on our tribal land.
18 830AD
argh again! nicomedia stole our IRON! those rat-bastards.
I was on the iron roading it!! border expansion just happened as well so it
was all ours.
This is going to mean serious war.

230gp for contact with Persians and France becomes gracious.

Hmmm... we can buy iron from the Iroquois!
If we had a gold hoard and could upgrade all them horsies to knights,
it would be well worth it to trade for iron and then crush roam, but
it has to happen quick... i was going to make the trade, but i will
let it up to the next player.

I do get monarchy and monotheism this turn... that way we can jump to chivalry
and trade for iron all at the same time.

19 840AD
20 850AD
Chivalry is ours for only 105gp - from France of course. Now -- all we need is
Iron and a gold pile. We might want to just throw a bunch of obsoletes
at Nico and get the iron-- then on the same turn upgrade to a ton of
knights -- rome wouldnt be able to counterattack before our knights would
rule <shrug>

Additional Wines just came online! Next player can decide who/when to trade... but
earlier the better because it can be renegotiated earlier. Wines don't
make a big impact in a trade for iron - Iroquois already have them. Zulu
also have an extra Iron but want us to pay through the nose.

(end of turn)

Wow.. you can really tell that this is an Open game -- no strong sense of purpose
to our fledgling civ. Now that we have contacted all other civs, getting tech on the
cheap should not be so difficult. We need to crush rome hard for its Iron-stealing
audacity.

Good luck next players!


Save Game - AZS01
 
Well, I have nothing up...

I got it.
 
(0) 850 AD - MM the cities.
GACK - we still have warrior guarding our cities?
Why are we building any improvements in a city with > 50% corruption?
Multiple cities go to courthouse.
Switch London to spear - I can build one every turn, and our city defense is weak.

A straight wines for furs swap with Persia - We can really use the happy help
OUCH - I can only fire a couple of taxman.


(2) 870 AD - Buy Engineering from France for $235.
(I) The Iroquois complete Magellans! We are ROYALLY screwed on tech.
The AI is close the Industrial age, but we are barely in the middle ages.


(3) 880 AD - I love having Joanie in the game, she is usually the cheapest source of tech.
I buy invention for $285.
(I) Egypt / France ally versus the Zulu.


(4) 890 AD -
:eek: Rome is building Smith's.


(5) 900 AD - I buy Gunpowder from France.
We have just *ONE* SaltPeter source, but Rome has none :satan:


(6) 910 AD - Trade screen confirms Rome no SaltPeter.
Joanie must love us - $260 buys Theology.


(7) 920 AD - Tech trading is halted - for some reason, we need cash ;)
I put a token scientist for Chemistry - I will take us a long time to buy the tech we need.
I take a look at Perseopolis - it confirm being in the INDUSTRIAL age - it has smokestacks.


(8) 930 AD - War, what is it good for...
The house of Governers wonders why the leader of our Republic keeps singing this odd song.
The are worried more - he invokes the right to enter the army - given to high ranking leaders upon retirement.
He proclaims - General Lee is back...
Pitiful Romans - One lousy horseman removes that pollution from OUR Iron.
We also gain a badly needed slave worker.
The first to fourth Knight divisions are formed.


(9) 940 AD - War death -
English Knights 1, Roman Legions - 4
Our archer kills one of those :lol:
(I) War death - English Archer 1


(10) 950 AD - War death - English Archers - 2, horseman - 2
Roman Legions - 3, spear - 1, archer - 2, longbowman - 1
Captured workers = 2
(I) 2 more dead Legions.
ARGGGGGGGGGG - Roman cities just got Smoke stacks.


(11) 960 AD - Not much action.


(12) 970 AD - War death - English - 1 knight
Rome - 1 pikeman, 1 spearman, 1 archer
Captured workers = 6
Cities RAZED - Lutetia (this cities had 3 settlers in it as of 950 AD!)
(I) Our first palace expansion - a double?


(13) 980 AD - We have a new source of wines, but Joanie will only give $50 :(
War Death - England - 1 knight, 1 archer
Rome - 4 legion, 1 spear, 1 pike.
Right now the only challenge - hitting critical mass to move on the next Roman city.


(14) 990 AD - War Death - England - NOTHING!
Rome - 4 legion, 1 longbowman
Finally a promotion to elite.
(I) Palace expansion out of control - pretty grass added.


(15) 1000 AD - War Death - England - 2 knight - a spear beat one :mad:
Rome - 3 legion, 3 spear, 1 archer, 1 longbowman.
Captured workers = 2 (you can NEVER have enough slave labor)
:confused: Roman block has barracks, why are our troops taking so long to heal?
A lousy deal, but I sell wines for France for $20, $1/turn, tm.
Of course, in this case the tm does help.


(16) 1010 AD - War Death - England - 1 horseman, 1 knight
Rome - 2 legion
Rome will already talk peace - but doesn't offer crap.


(17) 1020 AD - No Roman units cross our borders!
(I) BITE ME - war weariness starting to hit.


(18) 1030 AD - War Death - England - 2 knight (including our elite :cry: )
Rome - 1 pikeman, 2 legion
Londongum is RAZED
2 workers gained.
Hmmm.... Now Rome would almost consider wm - need to destroy a few more cities.
I up luxuries to 20%.


(19) 1040 AD - War Death - England - 2 knight
Rome - 2 pikeman, 1 legionary, 1 longbowman
Byzantium is RAZED - I refuse to capture large cities.
3 workers gained.
York Peppermint Pattie is formed. :crazyeye:
All of the front line horseman are upgraded - time to start buying tech again.
Rome ignores our hollow threats - DUH - we have already destroyed 4 our your cities.


(20) 1050 AD - A nice stack of Knights moves on Hispalis.
Our injured troops healing in York Peppermint Pattie.


Summary - Next person decides, but I say kill KILL ROME
At bare minimum - destroy Hispalis and formed Son of Roman Block
We are destroying Core Roman cities.
Rome is sending NO units toward us.

http://www.civfanatics.net/uploads/AZS01-1050BC.zip
 
OK GUYS -
Who wants to *KILL* Rome?
 
BUMP AGAIN.

Come on, doesn't somebody want to play?

Where is AZS at?
 
1050AD (Inherited Turn)
Kill Rome huh? With pleasure.
Entertainers fired at WineVille and The Floodlands.
Taxman fired at Leeville.

(1) 1060AD
Hispalis is razed with no losses - 6 slaves plus one catapult. Settler next to York Peppermint Pattie is moved into position to plop an English city in it's place.

(2) 1070AD
New Hispalis founded.
Cumae is Razed. With Astronomy just around the corner, the Great Lighthouse that was there was not considered worth keeping in a size 12 Roman city - the risk of flipping was too great. Another 8 Roman slaves join our empire.
Roman cavalry appear. We need to crush Rome QUICK.
A new floor is added to the Royal Palace.
A Galley drops off an archer in a VERY awkward place. He's heading to ChrTh Heights, which is undefended.

(3) 1080AD
The only troop in range of the Roman archer is a veteran spearman at Jbocaster. I attack, the spearman wins and our cities are safe again.
Roman cavalry feels the sharp end of a knight's sword.
Several knights sent back to New Hispalis to heal, healthy knights get within striking range of Pompeii.
No Roman counter-attack. I think that was their only cavalry :lol:

(4) 1090AD
Pompeii is razed at the cost of two knights to the killer pikeman. First casualties of my reign.
A couple of non-growing size 12 cities are switched to settler.
Buy Chemistry from France for 400 gold. Metallurgy too expensive right now.
Rome and France sign a military alliance against the Zulu. Rome declares war. Stupid Romans.
I get spanked by the Domestic Nag for not aquaducting several cities.

(5) 1100AD
Steve's Victory is founded on the ruins of Cumae.
The Romans have managed to train another cavalry, who attacks and dies to our knight. Sometimes the RNG does work in our favour.
Leeville riots. Two entertainers hired. Switched to cathedral.
ChrTh Heights riots. One entertainer hired.
Chrth Lake riots, One entertainer hired.
St Steveville riots. One entertainer hired.
Stevarado riots. One entertainer hired.
Brrrrrrrr riots. Taxman turned to entertainer.
You get the drift... War Weariness is beginning to hit.

(6) 1110AD
Rome has riflemen.
Unbelievable, the pikeman from hell at Antium causes FOUR knights to retreat and two more to die.
I finally kill him with a 1 hit point knight, and have the pleasure of seeing a Great Leader die. The city is razed and another 5 slaves join us.
Due to increasing war weariness, I sue for peace, and obtain Metallurgy, Education and Printing Press. Begin research on Astronomy.
Buy Banking from Hiawatha for 350 gold. We need to improve the economy and banks (and Wall Street) are the best way of achieving this.
Move knights along the border with Rome to prevent Roman settlers getting in.
Many cities are switched to bank.
Order restored all over the place. A couple of cities are in WLTQ day.

(7) 1120AD
Post-war city adjustments. Fire all specialists. Move the scientist to Brrrrrrrrr. Reduce luxuries to 10%.

(8) 1130AD
Buy Astronomy from Joanie for 375 gold. Begin researching Physics.
The Royal Palace gets some new steps.

(9) 1140AD
(10) 1150AD
Accidentally hit the space bar. I accept Joanie's cancellation of our ROP and alliance vs the Zulu.
Not much else happens though.

Notes
No initial turn for the next player. Sorry!
Do we have a forbidden palace built yet? I didn't get a leader in the war with Rome, so didn't consider the option.
There is a settler near York Peppermint Pattie (does Lee have a crush on the "Peanuts" character?) - he should head to where Antium was. I have a knight blockade in place to prevent Roman settlers getting there first.

AZS01 - 1160BC (start of turn)
 
Come on AZS -
Haven't you head the "feel the sensation" commercials for the candy?
 
Well I am giving this one more try -
Who wants to play?
 
OK I got it here it is...

1160 AD -- The reign of the Great Mac MacDuck of the Maui clan begins as the Scottish highlander assumes the role of Speaker of the Republic of England. Upon his reign, he sees that they are living in a backwards land with enemies at their gate and with no fleet to explore and combat the Roman menace of their shores. MacDuck immediately sends an envoy to the French who greet him eagerly and MacDuck manages to use their good standing to secure Economics, Navigation and Military Tradition. England is left with 72 gold and still collecting 200 a turn because the French are hopeful for the coming tide. MacDuck also tries to demand tribute from Rome but gets rebuffed.

1170 AD -- MacDuck and his clan see opportunity to destroy the main Roman cities and stop the build -up of Cavalry and rifleman that is starting to happen in the Roman stronghold area. Knights successfully destroy Rome's second largest city. Knights and musket men take up position along Mt. Vesuvius after they successfully destroy the remains of the Calvary. The new Calvary units rush to the front as musketmen set themselves up for defense. MacDuck hopes his numbers can allow them to remove modern units first allowing the new Cavalry units to fight Legionnaires and Pikemen. Retreated workers from front and moved horseman to block Roman ship. One thing is certain the Roman filth must be removed from England.

1180 AD -- 1180 brings mixed news from the front. A division of knights is destroyed by a wounded complement of riflemen. Another division of knights is wounded badly but kills the complement. An attack on the capital of Rome kills one division of Legionnaires and wounds another at the expense of a division of knights. More workers are retreated and horsemen shuffled as the Roman Galleon fleet hovering along the coasts of England has disappeared into the Fog. 6 whole divisions of knights are converted to Calvary and sent to the front. An additional two are on the way and MacDuck is hopeful they can push the Romans of England and establish total hegemony over the island.

1190 AD -- MacDuck and his generals see that two Roman towns lay on the American continent where the Iroquois live. MacDuck sends and envoy to Hiawatha bargaining that they too would love to remove the Roman blight from their lands as well. MacDuck secretly hopes that the Roman fleet will break off and send troops to protect their two cities and thus allow the English to mass their forces directly at the Roman homeland. Riots break out everywhere and MacDuck ponders obtaining democracy, but the need for troops and the hope that Hiawatha will spend all of his money on troops for the war which will allow the English to obtain this new form of government at a later date. All cities are begining to riot, so the Clown Posse is being drafted everywhere to make sure they die with a smile on their face. MacDuck decides to raze all new Roman cities and build new English ones once they secure the homeland. Terrible news from the front. A hasty decision to attack Rome again looked as if it would pay off but the knights where slain. Still Rome's defenses are now all injured and the hope is the Calvary can finish it off.

1200 AD -- Knights charging from the Mt. Elbarus weaken the garrison of Legionnaires before succumbing. As a result the veteran Calvary unit is able to wipe out the regular guard of Neapolis with no injury to itself before rejoining the entrenched forces atop Mt. Elbarus. Hope is high that we can destroy Neapolis and seal off the peninsula with the three regiments of musketeers while the main force can then wheel back and destroy Rome. The Roman navy has, as was hoped, disappeared since the Iroquois declared war on them. Most cities have fallen back to peace and two more regiments of Calvary were able to finish equipping and training and head to the front. Egypt tried to engage us in an alliance against the Persians, but when we demanded Democracy for it, England was rebuffed. They said we might stab them in the back as we did the Romans, so we sent the Egyptian envoy packing. News from the front is one of joy as the 6 divisions of Calvary have arrived. One division was sent with a division of musketeers towards Rome while the others are heading to Neapolis.

1210 AD -- The Romans sent a division of cavalry to attack a lone knight and suffered damage only to be wiped out by a contingent of re-enforcement Calvary. The main arm of the Calvary was able to wipe out the city of Neapolis. Virconium. Pisae and Veii remain. Musketeers are arriving to the front soon as we are to far from Nationalism for riflemen. More knights were converted to Calvary and the Treasurer was ordered to rush the production of four more Calvary divisions. We expect 8 more divisions of Calvary to be at Rome's doorstep soon. The military machine of MacDuck is now in full swing and the populace seems buoyed by the success in the field. There are no English cities in disarray and Rome's offensive units are unable to mount any type of counter offensive against advancing English troops.

1220 AD -- Incredible news from our envoy in Native America. The Iroquois have defeated the Romans and removed them from their homeland. MacDuck and his generals have also received reports of veteran infantry moving AWAY from Rome towards the coast which gives us hope that the Iroquois will be threatening a landing soon. Heavy Calvary is advancing on Rome and has taken up quarters on Mt. Vesuvius. A hit-and-run assault is launched against Rome but an Elite crack division of Legionnaires destroyed the mounted brigade, but still took heavy injury. The decision was made to move more troops to Mt. Vesuvius and stall until the re-enforcements arrive.

1230 AD -- More Calvary arrived and helped boost the flagging spirits of the front after losing one Calvary unit of equal rank that was charging another on flat ground. Another Calvary unit was depleted heavily, leaving two injured units on Vesuvius. The detachment of musket men took up their position in the Taurus Mountains just north of Viraconium, while 5 more Calvary units arrived. Injured units and more knights also arrived at their barracks for repair and training boosting morale at Buckingham Palace.

1240 AD -- Despite waves of attacks Rome still stands strong! The mood of MacDuck and his staff grows grim. A news strategy has been employed to keep two Roman ships that have appeared off the coast at bay. By moving workers and spearman from interior to the coast we have occupied all landing spots. And without the technology the hope is that they will not be able to land as every patch of scrub now has eyes on it. A lone detachment of Calvary did manage to destroy a new city and burn a fleet of galleys to the ground so this gave the people some good news for the years.

1250 AD -- A quiet year on the front. The Romans attacked a lone detachment of Calvary and severely wounded them, but we attacked Rome again and managed to wipe out a detachment of Legionnaires. Still Rome is well defended... The news of joy is that the Coastal defense Forces worked and looks to be a sound defense for Mother England for along time. Roman ship spent the time sailing around haplessly. Extra Roman citizens now turned into Coastal Volunteer Force are strung along every patch of coast allowing the Calvary to continue unabated to the front.

1255 AD -- The CDF continues to thwart any Roman landing operation. A lighting strike by Roman Cav destroyed our Cav unit but they left an Elite division of riflemen exposed on the Elysian Plain and injured Elite Cav unit sacrificed itself so that a division of regulars could destroy the crack unit. Another veteran regiment of Legionnaires has appeared in Rome giving rise that they Romans are sending all Elite units to the capital. The call among MacDuck’s advisors for a Navy grows loud but the Generals and MacDuck agree that all must go towards Calvary to over run the Romans and push them into the sea.

1260 AD -- While the CDF becomes institutionalized; news that a fleet of Iroquois warships is en route to smash the Roman fleet has given cheers to the English. There is no disorder and Calvary units continue to pour from the cities to the front. A detachment of Cav sped down from the Taurus Mountains and successfully wiped out a conscript division of citizens who appeared. With musketmen and the mountains on their side MacDuck is confident the city will remain bottled up on the defense while more re-enforcements gather in the forests outside Rome. A meeting with the Iroquois reaffirmed our friendship and we were able to get Physics for very good terms.

1265 AD -- A glum time indeed. Divisions of Calvary are falling like flies to the Roman legions and every time one is killed another takes it place. New Hispalis rose in civil disorder, but it is hoped that a new generation of settlers can bring up morale and help place an English City on the hills overlooking the Elysian Plains.

1270 -- A special envoy is sent to Hiawatha and news came back that he had successfully traded for Magnetism at a great price. The Iroquois and French still guard democracy for a high price. But the knowledge will allow us to build a navy and finally destroyed the Roman fleet. Still losses in the field sent the populace into full-scale riots. Production plunged but the end is ion sight as 11 divisions of Calvary finally arrived at the front. Rome's best unit is a hurt unit of Legionnaires. Plans are already under way to shift production to a few Galleons and Frigates to begin an amphibious assault on the Roman cities on Ireland.

1275 -- Another bad time as more cities were put under the flame while others in the rear recovered. GDP continues to drop as MacDuck tries to find ways to defeat the city of Rome. More infantry die but more pop up. A lightning attack, which felled a Roman Cav unit that attacked one of our units headed to the Taurus Mountains, confirmed that all troops are being diverted to Rome. There is talk that if the next wave fails that MacDuck might have to sue for peace. France has double-crossed England by joining Rome in a trade embargo, but still there is no sign of the French declaring war on us...yet. The CDF continues to defend the coast.

1280 -- A masterstroke of diplomacy has occurred by our diplomatic corp! The Zulu demanded tribute of Wines from us, but MacDuck said, "Get buggered" and of course they declared war on us. MacDuck studied the maps and intelligence from Africa and saw that the Zulu and the Egyptians were at loggerheads in the middle region. The English envoy went to the Egyptians and gave them 17 gold to declare war on the Zulus and agreed. Buoyed by their success the corps. Then went to Paris and spoke with the French. The envoys emerged with a treaty of Alliance against Rome and the Embargo was off! Yet on a sour note battles still favored the Romans as their Legions continue to inexplicably beat Calvary units. Still word of an impending re-enforcement of 6 more Calvary plus the retreat of four more to the newly built barracks at Steve's Victory gave cheer to the troops.

1285 AD -- Not much happened this year except that work finally began on two Man-O-War vessels. A Roman fleet has appeared out of the fog behind the CDF, but many where able to move to position and a Calvary unit remains in the hills ready to pounce on any landing party. More units successfully returned to Steve's Victory and two more units were dispatched to the forest outside Rome. Spies inform the generals that Spearmen were heading to Rome giving the General's in Buckingham assured confirmation that Rome would be the last stand of the Empire on English soil.

1290 AD -- Another quiet year on the front. Rome's citizens are reportedly being drafted like crazy, but yet more free English Calvary are still heading to the front. A force of 10 Calvary should be ready to strike soon and the biggest battle of MacDuck’s rule and English history appear to be looming on the world front, Persia and Egypt signed a peace treaty.

1295 AD -- Another quiet year, but this time their is much anticipation as 12 units stand ready to attack Rome. The last Roman cities behind Rome appear to be dwindling as they draft citizens. The CDF once against foiled any Roman attempts to land and the third Man-O-War was ordered as well as a Galleon for the long envisioned invasion of Ireland once the Romans have been pushed off of England.

1300 AD -- The assault in Rome was bloody but the buggered capital still did not fall. The Devil himself was with the Romans as well armed veteran Calvary fell to Conscript soldiers. More re-enforcements arrived and more are on the way so the tide is with England. The first Man-O-War fleet came on line and was ready to set sail and force the issue at the high seas, thereby relieving some of the CDF for other duties. MacDuck passed away because of the flu the campaign had brought on but he was confident that England would rule the day. In his will he asked that the next leader of the Republic finish what he had started and restore England to a unified Britain and do whatever it took to bring the fight to Ireland and eliminate the Roman scourge once and all!

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