My pre-turn took all of my available time this morning. I'll run through the actual turns this evening and post the save and synopsis. In the meantime, here's my beginning of turn report:
Shaitan the Agressor takes up the reigns of Essex with a promise of blood and fury. He looks over the land and what he sees is good. The treasury is overflowing with gold, the people are fat and happy and the troops train regularly in their ancient traditional ways. Hmmm...maybe not so good after all. He imagines the troops in their fine antique armor being riddled by musket balls. This will need some work. Perhaps Shaitan the Mobilizer is a better moniker...
1400 AD Inventory time. Loads of spearmen, upgrade at 80. 11 horsemen upgrade at 100. 1 chariot upgrade immediately for 120. 4 musket, 6 cav, 4 cannon, 17 berzerk - all good as is. Only 2 caravels for transport though. Upgrade to galleon for 40. One immediately upgraded. Second will return to port asap for upgrade.
Our target is the island kingdom of Kent:
We'll need 3 assault armies for Kent. 1 each for Chatham, Canterbury and Wells. These groups would then proceed to Greenwich, Tunbridge and Hastings respectively.
Proposed armys will consist of 4 cannon, 5 berzerks, 8 cavalry, 3 muskets which means we'll need to build 13 galleons, 8 cannon and 1 cav. At least 6 frigates also needed. Upgrade 5 spearmen at 80 each and 11 horsemen at 100 plus one galleon at 40. 1540 total needed for upgrades. Treasury now stands at a hair over 1000. Army's are larger than some might expect because we need enough to take all 6 cities without waiting for healing and there's no possibility of reinforcement. Could get by with fewer if our intent was to raize and repopulate but since we're working on an island conquer I'd like to take the cities intact. There won't be much production out of these cities, ever, so whatever buildings can be taken intact are worth their weight in gold.
Building queues set. Our army will be built in 10 turns. We'll need some cash for the upgrades though and we don't want to drain the treasury (anticipating Wall Street). Tech lowered so treasury grows by 137 per turn. This will give enough funds over 12 turns to leave a grand in the bank before Wall Street is built. Coal power in 6 turns instead of 4. Workers head out into pre-rail position.
10 horsemen upgraded.
2 incense equals about 1 spice. Incense to Scotland for 19/turn. Incense plus ROP plus 16/turn to Ireland gets us spice. 10 more per turn from Wales and Man. Science bumped back up to get rails in 5.
Run through cities proves mostly unenventful. Everything's in great shape. One settler build changed to worker. Tiny tweaks here and there.
Shaitan the Mobilizer won't be able to sate his bloodthirsty desires but he vows that his successor will inherit one kick ass invasion force.