Order of Battle:
16 Workers (4 native, 12 slave)
1 Archer (1e)
18 Spearmen (4r/13v/1e)
7 Swordsmen (2v/5e)
1 Sword Army (1v/2e)
2 Horsemen (1v/1e)
17 Catapults
State of the Empire:
Mosaic Moscow (5) grows in 1, Settler in 2
Yakkity Yakutsk (5) grows in 4, Settler in 5
New Horse Town (1) grows in 10, Walls in 10
Iron Hill (7) no growth, vSword in 2
Halifax (3) no growth, Barracks in 2
Silly St. Peteys (2) grows in 14, Catapult in 7
Rowdy Rostov (7) no growth, vSword in 1
YarYar (2) grows in 14, vSword in 2
Hot 'n Spicey (1) grows in 1, Walls in 1
Murmur (1) grows in 4, Walls in 14
We are in Despotism at 3.5.2
Polytheism is due in 4 turns, we are -7gpt with 165g in the bank.
PreFlight:
-Changing the geek in RR to a taxman still gives Poly in 4 but now at -5gpt.
-If I flipflop tiles worked between MM and NHT between the grassland and the BG, MM can lose a shield but have the settler still due in 2. But NHT has walls in 7 instead of 10. Food and commerce unchanged. Look to flip it back after the settler is built, depending on what we decide to build next.
In Halifax, if I switch the forest currently worked to the one N (next to the river) I pick up 1 commerce
Make the decision that attacking Hattusha at this stage is secondary to clearing out the Yanks and Krauts. Plan on setting up a new line of cities along the hills to the West from the Wines up to just N of Atlanta. It will be easier to defend those new cities than near the grassland near Hattusha, where the Babs and Hittites are in force.
Off we go.
IBT
Babs - Bowman attacks our wounded army in HnS, dies (1-0), more advance.
Hittites - No attacks, wounded retreat and that Mace pops back out of Hattusha
Germans - just some advancing
Yanks - Sword attacks NewHorse, redlines our spear but dies (2-0).
Our people want to build the Forbidden Palace!
RR: vSword --> vSpear (due in 3) as we will need some escorts.
HnS: Walls --> Catapult (due in 10)
230 AD Turn 139 (1)
MM will overrun the settler by 2s, take the worker off the forest and move to the flood plain for more food and commerce.
3 cats in Murmur bombard Hittite vMace on Mountain to the W,
all miss.
2 cats in YarYar bombard Kraut rSword on wines and redline him
4 cats in HnS bombard Hittite rSpear/rMace stack, take 2hp off spear and 1 off Mace.
Since the 2hp rMace is now showing, attack him with the eSword in HnS. Lose 2 hp and win (3-0).
Spear/Archer S of YarYar return to city
New Sword from RR moves to Halifax, he will be one of the escorts into the NE vs the Barbs.
Army to MurMur to help against the Mace
Horse moving to IT to try and break through the gap. Look for the other...it's healing in Halifax.
IBT
Babs - 2 Bows and 1 Sword immolate themselves against the HnS walls, no losses for us and our Spear promotes to elite in the process (6-0)
Hittites - Army takes 1hp off the Mace as it moves, the Galley reappears.
Germans advance on YarYar
Yanks do too.
MM: Settler --> vSpear (due in 3)
IH: vSword --> vSpear (due in 3)
YarYar: vSword --> vSword (due in 15)
Halifax: Rax --> vSword (due in 6)
250 AD Turn 140 (2)
4 cats in HnS bomb Bab stack, only take 1hp each off the Bow and the Spear.
4 cats in MurMur get 2 hits on the Mace, he's redlined. Finish him off with our eSword, win with no damage (7-0)
5 cats in YarYar yellowline 3 surrounding swords. 2 of them are out in the open in a stack, so I am attacking.
eSword loses to one of the yellow swords in the stack (7-1) Grrrr
eSword beats the other yellow sword in the stack (8-1)
Horse in IH moves W into hills, takes a spear with him to see him off.
IBT
Bab Sword dies against HnS (9-1), more units appear
Hittites drop a Spear and Mace NORTH of HnS, advance a couple more units
Germans advance, Yanks retreat
260 AD Turn 141 (3)
5 cats in YarYar redline German sword and Yellow another. Our eArcher then takes out the Kraut rArcher exposed in the stack (10-1)
4 cats in HnS plus the 2 from Halifax redline the Spear and yellow the mace N of HnS
eSword from HnS takes out Mace (11-1)
eHorse from Halifax takes out the Spear (12-1). Note I left the Horse here until I get another attacker over to our interior to defend against these dropoffs.
MurMur cats yellow a 3MC
Workers mining the grass near RR, then will move to the forest game
4 more slaves moving toward NewHorse, will try and begins roading to new cities.
IBT
Bab vBow takes out our eSpear in HnS (12-2). I must have forgot to make my sacrifice to the RNG Gods.
The other 3hp Hittite Mace takes out our vSpear in HnS (12-3). No fair ganging up!
Germans retreat
Yank settler/spear appears
We learn Polytheism. Start on Philo due in 4. Still running negative gpt
RR: vSpear --> vSpear
270 AD Turn 142 (4)
New spear from RR moves to reinforce HnS
Cats in MurMur only yellow the Mace next to it. I am having terrible luck with the cats.
Army moves ready to attack Atlanta.
IBT
Babs request an audience. Nope.
Bab Bow dies at HnS (13-3), Galley appears.
Ditto Hittite 3MC (14-3)
Yanks advancing
German Archer attacks -- the Yank Sword! I didn't know they were at war. This could be helpful.
MM: vSpear --> vSword
IH: vSpear --> vSpear
YakYak: Settler --> Catapult
Germans complete temple of Artemis
Romans complete Statue of Zeus. They must be on the other continent. Good thing, too, as AC's might be a bit much at this point.
280 AD Turn 143 (5)
Gold Hill founded, starts on Rax due in 20.
eSword takes out German settler/spear trying to sneak through the hill to the N (15-3). 2 more slaves for our workforce.
FirstSwordArmy takes out Atlanta, killing 2 spears (17-3). Town is razed. Planned next town line is now open.
Workers begins roading game
Lots of cats fire for hardly any damage, so I think I will hold off attacking
IBT
Bab Galley continues N. I have a feeling it might have a settler/spear in it
See a Yank Sword begins chasing our horse
German Spears spotted near IH
Lots of fighting up N, but for the first time, it does not involve us! Watch as a German Sword, a Yank Sword and a Yank Settler/Spear all die fighting amongst themselves.
290 AD Turn 144 (6)
All 4 cats from HnS miss.
Start on the road from IH. FirstSwordArmy is moving to cover.
Surprisingly, no other targets. I see a Hittite galley again, also a Hittite Pike and Spear coming.
IBT
Bab rBow attacks HnS, it dies (18-3) and lo and behold...
GeneralTso is named (after all, he came from Hot 'n Spicy)
Another Bab bow attacks and dies redlining our spear (19-3)
Germans up N are scarce now, maneuvering to fight the Yanks
Hittite Pike/spear moves next to HnS
SSP: Cat --> Cat
RR: vSpear --> vSword
NewHorse: Walls --> Cat
300 AD Turn 145 (7)
SecondSwordArmy is created, 2 swords loaded in. 1 due in Halifax next turn will be the next.
Moving sword from Gold Hill into NE to try and intercept Bab Galley.
2 cats take 2hp off Hittite galley, maybe he'll turn back now
4 MurMur cats combine to take only 1hp off Mace on the hill
4 HnS cats take 1 hp each off Hittite Pike, spear, sword, and Bab spear.
IBT
Bab spear pillages our second spice, the wounded spear still moving N with the settler. I screwed that one up, that's not what I expected them to do.
Hittite galley turns around.
Germans moving on Frisco
Barb horse attacks our Sword, we win (20-3)
We learn Philo, start on CoL, due in 6 still at a deficit.
IH: vSpear --> vSword, due in 4
Halifax: vSword --> vSword, due in 6
Aztecs build the Mausoleum
310 AD Turn 146 (8)
2 Cats in Halifax bomb spear to one, our new Sword takes him out (21-3)
HnS cats bomb, a couple damages, not enough to attack
Workers moved to IH hill
IBT
Babs look to be reinforcing for an attack on HnS
German sword dies attacking Frisco
Yank sword attacks our worker pile W of IH and dies on the escorting spears (22-3)
Our Horse killed by a Sword I could not see. (22-4) Sorry guys, I am terrible at this pillaging strat.
MM: vSword --> Settler due in 4
YakYak: Cat --> Settler due in 5
Germans building Sun Tzu's
Aztecs build the Hanging Gardens
320 AD Turn 147 (9)
All 4 HnS cats miss the vMace there
4 cats in MurMur take 2hp off the vMace there
5 cats in YarYar take 1hp off the rSword there. Thats 3 for 13 in rocks this round.
The undamaged vMace outside of HnS is taken out by the SecondSwordArmy (23-4)
IBT
Bab vSword attacks the Army in HnS, dies (24-4)
Babs found Zarquim in our NE sector. They did drop a settler off in the fog.
Krauts level San Francisco
Yanks request audience - talk to the hand, guys.
330 AD Turn 148 (10)
Damaged German rSpear is on our Wines! Our Sword escort fixes that (25-4)
Move next to Zarquim up N and see that massive Barbarian uprising we heard about - 31 Barb horses!
4 cats in Murmur only take 1hp off the Mace there
5 cats in HnS manage to take 1 hp off the Mace there.
And that's where we are.
Order of Battle:
20 Workers (4 native, 16 slave)
1 Archer (1e)
21 Spearmen (4r/16v/1e)
8 Swordsmen (5v/3e)
2 Sword Armies (3v/3e)
1 Horsemen (1e)
19 Catapults
State of the Empire:
Mosaic Moscow (6) grows in 5, Settler in 2
Yakkity Yakutsk (5) grows in 4, Settler in 4
New Horse Town (2) grows in 7, Catapult in 7
Iron Hill (7) no growth, vSword in 2
Halifax (3) no growth, vSword in 4
Silly St. Peteys (2) grows in 4, Catapult in 4
Rowdy Rostov (7) no growth, vSword in 2
YarYar (2) grows in 4, vSword in 7
Hot 'n Spicey (2) grows in 1, Catapult in 1
Murmur (2) grows in 4, Walls in 4
Gold Hill (1) grows in 15, Rax in 15
We are in Despotism at 3.5.2
Code of Laws is due in 4 turns, we are -8gpt with 98g in the bank.
And the file
>>FILE<<.
Notes
- We can settle the wine hill next turn, and the slaves are in place covered by the army to road to it in 2. The second lux will be nice.
- I would set the next settlers in a line on the hills to the West. Excellent defensive position there.
Also once we rid ourselves of the Babs up N, we can finish filling in 2 more cities in the NE. I probably should have made more settlers now that I think about it but I was worried about having escorts for them. We will have a couple more soon and our escorts are stronger now.
- Our relative position is somewhat weaker in the S now, as the attacks up N have abated since the Yanks and Germans are at war with each other. I think we should try and take full advantage of the US-German war in the meantime.
- That Sword I sent NE to look for the Babs found the 31 Barbs, he's probably going to die. I should not have sent him up there. I probably should have looked to get another settler out so the Babs would have not settled up there, but I'm still not sure where I could have squeezed another out.
- The build orders can be changed - especially Gold Hill. We may or may not need the Rax there. We are also building 3 cats, and may not need them right now.
Comments and pointers are always welcome, as I am pretty sure I had a couple missteps.