The Great Russian Conquest
Goals:
Get the a city on the Hill with Iron.
Start researching the Wheel when the time comes.
Build a quick spear to defend yellow, buils as many warriors as possible
before the Iron is hooked up then switch to spears
And we're off...
2310 BC Turn 36
Have a little looksee around the empire. Notice our Lux slider is at 10%.
No need for that so I turn it down to 0% and we are losing 1 gpt.
Moscow looks to be in good shape with growth and the settler timed out at 3
turns.
SSP can't grow past 3 (with an irrigated desert) until she expans. Not much to
MM here.
IBT The Yanks move East threatening SSP. I don't care what CAII says,
the Americans always are agressive when at war. The workers finish irrigating the desert.
2270 BC Turn 37
We learn IW and switch to Wheel. We are losing 1 gpt and that will probably go up to 2 for a turn until the new city is built.We have 29 gold so I decide not to change it. We can afford it (for now).
Move Worker01 to the BG east of Moscow and Work03 to Moscow.
Warrior who was there for protection goes back to SSP for defence against
the Yanks. SSP built a warrior so we now have three there to defend.
Send Worker02 to the BG west of Moscow. Once worked, that'll get us an extra gold and then Yellow can use the BG that is already developed.
Send War06 south. Getting on that Mt and being able to see what the blue meanies are doing would be nice (Fortified makes him better than a spear

)
Scout goes south. Don't really know what to do with him but if he could sneak
past the Hittites, maybe he could find a hut (fingers crossed)
Abe seems to have built a city west of us. We could steal the wine from him with a quick city but it probably won't happen.
IBT Americans Attack!

We lose a warrior and the American is redlined.
A second warrior attacks and dies giving us a vetran

. Conscript stays put.
A Dark blue warrior moves onto the Mt I was hoping to get to.
2230 BC Turn 37
Seems the warrior is a Babylonian. They'll trade us IW for Masonary and 10G.
We need it and we'll get a little cash so I take it.
Send Worker03 to the BG with 02 to help develop it.
Our scout keeps moving south nd Warrior06 starts heading back to Moscow
IBT Americans attack SSP again and kills our vetran warrior

. Theirs is
redlined
2190 BC Turn 38
Moscow builds a settler and starts on a warrior (might as well get another
one as it will be built the same turn we build on yellow).
Forgot to declare against the Babylonians so do it first thing.
Our settler moves towards the yellow dot.
Worker starts roading. The scout keeps moving south and is on the cow south
of the jungle.
Warrior06 keeps on his trek to Moscow. One of our warriors in Moscow heads to SSP to reinforce it.
Take a chance and attack the redlined American with our warrior in SSP

. Win!
IBT The other US warrior attacks our newly victorious warrior and dies. Ours
becomes vetran. The German archer moves towards undefended SSP
2150 BC Turn 39
SSP build a warrior and starts on a spear (10 turns)
New Warrior fortifies in SSP our warrior from Moscow gets there and our 2/4 vet moves back. 3 units again in SSP. I know that was a real chance but it worked.
Workers 02 and 03 start mine
Scout moves South busting fog and the settler reaches yellow
IBT Barb moves next to our scout. Kraut attacks and kills a warrior in SSP
without taking any losses
2150 BC Turn 40
Moscow builds a warrior and he fortifies. Start sending another warrior to SSP
I'm really worried about that German archer. He could take SSP out. There's
a full strength warrior and a 2/4 vet there. A 1 attack vs 1 def is better than
2 attack vs 1 def. Maybe I should attack him. Decide to think about it until
the end of turn
Found Iron Hill and get the citizen working the mined BG
Warrior06 reaches Moscow and fortifies. Our vet warrior in SSP fortifies.
Scout moves south to the hill to get away from the barb. End up next to a
barb camp but that should be OK as there is only 1 Barb there and he shouldn't attack and abandon the camp. See the Bab's border.
Worker01 starts mining.
Well, it's decesion time. What to do about that archer...Decide to wait 1 turn
until our other warrior gets there. If I lose, the archer could take SSP on
the IBT.
IBT Kraut attacks again and kills another warrior losing 1 HP
2070 BC Turn 41
Scout moves South away from the Barb pursuing him
Warrior from Moscow gets to SSP. Our vet is healed up so now is the time to
get rid of that annoying archer.
It was a nail biter, but our vet wins and is redlined
IBT Barb keeps chasing our scout
2030 BC Turn 42
Scout moves south again and see Nineveh
Workers02 and 03 move to road to our pink dot and to connect the BG worker01 is on.
Our vet moves back to SSP and the other warrior fortifies.
IBT Barb keeps chasing out scout (which is good really as we are leading him
to Nineveh. Another Barb moves to the gold west of Iron Hill.
1990 BC Turn 43
Scout moves W then S to get away from the barb
Wourkers start roads adn our vet fortifies.
IBT Hittite archer moves onto the game
1950 BC Turn 43
Moscow builds spear and starts another one (now size 4). The spear moves
towards IronHill.
The spear will reach IH next turn. Can't send another warrior to IH for support without causing disorder.
Scout finds Ashur and skirts the Bab border
IBT Barb moves to the hill north of Iron Hill
1910 BC Turn 44
Spear fortifies in Iron Hill
Scout moves SW and finds the sea.
IBT Another Barb moves up into the Lake Mountains S of the Gold
1870 BC Turn 45 (My last one)
We learn the wheel and start Alph (in 7). We have horses SE of Moscow!
Moscow grows to 5 and I hire a beakerhead to stop the potential disorder (this can be changed). If we use the lux slider we can keep the disorder at bay but Alphabet goes to 8.
Workers start mining the square SE of Moscow
Scout backtracks to start a spying mission into Babylonian land
And my turnset ends.
Iron Hill and Moscow will make spears next turn. Moscow is ready to pump
out another settler.
The German archer put a beating on us but SSP end up in the clear.
We have two sources of hourses near. I think we will need another dot map
as there are things going on. Getting the horses would be nice, so would stealing the wines from Abe. Perhaps growth should be our main concern. It's hard to know what to do with this AW thing.
Barbs are encroaching but we are well defended against them. It would be nice to have an offencive unit or two to deal with invading units. Warriors just don't cut it anymore. Walls would be nice but I don't think they are immediately necessary.
All and all, I feel pretty good about the set. I got lucky against the Americans
and maybe I shouldn't have taken the chance but it ended up being mportant.
I don't know if SSP could have survived a two-pronged attack.
Here's how our empire stands
Here are the Babs down south
And our research stands thus:
And the save