2 settlers in Halifax.
1 settler in Hot'n Spicey.
[IBT Pre-flight 430 AD](Turn 158)
Switch the taxman in Rowdy Rostov to geek.
Wake a settler in Halifax (rename to SettlerToAmerica) and move to Rowdy Rostov.
Hit Enter.
Bab Stack of Doom near Hattusha.
Germans want to talk. We're bored. We agree.
They will offer Currency for peace. Not that we would agree to peace anyway, but just for Currency? The Kaiser is Krazy.
Wounded Hittites disappear.
Savignon Samara walls -> barracks, 40 turns.
01 440 AD
1 Bab rMace 1S of HnS.
Bab SoD (1 vMace, 3 rMace, 1 rBowman, 1 rSpear, 1 settler) are 1S-1SE of HnS (1SW of Hattusha).
German vSpear 1SW of Mosiac Moscow.
Can't drop the smart slide any lower and still learn Currency on the IBT; -9 gpt.
Third Sword Amry is fully healed, inside Hot'n Spicey.
Worker/slaves (3WT) begin to road the forest 1N of MM .
Three catapults are with the Second Sword Army. Move them into Hot'n Spicey and bombard the rMace south of the city.
Two catapults redline the unit.
See we have 3 workers and six slaves in Hot'n Spicey, for a total of 6WT. Wake 'em up, move 'em out, 1 NW to the forest.
Next turn they will start and complete a road in that tile.
This leaves the Army, two horses and five catapults in Hot'n Spicey.
Have a vSword near MM; move into MM in case the German vSpear tries to attack. No catapults in MM to soften up the German. Want the German to attack with instead of defending with 2.
Leave the Second Sword Army in the field to heal.
Move a vSword into Hot'n Spicey.
SettlerToAmerica moves to Iron Hill.
SettlerToSomewhere (in Halifax) moves to Rowdy Rostov.
First Sword Army moves 1SE onto hill.
Slaves in Iron Hill named to A1 to A6. Slave Group A moves to the hill with First Sword Army. Will road in 2 turns while First Sword Army heals.
Minor Skirmishes
None
[IBT]
Bab SoD moves 1N, now 1SE of Hot'n Spicey.
German vSpear does not attack MM, heads SE (going to the coast?).
Good News
We enter a new age and try to learn Feudalism.
Rowdy Rostov vHorse -> vSword, 5 turns.
Our treasury is low.
Aztecs have built the Great Wall in Teotihuacan.
02 450 AD
We get Monotheism as our free tech.
Drop the smart slider to 30%, +3 gpt, Feudalism in 30. (At 40%, -2 gpt and 24 turns.)
Redlined Bab rMace did not go home like I thought he would. Just fortified inside the Hittite border.
Five catapults in Hot'n Spicey bombard the Bab SoD. Four units damaged.
Forest is roaded near Hot'n Spicey.
Second Sword Army is healed, moves into Hot'n Spicey, joining the Third Sword Army. I have the impression that the Bab SoD may head north again and not attack Hot'n Spicey.
Settlers stay put.
Minor Skirmishes
New vHorse from Rowdy Rostov vs. German vSpear, Horse wins (I expected a retreat!) (1 of 1).
[IBT]
The two undamaged Maces in the Bab SoD move north.
Hittite rMace lands near Halifax on the horse.
Mosiac Moscow vHorse -> settler, 3 turns.
03 460 AD
Up the smart slider to 40%; +0 gpt and 23 turns, down from 27 turns.
Five catapults in Hot'n Spicey redline the Bab rMaces inside our border.
Forest roaders mine a grassland 1NE of Murmur. The new shield is lost due to corruption.
SettlerToAmerica joins the First Sword Army. Wake a vSpear in Savignon Samara and move to that tile also.
Forest roaders near MM move to the horse tile 1W of New Horse Town, protected by a vSpear and vSword.
Moved the vSpear first and saw that Hannover was defended by an eSpear.
Minor Skirmishes
vHorse vs. Hittite rMace, we win (2 of 2).
Hire a geek in Mosiac Moscow, city now at zero growth, settler still in 3.
Feudalism in 21 (down from 23), -1 gpt.
[IBT]
Wounded Babs in our land run away.
Bab SoD moves 1N into our land.
Silly St. Peteys catapult -> catapult, 5 turns.
Iron Hill vSword -> vSword, 4 turns.
Yakkity Yakutsk catapult -> catapult, 4 turns.
04 470 AD
First Sword Army and SettlerToAmerica move 1N.
Slave Group A and vSpear move 1E, hill to hill, to road.
Move the southern worker/slave group northwards, planning to road a hill and assist Slave Group A.
Whip a barracks in Murmur; city will grow in 10.
Five catapults in Hot'n Spicey pound the Bab SoD; all five do damage.
Minor Skirmishes
Third Sword Army vs. Bab rSpear 2/3, we win (3 of 3).
Third Sword Army vs. Bab rBowman 2/3, we win (4 of 4).
Second Sword Army vs. Bab rMace 2/3, we win (5 of 5).
Second Sword Army vs. Bab vMace 2/4, we win (6 of 6).
Second Sword Army captures 2 Bab slaves.
[IBT]
Bab rBowman and rMace move to 1SW of Hot'n Spicey.
Hot'n Spicey vSpear -> vSpear, 7 turns.
Murmur barracks -> vSpear, 20 turns.
New Horse Town catapult -> catapult, 7 turns.
Gold Hill barracks -> vSword, 10 turns.
05 480 AC
We build West Moscow on the hill 3N of Savignon Samara, grows in 10, walls in 20.
New vSpear in Hot'n Spicey moves to the mountain 1NW of Murmur. vSpear from Murmur joins it.
Move a vSpear into West Moscow.
Minor Skirmishes
vHorse vs. Bab rMace 2/3, Mace wins and promotes (6 of 7).
vHorse vs. Bab vMace 3/4, Mace is redlined but wins (6 of 8).
Third Sword Army (12/13) vs. Bab rBowman 1/3, a swing and a kill (7 of 9).
vHorse vs. Bab vMace 1/3, Horse wins (8 of 10).
Second Sword Army moves due south, into Hittite territory.
Third Sword Army moves due south, into Hittite territory.
Hire a geek in YarYar (no action up here and the city is well defended).
Feudalism in 16, +0 gpt.
[IBT]
Lose both vSpears on the mountian near Murmur (8 of 12).
Mosaic Moscow settler (SettlerToHannover) -> vSword, 4 turns.
06 490 AD
Catapults in Murmur damage both the Hittite eMace and vMace on the mountain near Murmur.
Minor Skirmishes
On a whim, Second Sword Army attacks the rPike in Hattusha, and wins but is at 5/13 in strength (9 of 13).
Hattusha defended by another rPike.
Second Sword Army moves back to Hot'n Spicey.
Third Sword Army stays put, to block a Bab vPike and rMace pair.
First Sword Army, with a Spear and Sword, move into German land near Hannover.
Since Mosaic Moscow built a settler, and our population decreases, we learn Feudalism in 17, +1 gpt.
[IBT]
Wounded Hittite Maces leave that mountain and appear to be heading to Hattusha.
German rArcher leaves Hannover heading to West Moscow.
Galley leaves Hattusha, heading north along the coast. Probably heading for the Horse resource tile near Halifax.
Rowdy Rostov vSword -> vSword, 5 turns.
Halifax vHorse -> vHorse, 8 turns.
07 500 AD
Battle of Hannover
First Sword Army vs. eSpear, Army wins (10 of 14).
First Sword Army vs. rSpear, Army wins (11 of 15).
Good News
We capture Hannover.
And raze it, but gain no slaves.
Minor Skirmishes
vHorse vs. Hittite vMace 2/4, Horse wins (12 of 16).
vHorse vs. Hittite eMace 2/5, Horse is redlined but wins (13 of 17).
vHorse vs. Bab rMace 1/3, Horse wins (14 of 18).
Third Sword Army vs. Hittite rPike in Hattusha, Army wins (15 of 19).
Third Sword Army vs. Hittite rPike in Hattusha, Army wins (16 of 20).
Third Sword Army is at 6/13.
Hattusha defended by an rPike.
vSword vs. German rArcher, Sword wins flawlessly and becomes Elite (17 of 21).
Second Sword Army heals in Hot'n Spicey.
Plan to use the Armies to slowly wear down Hattusha's defenses, until we can get a junlge road built, which will let catapults get in on the fun.
Move SettlerToHannover to the ruins near Hannover.
Move Slave Group A to be able to move into that same tile next turn, to build a road.
Latest Babylonian slaves join the worker/slave group 1W of New Horse Town, currently mining. Once the mining is done, will create Slave Group B with those six slaves.
Third worker/slave group, with 6WT in it, heads back to Hot'n Spicey to build a jungle road to Hattusha. It takes 9WT to road a jungle, so we will do it quickly in 2 turns, losing some worker turns to get the road in place for catapults and support.
SettlerToSomewhere is still in Rowdy Rostov, needing protection before it can build a city.
[IBT]
German Mace vs. vSword, Sword wins (18 of 22).
German vSword vs. vSword 3/4, German wins (18 of 23).
Hittite Mace vs. vSword, Mace wins (18 of 24).
Iron Hill vSword -> vSword, 4 turns.
Yakity Yakutsk catapult -> catapult, 3 turns.
08 510 AD
Minor Skirmishes
First Sword Army vs. German vMace, Army wins (19 of 25).
SettlerToHannover moves into position, with the FirstSwordArmy.
Second Sword Army moves 1S from Hot'n Spicey, next to Hattusha.
New Sword from Iron Hill moves towards Murmur. Murmur could have 3 more Hittite Maces next to it next turn.
Slave Group A moves onto old ruins near former Hannover, to begin to road.
Wake vSpear in YarYar and move towards the German front.
[IBT]
Bab Mace attacks Third Sword Army and dies (20 of 26).
Lots of German units moving to where Hannover was.
Hittites land an Archer near Yakkity Yakutsk.
Hittite Maces appear to be heading to Hattusha.
Barb Horses attack something on the ruins of Chicago. But they die.
Silly St. Peteys catapult -> catapult, 5 turns.
YarYar vSpear -> library, 40 turns.
09 520 AD
Found JellyBank 1NE of Hannover's ruins, grows in 10, walls in 20.
Slave Group A begins to road a hill, 2 turns.
Move 2 Spears and 1 Sword to protect Slave Group A.
Let First Sword Army (7/14) heal.
Battle of Hattusha
Second Sword Army vs. Hittite rPike in Hattusha, Army wins (21 of 27).
Good News
We capture Hattusha and one slave.
And we keep it.
Hattusha has five resisters, one geek, walls in 20, city will starve.
Minor Skirmishes
Second Sword Army vs. Bab vPike 1/4, Army wins (22 of 28).
vSword vs. Bab rSpear 1/3, Sword wins (23 of 29).
vHorse vs. Bab rMace 1/3, Horse wins (24 of 30).
No enemy units between Hot'n Spicey and Hattusha, which means it is safe for workers.
Move the 6WT stack to the jungle between those two cities.
Hittite slave from Hattusha joins them.
SettlerToSomewhere moves to Murmur.
Up the smart slider. With JellyBank and Hattusha, we go to +9 gpt, Feudalism in 12 (40% science).
At 50% science we are -3gpt, Feudalism in 9 turns.
Mosiac Moscow will grow this IBT, which could offset the negative gpt.
There are seven German units heading towards JellyBank. I expect one, maybe two attacks this IBT.
I want the First Sword Army to heal and then use it and other units to slowly whittle these attackers down to nothing.
I also see that Germany has captured Washington.
[IBT]
We kill two German Swords on the IBT, but the Spears are redlined (26 of 32).
Hittites want to talk; we'll listen.
Hittites will give Feudalism and Engineering for peace.
We kill two Hittite Maces and one Archer, taking no losses (29 of 35).
Mosiac Moscow vSword -> settler, 4 turns.
10 530 AD
Resisting Cities
Hattusha (6) now has three resisters and three geeks, walls in 9999, zero growth.
City might flip back to Hittites on the IBT (0.8 to 1.8% chance of flipping), so the Army will move out of the city.
Slave Group B formed (six slaves/3WTs, 1W of New Horse Town).
Slave Group B heads 1S of New Horse Town, to road and then mine (without a great fear of being interrupted by German or Barbarian units).
Worker04, also 1W of New Horse Town, heads to Rowdy Rostov, to make a new road to Murmur.
Around JellyBank, have three German units that could attack this IBT. One tile could receive all three attacks. Shift spears around to have two Spears in each of the three tiles.
Move Third Sword Army, fully healed, from Hot'n Spicey to Murmur.
Move Third Sword Army, vSword, vHorse and SettlerToSomewhere 1SW of Murmur, hilltop to hilltop.
We are still at -3 gpt, but 7 turns to Feudalism, so leave the sliders unchanged.
Minor Skirmishes
vHorse vs. Hittite vMace 1/4, a jab and a kill (30 of 36).
[IBT]
I make an executive decision to play for two more turns, to get to Turn 170.
We defeat two German Maces and lose one vSword (32 of 39).
Hot'n Spicey vSpear -> vSpear, 5 turns.
New Horse Town catapult -> library, 10 turns.
11 540 AD
Resisting Cities
Hattusha (5) three resisters, two geeks, walls in 19, city will starve.
Third Sword Army and friends move 1SW, hilltop to hilltop, ready to make a city next turn.
Slave Group A moves 1S, now 1E of West Moscow, on a hill, to make a road in realitve peace.
Germans found Bremen on the city ruins NW of YarYar.
Germans have a small stack of doom 1N of New York. May attack New York or head to West Moscow.
Plan on them heading to West Moscow, move some units toward West Moscow.
German small stack of doom:
2 eMaces
1 vMace
1 eSword
1 vSword
1 rSword
Currently in West Moscow:
First Sword Army
1 eSpear
1 vSpear
Heading to West Moscow:
1 catapult
2 vSwords
1 vHorse
Minor Skirmishes
vSword vs. German rMace 1/3, a swing and a kill (33 of 40).
Second Sword Army vs. Bab rMace, Army wins (34 of 41).
[IBT]
Germans SSoD heads towards West Moscow, ignoring New York.
Bab units head north towards Hattusha.
Iron Hill vSword -> vSword, 4 turns.
Rowdy Rostov vSword -> vSword, 5 turns.
Yakkity Yakutsk catapult -> catapult, 4 turns.
Aztec city of Calixlahuaca completes the Great Lighthouse.
12 550 AD
Resisting Cities
Hattusha (4) has two resisters, two geeks, walls in 18, city will starve.
Worker Group A begins to road, will complete next turn.
SettlerToSomewhere founds Somewhere City 2SW of Murmur, on a hill, grows in 10, walls in 20.
Move five catapults from Murmur towards Somewhere City, protected by a vSword and vHorse on the hill between the two cities.
This hill needs to be roaded.
Would like to move Third Sword Army 1E and pillage, but that leaves Somewhere City with only two units for defense.
Could be a 3MC still around, so I leave Third Sword Army in Somewhere City.
SettlerToAnywhere, a longtime resident of Hot'n Spicey, moves to Murmur.
Minor Skirmishes
First Sword Amry vs. eMace, Army wins (35 of 42).
First Sword Army vs. eMace, Army wins (36 of 43).
First Sword Army is 9/14 in strength.
Second Sword Army 6/13 vs. Bab rSpear, Army wins but is very weak, only 3/13 (37 of 44).
Second Sword Army 3/13 moves into Hattusha.
vSword vs. German vSword, Germans win (36 of 44).
vHorse vs. German eSword 4/5, German wins (36 of 45).
Drat, had hoped the Horse would retreat and not die.
German Short Stack of Doom is now:
1 vMace
1 eSword 1/5
1 vSword 2/4
1 rSword
550 AD 16 gold (+0 gpt)
Feudalism (6 turns)
And the save is
>>HERE<<.