The Pyramids, Peace, and the rise of the greatest Democracy
(0) 1255 AD
We have a strong military compared to Egypt. I resolve to press on with the war. For that we need to overcome our war weariness, so I trade for more luxuries. From Shaka, I get Dyes for Navigation and Saltpeter (I'm not worried about the Zulus as we're comfortably ahead of them in tech). To renew our Ivory deal with Greece, I have to trade Saltpeter+Spices. Now as cities produce military units, I anticipate the future peace treaty with Egypt, and start building peace-time buildings, Libraries, Markets, etc., and workers to build rails.
(1) 1260 AD
Assault on Thebes, the Egyptian capital: our Rider army is reduced to 1 HP, but successfully defeats a defending musketman. Our attackers seem surprisingly inept. Cavalry versus city musketman is 6 vs. ~9. Not too tough? No. Only one more musketman defeated and the attack stalls. Assault on Avaris is similarly tough. Again only musketman falls and the attack stalls. Cavalry move to reinforce these attacks. General Tso, our leader, heads for safer grounds. Railroad building begins. Our incense and gpt from Rome runs out.
(2) 1265 AD
Rather than boost the other civs into Steam Power, I decide to go without the incense and adjust the taxes to cope with the gpt. Taxes to 3.4.3 for Nationalism in 8 turns/+45gpt. Avaris is captured with no casualties. Thebes doesn't fall, but a number of defenders are killed. El-Amarna flips back to the Egyptians. We lose 2 cavalry in the flip.
(3) 1270 AD
El-Amarna recaptured with no problems. Cavalry gallop to Thebes to assist the seige. Egypt ask for peace and we refuse.
(4) 1275 AD
We capture Thebes which houses the Pyramids. The city is a big flip risk, but I'm willing to take the chance in order to gain the Pyramids' benefits. Now that Egypt has Nationalism, there seems to be much danger in continuing the war. We sign a peace treaty, in which we get Democracy and Nationalism for Steam Power. I decide to risk our troops by posting them in Thebes to try and push down the flip chance. The last cavalry producers are switched over to civilian buildings. With no urgent building happening, I order the revolution. Anarchy for 6 turns. No other trades good enough for Steam Power.
(5) 1280 AD
Zulus begin Magellan's.
(6) 1285 AD
Greece and Egypt sign a MPP, and so Greece joins Egypt's war against the Japanese. Romans begin Magellan's.
(7) 1290 AD
(8) 1295 AD
El-Amarna, once again, flips to the Egyptians. We lose one musketman and two cavalry.
(9) 1300 AD
The Democratic Nation of China is established.
(10) 1305 AD
Taxes to 3.7.0. Medicine in 6 at +70gpt.
The next player must ensure Thebes is starved each turn as it is a dangerous flip risk. I skimped on starving in my turn and look what happened: a city twice flipped away from us. There's a large garrison in Thebes at the moment. Maybe someone who actually understands the formula can work out how large a garrison we actually need to keep it ours.
No beakers have been spent on the current tech yet, so feel free to change it. We still have a great leader. Probably good for Theory of Evolution.
With Nationalism now being in the hands of many civs, now is a good time to build our infrastructure and try and stretch out a tech lead. Cleo, your time will come; mark my words.
Save for
Zarth:
http://www.civfanatics.net/uploads3/cg2-1305ad.zip