Chieftain to Monarch: Game Two

Two changes
Somewhere in my last set of turns I stopped noting the do-nothing moves. If a unit did not move, like unfortified Archers in cities, I omitted that unit from the turn log. Made the write up easier for me to do and easier for you to read.

I have also decided to do the turn logs and my reaction to the turns in two separate posts. I like a lot of screen shots and dot maps and planning tools. But I have too many too close together and it made the page slow to load. So I will break them up, which will results in more posts but fewer graphics per page.

Southeast
The grand Arab plans for expanding into the southeast were stopped by a new city the Romans planted where I wanted to be and by the cultural expansion of Allegheny of the Iroquois. The Roman city of Pisae, sits smack-dab in the middle of the only three city-sites due east of Mild-Mannered-Mecca on the eastern side of the mountains. This city was to be the Arab gateway to the east. No longer.

The expansion of Allegheny likewise took away another prime spot on ring 2. This one had flood-plains and grassland to enable it to grow, unlike the hills that surrounded the former city of Orange Dot. No city here, either.

Thus, in the southeast the Arabs were 1 for 3.

Northwest
Arabs plans were more successful in expanding towards the Celts. All three cities, Pink Dot, Purple Dot and New City Three, were established. None are great cities yet, but 09 A-jar and 10 FussAat have good growth potential. The remaining city, 11 Aden, will be Okay, but mainly serves to complete the 1 ring and to act as a slight buffer between M-M-M and the Carthage city of Theveste.

Here, the Arabs did better, planting 3 of 3 planned cities.

Below is the current Arab Empire:
750BC_ArabEmpireTrimmed.jpg


Warfare Plans
I had planned on using the Babylonians to help conquer the Celts, but when I did so I was relying on my memory of the terrain to the north. But when I looked at the map I saw that the Babylonians could not be of much help after all. I thought that the Celts and Babylonian cities were closer than what they are on the north coast.

Below is the map of the Arab (North), Babylon and Celt empires:
750BC_ArabBabCeltMapTrimmed.jpg



Careful examination of the current Celt border shows an opportunity to get close and attack quickly.

The Celtic Expedition:
750BC_ArabBabCeltMapTrimmedDotted.jpg


The red lines above lead to the Red Dot, which is outside the borders of Celt land and only three turns from Entremont, the Celt capital. The three cities inside the blue rectangle would be the first cities to be attacked and would effectively kill the Celts as a power, since these three cities account for almost 2/3 of the Celtic population (10 of 16 as of now in eight cities). The pink lines would be the mopping up attacks to eliminate the Celts entirely.

Big bonus: Entremont is not yet connected to iron. No Gallic Swordsman.

I think that 10 to 12 swordsman could take out the first three cities. I would plan to garrison each city with two units, which would make further campaigning in the north difficult until the second wave of units arrived. The city near the silks would be razed and replaced with an Arab city. The other cities would be occupied and produce military units or workers.
 
End of Prior Turnset (Nine) Stats:

Science: Literature 3 turns
Treasury: 264 gold, -5gpt; 0.9.1
Trade: -
Cities:
  • 01 Mild-Mannered-Mecca (4): grows in 2 turns, settler in 4 turns, culture expansion in 423 turns, 1 Horse.
  • 02 Mediocre-Medina (4): grows in 4 turns, horseman in 3 turns, culture expansion in 217 turns.
  • 03 Demaskus (5): grows in 4, archer in 8 turns, culture expansion in 36 turns.
  • 04 Ivory City (1): grows in 1, granary in 58, culture expansion in 38 turns.
  • 05 Iron City (1): grows in 7, warrior in 9, culture expansion in 43 turns.
  • 06 Kufah (4): grows in 7, horseman in 4, 0 culture.
  • 07 FarRiverside (2): grows in 1, temple in 11, 0 culture.
  • 08 East Mecca (1): grows in 4, worker in 7, 0 culture.
  • 09 A-jar (1): grows in 7, worker in 7, 0 culture.
  • 10 FussAat (1): grows in 6, worker in 9, 0 culture.
  • 11 Aden (1): grows in 7, warrior in 5, 0 culture.
Military:
  • 01 Chariots
  • 01 Horseman, 2 in production
  • 10 Archers, 1 in production
  • 07 Warriors, 2 in production
  • 03 Scouts
  • 07 Workers, 3 in production
  • 00 Settlers, 1 in production
  • 06 Slaves
Allowed units: 44 Total units: 29

[IBT 750 BC]

091 730 BC

Worker05 roads.
Road completed to 09 A-jar. Move Worker02, Celt01, Rome01 and Warrior05 SW to road BG and connect to 10 FussAat and later to mine the BG.
Archer10 (Kufah) to Iron City to reduce flip chance, current at 22%.
Warrior06 fortifies in 11 Aden.
Chariot01 (Mediocre-Medina) to Iron City. Should have auto-moved, first tile was due east and not roaded.

Trading
Over half the world is Literate (nine of fifteen), except the Arabs (some things never change). Best initial deal is with Spain, who wants my World Map and 1 gold for Lit. Negotiate to just 23 gold and I keep my World Map. Done.
Want to get to Republic and several civs know Philosophy and Code of Law. Phil will take 6 turns to learn, CoL 9, so I look for best deal. It is with the Iroquois, initial offer of CoL for WM and 220 gold, negotiated to merely 218 gold. Done.
Now to sell WM to get the treasury replenished.
Greeks 9 gold. 18 + 9 = 27
Iroquois 19 gold. 27 + 19 = 46
Vikings 7 gold (all). 46 + 7 = 53
Rome 20 gold. 53 + 20 = 73
Korea Lit for WM and 44 gold (all). 73 + 44 = 117
Spain CoL for Math and 23 gold (all). 117 + 23 = 140
America WM for 7 gold (all). 140 + 7 = 147
Celts WM for 1 gold. 147 + 1 = 148
Babylon 1 gold. 148 + 1 = 149
Can research Philosophy in 6, then the long road to Republic.
Will research Currency, 20 turns, wait for price of Phil to go down.
Smart move? Time will tell.


[IBT]
03 Demaskus Archer -> Barracks, due in 8

092 710 BC

Worker01, 03 and 04 make road on top of mine.
Carthage01 and Babylon01 make road on top of irrigation near 08 East Mecca.
Chariot01 arrives in Iron City.
Worker02, Celt01 and Rome01 begin road to FussAat.


Trading
CoL to Korea for WM and 27 gold (all). 144 + 27 = 171
Ottomans will trade Philosophy for WM and 120 gold. No one else comes close to matching this. Done.
Choice to make. At 90% science, Republic takes 34 turns and the Arab economy cannot support that. Any less science and it takes 40 turns. Can get Currency in 23 turns with science at 80% and -2 gpt, which at the end of 23 turns will leave 6 gold. Need gold to upgrade units; Republic in 40 turns, science at 10%, +26 gpt.
[IBT]
Greeks want to swap World Maps. No. Will sell Alexander my WM, but not do swapsies at their request.
New York builds the Colossus.

093 690 BC

Iroquois01 and Spain01 make road on top of irrigation near Iron City.
Viking01 SW to Flood Plain + Wheat near 01 Mild-Mannered-Mecca to irrigate and road.
Worker01, 03 and 04 NW to irrigate and road Flood Plain + Wheat near Demaskus.

Trading
Philosophy to Russia for WM and 25 gold (all).
[IBT]
Hiawatha peeved about a scout in his territory.
Mild-Mannered-Mecca Settler -> Granary, due in 15 turns.
Mediocre-Medina Horseman -> Archer, due in 3 turns.
Kufah Horseman -> Archer, due in 4 turns.

AI has Wonder Addiction. Three civs building the Pyramids, six civs building the Great Library and eleven civs building the Oracle.

094 670 BC

Horseman03 (Kufah) to Iron City.
Worker06 makes road on irrigated plains tile near Iron City.
Worker01 and 03 irrigate (2 turns); 04 makes road (3 turns).
Viking01 irrigates.
Worker02, Celt01 and Rome01 make mine on BG near FussAat.
Worker05 auto move to near Mild-Mannered-Mecca to begin road across the desert to Kufah.
LonelySettler (Mild-Mannered-Mecca) to Mediocre-Medina.
Horseman01 and 02 to A-jar for flip prevention.

Trading
Accidentally gifted Phil to India; wanted to sell.
[IBT]
11 Alden Warrior -> Warrior, due in 5 turns.

095 650 BC

Carthage01, Babylon01 and Archer03 SW to Flood Plain to irrigate and road.
LonelySettler arrives in Mediocre-Medina.

Trading
Nothing.

096 630 BC

Worker05 begins the Road to Kufah.
Carthage01 and Babylon01 irrigate.
Warrior08 (Alden) auto move to FussAat.
Worker01 helps road with Worker04; road completed.
Worker03 SW to another Flood Plain.
Worker04 NE to yet another Flood Plain around Demaskus.
Archer07, Iroquois01 and Spain01 auto move to iron ore SE of Iron City.

Trading
Trade Col to Russia for WM and 25 gold (all).
Polytheism can be bought, but requires gpt and is too expensive for a tech the Arabs do not need.
[IBT]
Mediocre-Medina Archer -> Archer, due in 3.
07 FarRiverside Temple -> Archer, due in 5.
East Mecca Worker -> Temple, due in 30.
A-jar Worker -> Temple, due in 15.
FussAat Worker -> Temple, due in 30.

Carthage built the Oracle. Wonder Cascade; seven civs building the Pyramids and twelve civs building the Great Library.

097 610 BC

Worker03 irrigates.
Worker01 SW to make road.
Worker04 makes road.
Worker08 (East Mecca) south to road and mine.
Worker09 (FussAat) NW to cow to mine and road.
Worker10 (A-jar) SE to chop to help Temple.
Warrior05, Worker02, Celt01 and Rome01 to forest SW of FussAat to chop for Temple.
Worker06 SE to iron ore and to join Archer07, Iroquois01 and Spain01.

Trading
Nothing.
[IBT]
Iron City Warrior -> Warrior, due in 5.
Kufah Archer -> Archer, due in 4.
Aden Warrior -> Warrior, due in 3.
Worker05 finishes chop near Ivory City.

098 590 BC

Worker10 begins chop for A-jar's temple.
Worker02, Celt01 and Rome01 begin chop for FussAat's temple.
Worker09 mines the cow.
Worker05 irrigates cleared forest.
Worker01 roads.
Worker08 mines the desert.
Worker06, Iroquois01 and Spain01 make road to iron ore.
Warrior09 (Aden) auto move to FussAat.
Warrior10 (Iron City) stays there.
Archer13 (Kufah) to Iron City.
Archer12 (Mediocre-Medina) will escort the LonelySettler someplace, but not now.

Trading
Nothing.
[IBT]
Egypt wants to swap World Maps. Later.
Demaskus Barracks -> Archer, due in 3.

099 570 BC

Worker05, road completed, NE
Wake Warrior03 (Ivory City) and send to A-jar for flip prevention. Traveling will take 3 turns.
Warrior09 arrives in FussAat.

Trading
Trade Ivory to Babylon for WM and 20 gold.

[IBT]
Mediocre-Medina Archer -> Archer, due in 3.

100 550 BC

Worker05 continues the Road to Kufah.
Worker04, road completed, irrigates.
Carthage01 and Babylon01 road the irrigated Flood Plain.
Archer14 auto move to A-jar, two turns traveling.

Trading
Can get Poly from the Celts for WM and 300 gold. But why? I need the gold to upgrade my warriors to swords. And the Arabs want to be a republic, not a monarchy, a mere tribe with a flag. (Hmm.)

End of Turnset Stats:

Science: Republic, 32 turns
Treasury: 364 gold, +27gpt; 8.1.1
Trade: Babylon (Ivory) 19 turns to go
Cities:
  • 01 Mild-Mannered-Mecca (5): grows in 5 turns, granary in 5 turns, culture expansion in 413 turns, 1 Horse.
  • 02 Mediocre-Medina (5): grows in 1 turns, archer in 3 turns, culture expansion in 207 turns.
  • 03 Demaskus (7): grows in 19, archer in 2 turns, culture expansion in 26 turns.
  • 04 Ivory City (2): grows in 1, granary in 14, culture expansion in 28 turns.
  • 05 Iron City (2): grows in 7, warrior in 3, culture expansion in 33 turns.
  • 06 Kufah (5): grows in 4, archer in 2, 0 culture.
  • 07 FarRiverside (4): grows in 2, archer in 2, culture expansion in 1 turns.
  • 08 East Mecca (2): grows in 5, temple in 27, 0 culture.
  • 09 A-jar (1): grows in 7, temple in 12, 0 culture.
  • 10 FussAat (1): grows in 3, temple in 27, 0 culture.
  • 11 Aden (2): grows in 7, warrior in 1, 0 culture.
Military:
  • 01 Chariots
  • 03 Horseman, 0 in production
  • 14 Archers, 14 in production
  • 07 Warriors, 2 in production
  • 03 Scouts
  • 10 Workers, 3 in production
  • 01 Settlers, 0 in production
  • 06 Slaves
Allowed units: 44 Total units: 42
 
Real life and three Succession Games have slowed down my rate of play. My plans are the same: to play and post on Tuesdays and Saturdays. I hope I can do that.


CRpSuite and CivAssist
I played this turnset using a utility called CRpSuite, available >here<. My machine is old and slow and CivAssist did not too well with it. I firmly believe this is an issue with my machine and not with CivAssist. My machine is a PII 500 MHz 128MB Win98SE with only two slots for memory. I think CivAssist needs a little more to work well.

Someone suggested CRpSuite as an alternative, since it used less memory. And so I downloaded it and used it this turnset. I am glad I did.

CRpSuite is a glorified spreadsheet, which for me is good. It allowed me to do my trading much quicker because I knew who to trade with. And since it is a spreadsheet, and a rather small one at that, it needed less head and eye movement to see all the pertinent data.

I like CRpSuite for use in during game play. If I want to analyze a map I prefer CivAssist.

CivAssist is available >here<.

Game Play Notes
With CRpSuite, I saw that some of my cities had a danger of flipping to another civ. This is why so many units are in Iron City and A-jar and FussAat. This is also why A-jar and FussAat are building temples, to bind them more tightly to the core of Arabness.

I thought trading went well to get Philosophy and Code of Laws. I thought I could get both the same turn, but after I got Code of Laws no one wanted to trade Philosophy that turn. Again, CRpSuite was very handy for me. It showed me when the Ottomans got Philosophy, which meant I did have to click on every civ to see what they had new to offer. I know CivAssist does the same thing but it did not work for me on this hardware.

Lots of civs are looking for places to put new cities. I think I saw three settlers wandering around, looking for a place to call home. The Babs and Celts each have one wandering through the Arab lands. I have not protested, yet.

The Ivory trade with Babylon means twenty turns of peace, not that I expect warfare with Hammurabi. But if it does come to warfare, he will have broken the treaty, not me.

I have one settler with nowhere to go. I would like to put LonelySettler closer to the Celts, but I am concerned that the city would flip to the Babs. I may have to risk it, but not right now.

I have workers making a road to the iron ore near Iron City. Once that is connected I will begin to rotate units in to the barracks to be upgraded. This will take some time and money, but once done I can begin to plan my attacks on the Celts in more detail.

I do not have any screenshots this go-around. I did not build any cities and nothing really changed. I wish it had. But no pretty pictures to look at. Sorry.
 
End of Turnset Ten Stats:

Science: Republic, 32 turns
Treasury: 364 gold, +27gpt; 8.1.1
Trade: Babylon (Ivory) 19 turns to go
Cities:
  • 01 Mild-Mannered-Mecca (5): grows in 5 turns, granary in 5 turns, culture expansion in 413 turns, 1 Horse.
  • 02 Mediocre-Medina (5): grows in 1 turns, archer in 3 turns, culture expansion in 207 turns.
  • 03 Demaskus (7): grows in 19, archer in 2 turns, culture expansion in 26 turns.
  • 04 Ivory City (2): grows in 1, granary in 14, culture expansion in 28 turns.
  • 05 Iron City (2): grows in 7, warrior in 3, culture expansion in 33 turns.
  • 06 Kufah (5): grows in 4, archer in 2, 0 culture.
  • 07 FarRiverside (4): grows in 2, archer in 2, culture expansion in 1 turns.
  • 08 East Mecca (2): grows in 5, temple in 27, 0 culture.
  • 09 A-jar (1): grows in 7, temple in 12, 0 culture.
  • 10 FussAat (1): grows in 3, temple in 27, 0 culture.
  • 11 Aden (2): grows in 7, warrior in 1, 0 culture.
Military:
  • 01 Chariots
  • 03 Horseman, 0 in production
  • 14 Archers, 14 in production
  • 07 Warriors, 2 in production
  • 03 Scouts
  • 10 Workers, 3 in production
  • 01 Settlers, 0 in production
  • 06 Slaves
Allowed units: 44 Total units: 42

[IBT] 550 BC
11 Aden Warrior -> Warrior, due in 3 turns.

101 530 BC

Warrior12 (Aden) N and NE, wait for Celt Warrior/Settler pair to pass, and head to 10 FussAat.
Warrior03 arrives in 09 A-jar.
ScoutX and ScoutC arrive in 01 Mild-Mannered-Mecca.
Worker01 and 03 auto move to N of Mild-Mannered-Mecca, 3 turns.

Trading
Sell CoL to Carthage for World Map and 26 gold (all).


[IBT]
03 Demaskus Archer -> Warrior, 2 turns.
06 Kufah Archer -> Warrior, 2 turns.
07 FarRiverside Archer -> Warrior, 3 turns.

102 510 BC

Archer15 (FarRiverside) auto move to FussAat, 4 turns.
Archer16 (Kufah) auto move to A-jar, 3 turns.
Viking01 makes road.
Archer17 (Demaskus) to Mild-Mannered-Mecca.
Warrior12 moves to FussAat, arrive next turn.
Worker05 (near Ivory City) W to irrigate and road.
Trading
Nothing.


[IBT]
02 Mediocre-Medina Archer -> Swordsman, 4 turns.
05 Iron City Warrior -> Library, 40 turns.

103 490 BC

Archer07, Worker06, Spanish01 and Iroquois01 from iron to NE of Iron City, irrigate and road.
Warrior12 arrives in FussAat.
Worker02 E to road.
Rome01 and Celt01 road in place.
Worker05 roads.
Archer18 (Mediocre-Medina) to FussAat.
Warrior13 (Iron City) to Mediocre-Medina to upgrade.
Worker05 irrigates.
Archer03, Carthage01 and Babylon01 NW to cross river, irrigate and road.

Will not report further worker moves.

Trading
Nothing.

[IBT]
Demaskus Warrior -> Swordsman, 5 turns.
Kufah Warrior -> Swordsman, 5 turns.
Aden Warrior -> Swordsman, 8 turns.

104 470 BC

Warrior14 (Aden) to Mediocre-Medina to upgrade.
Warrior15 (Kufah) to Mediocre-Medina to upgrade.
Warrior16 (Demaskus) to Mediocre-Medina to upgrade.
Warrior13 arrives in Mediocre-Medina for upgrade.
Kufah getting cranky, up the Lux slider to 20%.


Trading
Nothing.


[IBT]
Mild-Mannered-Mecca Granary -> Settler, 5 turns.
FarRiverside Warrior -> Barracks, 10 turns (will be the only barracks on south side of empire.)

105 450 BC

Warrior12, 13, and 15 upgrade to Swordsman.
Warrior17 (FarRiverside) to Mediocre-Medina to upgrade.
ScoutB arrives in the capital.

Trading
Nothing.

[IBT]

106 430 BC

Warrior12, 13 and 15, now Swordsman, move towards FussAat.
Warrior16 upgrades.

Trading
Nothing.

[IBT]
Mediocre-Medina Swordsman -> Swordsman, 4 turns.
Ivory City Granary -> Library, 20 turns.

107 410 BC

Upgraded warriors renamed to 'wSwordxx'.
wSwordsman01, 02 and 03, NE past FussAat to protect worker on BG outside of Arab territory.
Trading
Nothing.


[IBT]
FussAat Temple -> Swordsman, 10 turns.
Babylonians built the Pyramids in Babylon.

108 390 BC

Warrior17 upgraded.
Warrior09 (FussAat) to Mediocre-Medina to upgrade.
Swordman01 and wSwordsman04 move adjacent to Ashur. The Temple in FussAat has converted some Babylonian territory into Arab territory. Hope to put pressure on Ashur to flip to Arab.
Trading


[IBT]
Demaskus Sword -> Sword, 5 turns.
Kufah Sword -> Sword, 5 turns.
Ajar Temple -> Catapult, 7 turns.
Romans build the Great Library in Rome.
Celts build the Great Lighthouse in Entremont.

109 370 BC

Swordsman02 (Kufah) NE to greet Babylonian Bowman/Settler pair.
Let Hammurabi know that his trespassing is unwelcome.
Warrior08 (FussAat) to Mediocre-Medina to upgrade.
Swordsman03 (Demaskus) stays put.

Trading


[IBT]
Mild-Mannered-Mecca Settler -> Settler, 5 turns.
Ashur culture expanded. Swordsman01 and wSword04 are in Babylon's territory.

110 350 BC

Swordsman01 and wSword04 move to FussAat.
Warrior from FussAat to A-jar.
SecondSettler (Mild-Mannered-Mecca)
Swordsman03 (Demaskus) stays put.
wSword05 and 06 head NE to be between FussAat and A-jar.
Swordman02 moves to block the Bowman/Settler pair.
Ask for them to removed or war. Hammurabi says he will remove them. And they are gone.


Trading
Spain and Rome both have workers for sale and both at the same price: WM and 120 gold (asking). No thanks, need my gold to convert warriors into swordsmen.

[IBT]

End of Turnset Stats:

Science: Republic, 22 turns
Treasury: 344 gold, +17gpt; 7.1.1
Trade: Babylon (Ivory) 9 turns to go
Cities:
  • 01 Mild-Mannered-Mecca (5): grows in 2 turns, settler in 5 turns, culture expansion in 403 turns, 1 Horse, 1 Iron.
  • 02 Mediocre-Medina (6): grows in 1 turns, sword in 1 turns, culture expansion in 197 turns.
  • 03 Demaskus (7): grows in 9, sword in 4 turns, culture expansion in 16 turns.
  • 04 Ivory City (3): grows in 11, library in 17, culture expansion in 18 turns.
  • 05 Iron City (3): grows in 7, library in 21, culture expansion in 23 turns.
  • 06 Kufah (6): grows in 14, sword in 4, 0 culture.
  • 07 FarRiverside (6): grows in 4, barracks in 4, culture expansion in 36 turns.
  • 08 East Mecca (3): grows in 5, temple in 2, 0 culture.
  • 09 A-jar (2): grows in 19, catapult in 6, culture expansion in 3 turns
  • 10 FussAat (3): grows in 7, sword in 6, culture expansion in 2 turns.
  • 11 Aden (3): grows in 17, sword in 1, 0 culture.
Military:
  • 01 Chariots
  • 00 Catapults, 1 in production
  • 03 Horseman, 0 in production
  • 10 Swordsman, 5 in production
  • 18 Archers, 0 in production
  • 09 Warriors (obsolete)
  • 03 Scouts
  • 10 Workers, 0 in production
  • 02 Settlers, 1 in production
  • 06 Slaves
Allowed units: 44 Total units: 56
 
Swordsman are online and being created and upgraded. While I have a batch around 10 FussAat and 09 A-jar, I need to send swords to my other cities that do not have such a strong military unit. Some of my cities only have one unit in them, which is not enough. Settling space seems to be running out, which means settling space will be taken by force. I need swords in all my cities to help protect from encroaching neighbors.

Ashur and the Northwest

FussAat and A-jar both expanded their borders at the expense of the Babylonian city of Ashur. Ashur then expanded back. Pests.

The Ashur Area
350BC_RCP4_NWTrimmedDotted.jpg


Ashur is placed to be in the way when the Arabs war with the Celts. I have to get my units to the Red Dot before I declare war on the Celts. The walk is okay; I dislike the detour due to Ashur. And I do not want the city, (not on RCP of 4) and I do not want to go to war with Babylon yet. I want to take out the Celts before their UU appears and then take out Babylon. It is possible, though unlikely, that Ashur could flip to the Arabs.

So I need to bypass the city, but I could really use a city on ring 3 close to the Celts. I will change my plans slightly. I will still attack with most of my units from the Red Dot, but I will make plans to attack and raze the city of Augustodurum (the Celt city next to the Silks). After it is gone I will build Silk City on the Blue Dot and quickly add a temple. Getting Republic is about the time I plan to declare war on the Celts, which give plenty of time to road this area. FussAat will have had its first culture expansion by then, so Silk City will be connected to the Arab empire from the start. Silk City will be founded on a Silk, which will add a second luxury to the Arab bag of tricks.

But with Ashur so close, I will need a lot of units in Silk City to prevent it from flipping to Babylon.

Upon reflection, I realize that I can save myself a lot of grief and worry by having an ROP and Military Alliance with Babylon before I declare war on the Celts. Then Ashur is not a transit problem. Flipping could be an issue, but movement would not be.
 
End of Turnset Eleven Stats:

Science: Republic, 22 turns
Treasury: 344 gold, +17gpt; 7.1.1
Trade: Babylon (Ivory) 9 turns to go
Cities:
  • 01 Mild-Mannered-Mecca (5): grows in 2 turns, settler in 5 turns, culture expansion in 403 turns, 1 Horse, 1 Iron.
  • 02 Mediocre-Medina (6): grows in 1 turns, sword in 1 turns, culture expansion in 197 turns.
  • 03 Demaskus (7): grows in 9, sword in 4 turns, culture expansion in 16 turns.
  • 04 Ivory City (3): grows in 11, library in 17, culture expansion in 18 turns.
  • 05 Iron City (3): grows in 7, library in 21, culture expansion in 23 turns.
  • 06 Kufah (6): grows in 14, sword in 4, 0 culture.
  • 07 FarRiverside (6): grows in 4, barracks in 4, culture expansion in 36 turns.
  • 08 East Mecca (3): grows in 5, temple in 2, 0 culture.
  • 09 A-jar (2): grows in 19, catapult in 6, culture expansion in 3 turns
  • 10 FussAat (3): grows in 7, sword in 6, culture expansion in 2 turns.
  • 11 Aden (3): grows in 17, sword in 1, 0 culture.
Military:
  • 01 Chariots
  • 00 Catapults, 1 in production
  • 03 Horseman, 0 in production
  • 10 Swordsman, 5 in production
  • 18 Archers, 0 in production
  • 09 Warriors (obsolete)
  • 03 Scouts
  • 10 Workers, 0 in production
  • 02 Settlers, 1 in production
  • 06 Slaves
Allowed units: 44 Total units: 56

[IBT 350BC]
Mediocre-Median, upgrade Warrior02 to Swordsman.
Demaskus, upgrade Warrrio04 to Swordsman.
A-jar, MM Catapult to Barracks, 13 turns.

Barracks in these cities:
02 Mediocre-Medina
03 Demaskus
Barracks under construction:
07 FarRiverside, 4 turns.
09 A-jar, 13 turns.

India wants to trade their World Map (WM) for our WM and Code of Laws (CoL). Nope.

Mediocre-Medina Sword -> Sword, 4 turns.
11 Aden Sword => Sword, 6 turns.

111 330 BC

Swordsman02, with no one to watch now the Babylonians have left, heads to Ivory City, SW.
We have pushed the borders of Babylon back to be adjacent to Ashur.
Upgrade Warrior11 (Demaskus) to Sword.
Swordsman05 (Mediocre-Medina) and wSword07 join other wSwords between FussAat and A-jar.
Warrior05 stops guarding workers, goes to Mediocre-Medina for upgrade.
Warrior06 (Aden) to Mediocre-Medina to upgrade.
Swordman04 (Aden) fortifies.
wSword08 (Demaskus) fortifies.

Trading
Nothing.
[IBT]
Viking want to swap Territory Map. Nawh.
08 East Mecca Temple -> Granary, 20 turns.
FussAat's culture expands, and so does Ashur's and Uruk's. BG worker improving now is inside Babylonian territory, after being Arab for two seconds. Planned pathway to the Celts now passes through Babylonian lands; before it had been in unclaimed lands. So much for Ashur flipping to the Arabs.
A-jar and FussAat's flip chances go up and anti-flip garrison requirements increase also.
Maybe the Arabs should take out the Babylonians BEFORE the Celts?

112 310 BC

Move units out of Bab territory. Do not allow worker to finish mine.
Swordman02 heads to Ivory City.
Swordsman05, wSword05 and 06 to A-jar.
wSword07 to FussAat.
Upgrade Warrior06 to wSword10.
wSword09 auto move to 05 Iron City, 2 turns.

Trading

[IBT]
A-jar's borders expand and stay in place.

113 290 BC

Swordsman02 arrives in Ivory City.
wSword10 to Mild-Mannered-Mecca to relieve Warrior01.

Trading

[IBT]
Demaskus Sword -> Sword, 5 turns.
Kufah Sword -> Sword, 5 turns.
FarRiverside Barracks -> Sword, 6 turns.

114 270 BC

Swordsman06 (Kufah) to Iron City to allow Warrior10 to upgrade.
Warrior10 auto move to Mediocre-Medina, 2 turns.
Swordsman02 fortifies in Ivory City.
wSword10 arrives in the capital, fortifies.
Warrior01 heads to Mediocre-Medina for upgrade.
Swordsman07 (Demaskus) auto move to East Mecca, 2 turns.

Trading
Rome and India have Currency; Babylon has Construction.
Price checking: Hammurabi will not trade Construction; Arabs are too poor.
India will not trade for Currency and Rome does not admit knowing about it.

[IBT]
Mild-Mannered-Mecca Settler -> Settler, 5 turns.
Mediocre-Medina, Sword -> Sword, 4 turns.

115 250 BC

Swordsman08 (Mediocre-Medina) stays put for now.
Warrior01 upgrades to wSword11.
ThirdSettler (Mild-Mannered-Mecca) just hangs around.
Trading
Greece and Korea also know Currency. Will not trade.
[IBT]
Beginning to think that Babylon is more immediate problem than the Celts. Both have more culture than the Arabs (Babs: 805, +44 cpt; Celts: 761, +32 cpt; Arabs: 728, + 20 cpt), but the culture of the Dark Blue is about to overpower the far reaches of the Arab empire. This cannot be allowed to continue. So the plans change again, knock out the Babs and then the Celts.
Only three warriors left to upgrade.

FussAat Sword -> Library, 20 turns.

116 230 BC

Warrior10 upgrades to wSword12.
Swordsman07 arrives in East Mecca and fortifies.
Worker09 and wSword02 N, to road.
Warrior12 and 03 to Mediocre-Medina, last two warriors to upgrade.


Trading

[IBT]
Spain wants to swap territory maps. Not now.
So does Russia. Same answer.

Aden Sword -> Sword, 6 turns.

117 210 BC

Swordsman09 (Aden) auto moves to guard Iron Ore, 4 turns.
Swordsman08 (Mediocre-Medina) auto moves to guard Iron Ore, 3 turns.
Warriors upgraded to wSword13 and 14. All warriors now swords. Total of 26 swords.


Trading
Nothing. 89 gold, +14 gpt, unit support 20 gpt.
[IBT]
Trade deal with Babylon ends in two turns, but need to get units on Iron Ore to protect it from pillaging by near by Babylonian units.

Ashur grows to 2, Augustdorum has a culture expansion and Worker09 and wSword02 are on the wrong side of the line.

118 190 BC

Worker09 and wSword02 brought back into Arab lands.

Trading
Nothing.

[IBT]
Bab culture now at 933, +49 cpt and Celt culture at 873, +47 cpt. Can withstand Celtic culture, but not Babylonian.

Mediocre-Medina, Sword -> Sword, 4 turns.
Demaskus, Sword -> Sword, 5 turns.
Kufah, Sword -> Sword, 5 turns.

119 170 BC

Swordsman10 (Kufah) to Iron City.
Swordsman11 (Demaskus)
Swordsman12 (Mediocre-Medina)
Swordman08 fortifies on Iron Ore.

Trading

[IBT]
Trade Agreement has expired with the Babylonians.
Hammurabi is Annoyed at us but will trade Currency for everything we have. No way.


Mild-Mannered-Mecca Settler -> Settler, 5 turns.
FarRiverside, Sword -> Sword, 6 turns.

120 150 BC

Swordsman13 (FarRiverside) to Arab-Iroquois border to keep eye on Bab Bowman and protect workers.
FourthSettler (Mild-Mannered-Mecca) and ThirdSettler head to Kufah.
Various Swordsman in Mediocre-Medina NE, NE and E to protect workers making roads connecting to Babylonian roads.

Trading

[IBT]


End of Turnset Twelve Stats:

Science: Republic, 12 turns
Treasury: 133 gold, +11gpt; 7.1.2
Trade:
Cities:
  • 01 Mild-Mannered-Mecca (5): grows in 2 turns, settler in 5 turns, culture expansion in 303 turns, 1 Horse, 1 Iron.
  • 02 Mediocre-Medina (6): grows in 9999 turns, sword in 3 turns, culture expansion in 187 turns.
  • 03 Demaskus (8): grows in 7, sword in 4 turns, culture expansion in 06 turns.
  • 04 Ivory City (4): grows in 3, library in 7, culture expansion in 08 turns.
  • 05 Iron City (4): grows in 7, library in 7, culture expansion in 13 turns.
  • 06 Kufah (6): grows in 4, sword in 4, 0 culture.
  • 07 FarRiverside (7): grows in 1, sword in 6, culture expansion in 26 turns.
  • 08 East Mecca (4): grows in 2, granary in 12, culture expansion in 41 turns.
  • 09 A-jar (3): grows in 10, barracks in 2, culture expansion in 38 turns
  • 10 FussAat (4): grows in 2, library in 12, culture expansion in 37 turns.
  • 11 Aden (3): grows in 3, sword in 3, 0 culture.
Military:
  • 01 Chariots
  • 00 Catapults, 1 in production
  • 03 Horseman, 0 in production
  • 30 Swordsman, 5 in production
  • 18 Archers, 0 in production
  • 03 Scouts
  • 10 Workers, 0 in production
  • 04 Settlers, 1 in production
  • 06 Slaves
Allowed units: 44 Total units: 69 Unit Support Cost: 25 gpt
 
Somehow my posting got off track. I played this turnset and kept the turn log, but did not transfer the turn log from Notepad to Word. Until today, December 10, two weeks after the turns were played on November 26. :eek: And after the next set of turns had been played. So this analysis is a bit sketchy.

Biggest emphasis was on upgrading warriors to swords and moving them to the north.

Biggest worry was culture flipping. I was reading the Flip chance from MapStat incorrectly. It is showing a percentage calculation already. I thought it was taking the results and showing them as a percentage. Thus, when it said the flip chance was 0.24 % I read it as 24 chances out of 100, when it really meant 24 chances out of 10,000. Quite a bit of difference!

But I did not realize my mistake until after these turns were done.

In the meantime I consider war plans against the Babylonians and even had dot maps drawn up detailing the defeat of Babylon.

In the northwest the culture expansion wars continued, with the Celts and Babylonians gaining territory and pushing the Arabs out.
 
End of Turnset Twelve Stats:

Science: Republic, 12 turns
Treasury: 133 gold, +11gpt; 7.1.2
Trade:
Cities:
  • 01 Mild-Mannered-Mecca (5): grows in 2 turns, settler in 5 turns, culture expansion in 303 turns, 1 Horse, 1 Iron.
  • 02 Mediocre-Medina (6): grows in 9999 turns, sword in 3 turns, culture expansion in 187 turns.
  • 03 Demaskus (8): grows in 7, sword in 4 turns, culture expansion in 06 turns.
  • 04 Ivory City (4): grows in 3, library in 7, culture expansion in 08 turns.
  • 05 Iron City (4): grows in 7, library in 7, culture expansion in 13 turns.
  • 06 Kufah (6): grows in 4, sword in 4, 0 culture.
  • 07 FarRiverside (7): grows in 1, sword in 6, culture expansion in 26 turns.
  • 08 East Mecca (4): grows in 2, granary in 12, culture expansion in 41 turns.
  • 09 A-jar (3): grows in 10, barracks in 2, culture expansion in 38 turns
  • 10 FussAat (4): grows in 2, library in 12, culture expansion in 37 turns.
  • 11 Aden (3): grows in 3, sword in 3, 0 culture.
Military:
  • 01 Chariots
  • 00 Catapults, 1 in production
  • 03 Horseman, 0 in production
  • 30 Swordsman, 5 in production
  • 18 Archers, 0 in production
  • 03 Scouts
  • 10 Workers, 0 in production
  • 04 Settlers, 1 in production
  • 06 Slaves
Allowed units: 44 Total units: 69 Unit Support Cost: 25 gpt

[IBT 120 150BC]

Barracks in these cities:
02 Mediocre-Medina
03 Demaskus
07 FarRiverside
Barracks under construction:
09 A-jar, 2 turns.

Before begin war on Celts, need ROP with Babylon and an MA with Babylon vs. Celts.
Babylon is agreeable to an ROP, but not an MA.
Even with an ROP it will take Arab units seven turns to reach position. Will get my units together first and then ask for ROP.

No matter how I tweak the slider, the Arabs learn Republic in twelve turns. Being the Arabs, we will have only one turn of Anarchy. Once in Republic, all military units will be paid for from the treasury. But the people will be more productive, so I hope that the net effect is to increase the cash flow.
One definite advantage in Republic is no need to garrison units in cities to keep the people happy and productive. That will free up a lot of units for front line duty.

Will need to build one city and get it started on a harbor. This will help keep the conquered Celtic cities connected, once Entremont also builds a harbor. This new city will be on ring 3 and due south of the Celt city of Augustdorum by two tiles.

Hit Enter.

Celts want to swap World Maps, only they want us to pay 23 gold for theirs. No thanks.
Korea want to swap World Maps, only they want us to pay 11 gold for theirs. No thanks.



121 130 BC

FarRiverside has grown and will revolt. Move Swordsman13 into FarRiverside to calm things down.
Move LonelySettler from Mediocre-Medina towards FussAat.
Archer11 heads to FussAat.
Begin moving units out of 05 Iron City to FussAat.
SecondSettler heads west to complete Ring 1. The city site is not a good one, but it plugs a gap in the west that will keep Carthage and the Ottomans honest.
Auto move SecondSettler. Send Archer17 along as escort.
Auto move ThirdSettler and FourthSettler to FussAat, three turns.
Send wSword14 along with the two settlers.
Trading
Nothing.
[IBT]
Carthage wants to chat and swap territory maps. No.
Iroquois want to chat and swap territory maps. No.
A-jar Barracks -> Library, 20 turns.

122 110 BC

Move units northeast out of A-jar, fortify all seven.
Move units to FussAat.
SecondSettler and Archer arrive at city site.

Trading
Nothing.
[IBT]
Mediocre-Median Sword -> Sword, 4 turns.
11 Aden Sword -> Worker, 2 turns.

123 90 BC

LonelySettler arrives at his city site, with an Archer escort.
SecondSettler founds 12 Yoyo Ma (instead of Yamama or its first variation Yo Mama), temple in 15, zero growth. Archer17 fortifies.
Worker8 heads west to connect to 12 Yoyo Ma.

Trading
It is possible to get Construction or Currency or Poly from one of six or seven other civs. The price is a bit steep; all my gold and most of my income for the next twenty turns. In twenty turns I can learn some of these things.
[IBT]
Demaskus Sword -> Sword, 5 turns.
Kufah Sword -> Sword, 5 turns.

124 70 BC

LonelySettler founds 13 MuskRat Love (default of Muscat), harbor in 80, grows in 10.

Trading
[IBT]
Mild-Mannered-Mecca revolts.
FarRiverside Sword -> Sword, 5 turns.
Aden Worker -> Library, 16 turns.

125 50 BC

Move Archer03 into M-M-M to quiet the people.

Trading
Trade silks to Babylon for 73 gold (all) and World Map and ROP.

Other unit movements, after trade
Move 13 units from near FussAat and 8 units from near A-jar to the far side of Ashur, heading to the jumping off point.
With some stragglers, about 23 units inside Babylon heading to Celtland.
[IBT]
Mild-Manner-Mecca settles down and builds settler, starts another one, due in 5 turns.
Ivory City Library -> Catapult, 4 turns.
Ivory City's culture expands.

126 30 BC

Moving units northward.

Trading
Nothing.
[IBT]
Mediocre-Medina Sword -> Sword, 4 turns.
Iron City Library -> Catapult, 5 turns.

127 10 BC

Demaskus is cranky, so buy a clown for a few turns.
Trading
[IBT]
Rome wants to trade Poly for 230 gold. No.

128 10 AD

Nothing special.
According to Mapstat, the Arabs are on the few civs that do not know Poly. We are not the tech leader.

Trading
[IBT]
Demaskus Sword -> Sword, 5 turns.
Kufah Sword -> Catapult, 4 turns.
Babylon builds the Great Wall in Babylon.

129 30 AD

Getting forces together to take care of Augustdorum and to build Silk City.
Two Celt Settler pairs inside Arab lands, heading north. Asked Brennus to remove or declare war; he removed them.

Trading
[IBT]
Babylon moved a Bowman to block our path to Celt land.
Ivory City, Cat -> Cat, 4 turns.
FarRiverside Sword -> Sword, 5 turns.
FussAat Library -> Cat, 4 turns.

130 50 AD

Move Cat toward MuskRat Love.
All units in Babylon now in one tile.
Celts have connected to both their iron. We will fight swords.
Trading
[IBT]


End of Turnset Thirteen Stats:

Science: Republic, 2 turns
Treasury: 382 gold, +16gpt; 7.1.2
Trade: Ivory to Babylon, 15 turns.
Cities:
  • 01 Mild-Mannered-Mecca (7): grows in 6 turns, settler in 1 turns, culture expansion in 383 turns, 1 Horse, 1 Iron.
  • 02 Mediocre-Medina (6): grows in 9999 turns, sword in 1 turns, culture expansion in 177 turns.
  • 03 Demaskus (9): grows in 11, sword in 4 turns, culture expansion in 220 turns.
  • 04 Ivory City (6): grows in 8, catapult in 4, culture expansion in 125 turns.
  • 05 Iron City (5): grows in 7, catapult in 2, culture expansion in 179 turns.
  • 06 Kufah (6): grows in 9999, catapult in 3, 0 culture.
  • 07 FarRiverside (9): grows in 9, sword in 5, culture expansion in 16 turns.
  • 08 East Mecca (6): grows in 4, granary in 1, culture expansion in 31 turns.
  • 09 A-jar (4): grows in 10, library in 12, culture expansion in 28 turns
  • 10 FussAat (6): grows in 4, catapult in 4, culture expansion in 11 turns.
  • 11 Aden (3): grows in 4, library in 11, 0 culture.
  • 12 Yoyo Ma (1): zero growth, temple in 8, 0 culture.
  • 13 MuskRat Love (1): grows in 4, harbor in 74, 0 culture.
Military:
  • 01 Chariots
  • 01 Catapults, 4 in production
  • 03 Horseman, 0 in production
  • 39 Swordsman, 3 in production
  • 18 Archers, 0 in production
  • 03 Scouts
  • 11 Workers, 0 in production
  • 03 Settlers, 1 in production
  • 06 Slaves
Allowed units: 52 Total units: 79 Unit Support Cost: 27 gpt
 
A lot less to do each turn than I expected. Workers improved terrain and military units were built and sent northwards. Overall, a bit dull and boring.

Grand strategy, or what I use in place of grand strategy, was a bit different.

Built 12 Yoyo Ma to fill a gap in the western part of Ring 1. It will mainly serve as an outpost against Carthage or Ottoman aggression. It is in the desert and will not be very productive, even on Ring 1.

Built 13 MuskRat Love to solve a problem with the wrong answer. My earlier maps of the Celtic kingdom did not show roads over the mountains to Augustdorum. To keep the Arab culture flowing northwards, I built this city and started a harbor, with the plan to keep Entremont and build a harbor there as well. Then the two cities would be connected and the Celt cities could enjoy our ivory.
But what I did not notice until now (50 AD) was that Augustdorum did have a road to the Celt capital. This meant that the harbor in MuskRat Love would not be needed.

Technology

Here the Arabs are behind the rest of the world. We are busy learning Republic, due in 2 turns, but we are still in the Ancient Times. Joining us in the Ancient Times are the vibrant people of Russia (1 city), Carthage (6 cities), the Ottomans (9 cities) and Spain (5 cities). We are tied with the Russians for least-learned people, with Carthage and the Ottomans slightly ahead of us (up Poly) and Spain in front of them (up Poly and Construction). Everyone else, all ten of them, are in the Middle Ages. The Arabs are strong and stupid.

With Republic due in two turns, and one turn of anarchy when we switch, and some libraries coming on line in the next turn set, our backwardness will begin to disappear. Since all three techs we need to enter the MA we can now buy, this will help us get to the MA. If we are lucky we can buy the two cheapest techs, Poly and Currency, perhaps sell Currency to Carthage and the Ottomans, and research Construction on our own.

The Celts

As I mentioned above, I overlooked the roads inside Celt land. I need to thank Brennus for building them for me. I can bring my ‘pults into play by pushing them along the roads that the Celts built for me. And get units to the front much faster than I expected.

Below is map of the pre war situation to the northwest:
50AD_CeltInvasionTrimmedDotted.jpg



For some reason Babylon has moved a Bowman directly in the path of the Arab Stack of Doom as it heads to it’s jumping off point. If this Bowman does not move out of the way, I may have to take my stack east into Celt territory and then move it north into neutral territory before we attack. In either case, it is still two turns until the units arrive. This stack consists of 25 units; 16 swords, 5 archers and 3 horses.

The bad thing is that Entremont is connected to Iron, which means some Gallic Swordsman. These are fast units and will cause some problems. They are also a replacement for Swordsman. If a Gallic Sword defeats an Arab unit, which is likely, it will trigger a Golden Age for the Celts. This is not what I want to do, help an enemy while I am attacking him, but it cannot be avoided.

However, this Golden Age will not be able to do much with only a few cities. The Celts have eight, and two of them will fall very quickly to the Arabs: Augustdorum on War Turn 2 and Entremont on War Turn 4. Arab forces will then deal with Lugdunum and Verulamium, both on War Turn 7, in the Celtic south. These cities will probably be razed.

While we are subduing the south, some forces will head north to fend off the Celt counterattack. This will most likely be a stack of 2 to 4 swords, moving a tile or so north of Entremont on the road to Alesia, the next city to northwards. After Lugdunum and Verulamium are subdued, extra forces will be sent north to help finalize the future of the Celts.

Forbidden Palace

I have considered building the Forbidden Palace in Entremont, but I may consider Babylon. Babylon has the Pyramids and the Great Wall; Entremont has the Great Lighthouse. I do not want to raze either one. Entremont is further away from Mild-Mannered-Mecca than Babylon, but it has fewer city sites due to the small Sea of Celts.

I am still exploring this and do not have a definite opinion towards either city.
 
Catch up
I had not planned to be gone from this game for so long. Three weeks! I have been part of Team Smurkz in SGOTM9 and have been learning (making mistakes) and seeing how others play and communicate. And how others can miss the communication.

In time, some of those lessons will show up here in this game log, but not all of them at once.

One thing I have learned from ControlFreak is the importance of workers working in groups (or ‘gangs’). Three workers can road one grassland in one turn or road three grassland in three turns. Which is better? The short answer, the one turn. Why? Because once it is roaded, it can be used now, this turn, to generate extra commerce.

Swapping tiles between two cities is something he also does very well. I am still learning how to see those swap opportunities.



End of Turnset Thirteen Stats:

Science: Republic, 2 turns
Treasury: 382 gold, +16gpt; 7.1.2
Trade: Ivory to Babylon, 15 turns.
Cities:
  • 01 Mild-Mannered-Mecca (7): grows in 6 turns, settler in 1 turns, culture expansion in 383 turns, 1 Horse, 1 Iron.
  • 02 Mediocre-Medina (6): grows in 9999 turns, sword in 1 turns, culture expansion in 177 turns.
  • 03 Demaskus (9): grows in 11, sword in 4 turns, culture expansion in 220 turns.
  • 04 Ivory City (6): grows in 8, catapult in 4, culture expansion in 125 turns.
  • 05 Iron City (5): grows in 7, catapult in 2, culture expansion in 179 turns.
  • 06 Kufah (6): grows in 9999, catapult in 3, 0 culture.
  • 07 FarRiverside (9): grows in 9, sword in 5, culture expansion in 16 turns.
  • 08 East Mecca (6): grows in 4, granary in 1, culture expansion in 31 turns.
  • 09 A-jar (4): grows in 10, library in 12, culture expansion in 28 turns
  • 10 FussAat (6): grows in 4, catapult in 4, culture expansion in 11 turns.
  • 11 Aden (3): grows in 4, library in 11, 0 culture.
  • 12 Yoyo Ma (1): zero growth, temple in 8, 0 culture.
  • 13 MuskRat Love (1): grows in 4, harbor in 74, 0 culture.
Military:
  • 01 Chariots
  • 01 Catapults, 4 in production
  • 03 Horseman, 0 in production
  • 39 Swordsman, 3 in production
  • 18 Archers, 0 in production
  • 03 Scouts
  • 11 Workers, 0 in production
  • 03 Settlers, 1 in production
  • 06 Slaves
Allowed units: 52 Total units: 79 Unit Support Cost: 27 gpt


[IBT Pre-flight 130 0050 AD]

Eleven workers for thirteen cities. Not enough. In too many places my people are working unimproved tiles. That needs to stop. But probably not this turn set.
13 MuskRat Love harbor -> temple, 24 turns.

Hit Enter.

Some Celts enter our western most tiles.
Babylonian blocking unit moves out of our way.

01 Mild-Mannered-Mecca settler -> settler, 5 turns.
02 Mediocre-Medina vSword -> worker, 2 turns.
08 East Mecca granary -> worker, 3 turns.

131 0070 AD

Worker Moves
Worker01 irrigates, NW of Mediocre-Medina.
Carthage01 and Babylon01 move NW to irrigate flood plain NE of M-M-M.
Worker02 begins mountain road to get to gold near Iron City.
Worker10 moves W, S and SE to join Worker01.

Unit Moves
Move Celtic Invasion Force 1 NW, mountain to mountain.
Move other units northwards.
Trading
[IBT]

Some Celtic units are near 13 MuskRat Love: 1 warrior, 1 spear and 2 settlers.

We learn Republic.
We revolt.
Cities go spastic and revolt.
We are a Republic.

132 0090 AD

Republic 7.1.2
410 gold +9 gpt
Construction 32 turns
Worker Moves
Rome01 and Celt01 (1WT) begin road in irrigated plains west of 10 FussAat.
Worker05 moves to help Rome01 and Celt01, arrives but cannot help this turn.
Worker10 roads the tile that Worker01 is irrigating.
Worker03 roads the just irrigated tile SW of Mediocre-Medina.
Viking01 roads the tile it just irrigated, N of Yoyo Ma.
Worker08 moves NE to join Viking01 next turn in road building.
Worker06, Iroquois01 and Spain01 (2WT) move SW to help Worker02 make a mountain road.

Unit Moves
Celt Invasion Force moves NW again, is in position.
Five units in MuskRat Love looking to introduce the Celts to Arab manners.

Buy a clown in 07 FarRiverside.
Trading
[IBT]
Ottomans want to talk. He wants 210 gold for Poly. We will wait.
Order restored in many cities.
05 Iron City catapult -> catapult, 4 turns.

133 0110 AD

Trading
Trade Republic to the Vikings for Currency, Construction, WM and 61 gold (all).
Trade Republic to Spain for Polytheism, WM and 58 gold (all).
Trade Currency to Carthage for 1 slave and 39 gold (all).
Trade Republic to India for Monarchy, WM and 26 gold (all).
Trade Poly to Russia for 24 gold (all).
Trade Monarchy to America for WM and 24 gold (all).
Trade Republic to Iroquois for 17 gold (all).
Egypt offers Engineering for Republic and 138 gold.
Greece offers Engineering for Republic and 138 gold.
Egypt has 13 gold, Greece has 18. Deal with Egypt.
Trade Republic to Greece for WM and 18 gold (all).
Trade Carthage slave to Celts for WM and 14 gold (of 60). Did not want to trade Republic or Engineering.

Declare war on the Celts.

Worker Moves
Captured Celt slaves renamed to pow01 to 04, move in MuskRat Love.
Worker06, Iroquois01 and Spain01 (2WT) help with mountain road.
Worker05 joins the mountain road team.
Worker08 helps Viking1 make road.
Worker05 helps Rome01 and Celt01 make road.
Worker11 moves NW to irrigate and road.

Unit Moves
Celtic invasion force crosses into Celtic lands, heading for Entremont.
Move 5 swords and 1 catapult to attack Augustodurum next turn.
Wake rSword in Ivory City to go Celt hunting.

Battle for the Settlers at MuskRat Love
vSword vs. rSpear, sword wins, is redlined (1 of 1).
rSword vs. rWarrior, sword wins 2/3 and we get 4 Celtic slaves (2 of 2).

Would like to play with science slider, but need a full turn of income to know how to adjust.
[IBT]
Celtic Archer attack rSword and wins.
Gallic Swordsman attacks Celtic Invasion Force, is redlined and runs away.
02 Mediocre-Medina worker -> vSword, 4 turns.
06 Kufah catapult -> worker, 2 turns.
10 FussAat catapult -> worker, 2 turns.
Ottomans are building the Hanging Gardens.
Lots of workers move into Augustodurum.

134 0130 AD

At 10% and 20% science, still learn Mono in 39 turns.
At 30%, drops to 29 turns, but -20gpt.

opened this turn, but bed time.
Looked at save via CivAssistII. The Arabs are working 81 tiles. Of these 81, 71 tiles are fully improved. Somewhere are 7 tiles being worked that have no roads.

Worker Moves
Worker05 add his help to the mountain road.
Worker04 is done irrigating and begins roading the desert tile he is in.
Worker13, new at Mediocre-Medina, moves north to road a forest tile.
Worker11 irrigates.
Rome01, Celt01 and Worker05 move NW to forest NE of MuskRat Love, to begin road next turn.
Move pow01 to 04 NE to the same tile.

Unit Moves

Battle of Augustodurum
Catapult misses.
vSword vs. rSpear, wins flawlessly, rSpear defends (3 of 3).
vSword vs. rSpear, wins flawlessly, rSpear defends (4 of 4).
vSword vs. rSpear, takes 1 HP and wins, Augustodurum is Arab (5 of 5).
4 workers in city, set city to build worker.
Capture 2 more workers NE of Augustodurum.
We captured 10 slaves in 2 turns.

Move these slaves to forest SE of city to build road.

On the way to Entremont
vSword vs. vGallic (1/4), sword wins with 1 HP (6 of 6).
Move wounded sword (2/4) south towards Arab lands.
Move Celtic Invasion Force west, hill to hill.
Entremont defended by Gallic Sword.
Move vSword south of Ivory City to handle Celt warrior and archer.

General military movement northwards.

Trading
Ottomans have Monotheism, but will not trade.

[IBT]
Gallic Sword comes from Entremont, attacks and defeats one of our swords, and then retreats back to Entremont.
The Celts are in their Golden Age.

03 Demaskus sword -> sword, 5 turns.
04 Ivory City catapult -> worker, 2 turns.
08 East Mecca worker -> worker, 2 turns.

Spain is building the Hanging Gardens.

135 0150 AD

Worker Moves
pow03 and 04 (1WT) helps chop, finishes it this turn.
pow01 and 02 (1WT) begin road.
Rome01 and Celt01 (1WT) help.
Worker05 finishes road.
pow05 to 10 (3WT) begin forest road.
Worker01 and 10 move NE to forest.
Worker03 moves south to help Worker11.
Worker08 and Viking01 move west and will road to Ivory City.
Worker14 (new in East Mecca) head towards Demaskus.
Worker02, 05, 06 and Spain01 and Iroquois01 (4WT) have finished mountain road.
Now begin to mine that mountain.
Move Carthage01 and Babylon01 towards Demaskus.
Worker13 begins forest road.
Worker09 moves NE into Babylon lands, to road for the soon to be built Silk City.

Unit Moves
Celtic Invasion Forces start this turn on the iron near Entremont.
Fortify an rSword on the iron, to deny it to the Celts.
The Celts have two sources of iron, here and north of Camulodunum.
Move rSword onto mine grassland.
Move rSword west onto grassland, and across river from Entremont, to protect the rSword in the grassland.
Move remaining units (20) SW adjacent to Entremont.

Move vSword to attack Celt warrior.
vSword vs. rWarrior, sword wins flawlessly (7 of 7).

Trading
[IBT]
Gallic Swordsman attacks rSword across from Entremont and wins and enters Entremont.
Gallic Swordsman attacks rSword on mined grassland, across a river, and loses. rSword is redlined, but promotes.

06 Kufah worker -> worker, 2 turns.
07 FarRiverside vSword -> vSword, 5 turns.
10 FussAat worker -> worker, 2 turns.
 
136 0170 AD

Worker Moves
Worker09 begins road.
Worker01 and 10 help Worker 13 build forest road.
Worker03 helps Worker11 irrigate.
Worker08 and Viking1 road.
Carthage01 and Babylon01 (1WT) mine the desert north of Demaskus.
Worker14 helps them mine.
Have two workers named Worke05.
Rename Worker05 near MuskRat Love to Worker05a.
Move Worker05a, Celt01, Rome01, pow01, pow02, pow03 and pow04 (4WT) NW to forest.
Worker16, new at FussAat, moves to Worker09.
Worker15, new at Kufah, moves to forest north of city.


Unit Moves

Battle of Entremont
Entremont defended by rSpear, not a Swordsman.
rSword vs. rSpear, sword takes 1 HP, wins and promotes, rSpear defends (8 of 8).
rSword vs. rSpear, sword takes 1 HP, wins, rSpear defends (9 of 9).
rSword vs. rSpear, sword loses and spear promotes (9 of 10).
rSword vs. vSpear, sword loses, vSpear 2/4, rSpear defends (9 of 11).
rSword vs. rSpear, sword wins, is redlined; vGallic 3/4 defends (10 of 12).
rSword vs. vGallic 3/4, sword loses, Gallic promoted 4/5 (10 of 13).
rArcher vs. eGallic 4/5, archer dies, eGallic untouched (10 of 14).
vHorse vs. eGallic 4/5, horse dies, eGallic redlined, vGallic 3/4 defends (10 of 15).
vHorse vs. vGallic 3/4, horse dies, vGallic 2/4, vSpear 2/4 defends (10 of 16).
vArcher vs. vSpear 2/4, archer wins with 2 HP, vGallic 2/4 defends (11 of 17).
rHorse vs. vGallic 2/4, horse dies, Gallic promotes 2/5 (11 of 18).
rSword vs. eGallic 2/5, sword wins with 1 HP and promotes, eGallic 1/5 defends (12 of 19).
vSword vs. eGallic 1/5, sword wins on one stroke.
Entremont is Arab.
We have the Great Lighthouse (big deal).
We have a barracks (good!).
We have two more slaves, pow11 and 12.
Three resisters in Entremont.

Move three archers into Entremont for crowd control.
Move sword from mined grassland into Arab controlled tiles. No one can work that mined grassland, so to leave the wounded sword on it is needless risk. Move wounded sword into Entremont.
Trading
Monotheism is spreading, but cannot be bought.

[MM]
Mild-Mannered-Mecca settler -> library, 6 turns.
Mediocre-Medina is working two unroaded forest tiles. These tiles will soon be roaded.
Rush worker in Augustodurum.
East Mecca is working some gold in the mountains.
A-jar is working an unroaded forest. Switch to plains, growth and build do not change.
FussAat working unroaded forests, switched to plains.
[IBT]
Resistance in Entremont ends, but it is unproductive. Buy a clown for now.
04 Ivory City worker -> worker, 2 turns.
05 Iron City catapult -> catapult, 4 turns.
Abandon Augustodurum.
08 East Mecca worker -> worker, 3 turns.
The people love me. Decide to go with the East-Asian walkway.
Vikings are building the Hanging Gardens.

137 0190 AD

When Augustodurum was abandoned, Babylonian borders expanded to where Silk City was to be.
Found 15 Silk City with FifthSettler one tile SE of old Augustodurum. Set it to build a temple in 30 turns.

Worker Moves
Worker05a, Celt01, Rome01, pow01, pow02, pow03 and pow04 (4WT) begin forest road.
Move pow05 to 10 (3WT) NW and mine the grassland.
Worker16 helps Worker09 road.
Worker03 and 11 (2WT) build road.
Worker04 moves SW to join the desert mining crew.
Worker17, new at East Mecca, moves north to begin a mountain road.
Worker15 begins a forest road.
Worker18, new at Ivory City, moves NW and N into forest.
WorkerAugust, all that is left of Augustodurum, moves into Silk City and into MuskRat Love.

Unit Moves
rGallic has arrived to pester Entremont.
vSword vs. rGallic, Gallic is redlined and runs away.
Entremont has a slight flip chance, so move units SW out of the city.
Move vSword to pillage road that connects Verulamium and Lugdunum to Celtic iron.
Move 5 sword and 2 catapults into Celtic hills as they head for Entremont.
Let units heal NE of Entremont.
Trading
Can trade for Mono, if I want to pay 585 gold (all) and 18 or 19 gpt. Too steep.
This puts the price for Mono at around 965 gold, call it 1000 gold in round numbers.
[IBT]
rArcher attacks rSword, sword wins and promotes.
02 Mediocre-Medina vSword -> vHorse, 4 turns.
06 Kufah worker -> library, 14 turns.
10 FussAat worker -> aqueduct, 13 turns.
Entremont riots, make everyone a clown.
138 0210 AD

Worker Moves
Worker19, new at Kufah, moves north to help Worker15 with forest road.
Worker17 begin mountain road alone.
Worker08 and Viking01 move northwest.
Worker01, 10 and 13 (3WT) move northwest, forest to forest.
Worker20, new at FussAat, moves SW, S and W to join Worker18.
Worker18 begins forest road.
Worker09 and 16 (2WT) finish road, begin mine in grassland.
pow11 and 12 make road.
WorkerAugust head south from MuskRat Love to BG to mine and road.

Unit Moves
vSword cuts road to iron for southern Celt cities.
Swordsman20 and FourthSettler are heading north from Silk City to plant a city on the way to Entremont.
Looking to place this city, on Ring 5, on the hill NE of the iron near Entremont. City will be corrupt, but will offer shelter on the trip north.
Three units fully healed NE of Entremont. These three, 2 vSwords and 1 rSword, head northwest towards Alesia. Their purpose is to stop any Gallic Swordsman heading south.
Let units that fled Entremont SW heal this turn.

Trading
GPT fell from 19 to 11, so no one is willing to trade for Mono. Max the Arabs could offer would be 826 gold, far short of 1000 gold wanted.
[IBT]
rGallic attacks vSword near Alesia and loses, vSword takes 1 HP.
American galley snooping around near Alesia.
03 Demaskus vSword -> vSword, 4 turns.
04 Ivory City worker -> aqueduct, 20 turns.
12 Yoyo Ma temple -> library, 40 turns.
13 MuskRat Love temple -> aqueduct 50 turns.

139 0230 AD

Worker Moves
WorkerAugust (.5WT) begins mine in BG.
Worker20 helps Worker18 with forest road.
Worker21, new at Ivory City, joins them.
Worker03 and 11 move west to irrigate plains and road them.
Worker08 and Viking01 (1.5WT) begin road.
Move Worker04, 14, Carthage01 and Babylon01 (3WT) SW to road and mine.
Worker19 helps Worker15 road the forest.
Worker01, 10 and 13 (3WT) begin forest road.
Move pow05 to 10 (3WT) to BG NE of MuskRat Love, to road and mine.
Move pow01 to 04, Celt01 and Rome01 (3WT) SE to mine grassland.
Move Worker05a to help Worker09 and 16 make mine.

Unit Moves
Around Ivory City, vSword vs. vArcher, sword wins flawlessly, warrior remains (13 of 20).
Move seven units into South Celt.
Move nine units in North Celt towards Alesia. Will finish moving towards Alesia next turn, to attack the following turn.
Still have units adjacent to Entremont, should it flip.

Trading
Eleven civs are building the Hanging Gardens.
We are not one of them.
We trade Ivory to Carthage for WM, 36 gold (all) and 1 gpt.

[IBT]
Celts archers head north from South Celt.
rGallic attacks the stack SE of Entremont and dies, vSword at 2/4.
07 FarRiverside is cranky and shuts down. Buy a clown.
08 East Mecca worker -> worker, 3 turns.
Carthage is now building the Hanging Gardens. That makes 12 civs building them.

140 0250 AD

Worker Moves
pow05 to 10 begin to mine.
Worker21 helps Worker18 and 20 with forest road.
Worker03 and 11 (2WT) irrigate.
Worker04, 14, Carthage01 and Babylon01 (3WT) make mine.
Worker22, new at East Mecca, moves north to help Worker17 with mountain road.
Worker02, 05, 06 and Iroquois01 and Spain01 (4WT) move north to mine and road the desert NE of Kufah.

Unit Moves
Move 6 units (3 sword, 3 archers) onto hill NE of Verulamium. Expect counterattack next turn from archers to the north and northeast.
Move units into position around Alesia.
Around Ivory City, vSword vs. rWarrior, sword falls apart and dies, inflicting no damage (13 of 21).
vSword (reserve) vs. rWarrior, sword wins but is redlined (14 of 22).
Trading
[IBT]

Units outside Alesia
SE - 1 vSword, 3 rSword, 1 vArcher
S - 2 vSword, 1 vSword 3/4, 1 rSword

Units outside Verulamium
NE - 1 vSword, 2 rSword, 2 vArcher, 1 rArcher
NE & E - 3 vSword, 2 catapults

Units outside Entremont
SW - 1 vSword, 1 vSword 2/4, pow11 and pow12
2 NW - 1 vSword, 1 rSword, 1 catapult
2 NE - 2 catapults
3 NE - vSword, FourthSettler (in position for new city)
4 NE - vSword
3 NE & E - rSword



End of Turnset Fourteen Stats:

Science: Monotheism, 33 turns
Treasury: 665 gold, +6gpt; 7.1.2
Trade: Ivory to Babylon, 5 turns.
Ivory to Carthage 19 turns.
Cities:
  • 01 Mild-Mannered-Mecca (7): grows in 2 turns, library in 1 turns, culture expansion in 374 turns, 1 Horse, 1 Iron.
  • 02 Mediocre-Medina (6): grows in 9999 turns, vHorse in 2 turns, culture expansion in 168 turns.
  • 03 Demaskus (10): grows in 5, vSword in 3 turns, culture expansion in 211 turns.
  • 04 Ivory City (5): grows in 3, aqueduct in 19, culture expansion in 116 turns.
  • 05 Iron City (6): zero growth, catapult in 1, culture expansion in 119 turns.
  • 15 Silk City (1): grows in 7 turns, temple in 27, 0 culture.
  • 06 Kufah (5): grows in 2, library in 12, 0 culture.
  • 07 FarRiverside (10): zero growth, sword in 9999, culture expansion in 7 turns.
  • 08 East Mecca (5): grows in 2, worker in 3, culture expansion in 22 turns.
  • 09 A-jar (6): grows in 7, library in 1, culture expansion in 19 turns.
  • 10 FussAat (5): grows in 2, aqueduct in 11, culture expansion in 2 turns.
  • 11 Aden (4): grows in 1, library in 1, 0 culture.
  • 12 Yoyo Ma (1): grows in 11, library in 39, culture expansion in 3 turns.
  • 13 MuskRat Love (2): grows in 4, aqueduct in 49, culture expansion in 3 turns.
  • x01 Entremont (2): shortage, worker in 8, 0 culture.
  • 15 cities
Military:
  • 03 Settlers, 1 in production
  • 21 Workers, 0 in production
  • 03 Scouts
  • 17 Archers, 0 in production
  • 37 Swordsman, 3 in production
  • 01 Chariots
  • 06 Catapults, 4 in production
  • 00 Horseman, 1 in production
  • 20 Slaves
Allowed units: 0 Total units: 88 Unit Support Cost: 88 gpt
Building List:
  • library - 5 (Mild-Mannered-Mecca, Kufah, A-jar, Aden, Yoyo Ma)
  • aqueduct - 3 (Ivory City, FussAat, MuskRat Love)
  • temple - 1 (Silk City)
  • horseman - 1 (Mediocre-Medina)
  • swordsman - 2 (Demaskus, FarRiverside)
  • catapult - 1 (Iron City)
  • worker - 2 (East Mecca, Entremont)
Worked Tiles 84
Fully Improved worked tiles 75
unroaded 6
 
Celt War
The Celt war has gone like I expected. Big stack takes out capital; smaller stack takes out a nuisance city and we get Spice City; lots of raids by the Celts.

Entremont had more defenders than I expected. Three or four was what I thought would be there, not five. And I did not expect thirteen rounds of combat. I used archers and horses against the Gallic Swords to inflict damage; I did not really expect them to win. But their sacrifice was not in vain, they did wear down the Gallic Swords to the point where the remaining Arab swords could eliminate them and take the city.

Now that Entremont is Arab it is time to complete the conquest of the Celts. This has four main elements. All four are visible on the map below.

Celtic Invasion Forces 250 AD
250AD_CeltWarDottedTrimmed.jpg


The first element is mostly off the map and that is fresh units. Currently we have four cities making military units, but several other cities can switch to units very soon. Our current builds are for two swords, a horse and a catapult. Next turn we could add three more units to that. With careful battlefield management our forces should be sufficient for the task at hand.

The second element seems trifling, but is really quite large. Next turn we will found a city adjacent to the road to Entremont. Currently that road has one tile that is under Celtic control. This one tile causes fresh units to stop when they enter it (one turn) and it takes all their movement to leave it for neutral territory (second turn). It is a big slowdown.
An Arab city along the way changes all this. Now that one road tile is Arab, not Celt, and our troops can pass through that tile with no penalty. Which means the units get to the fighting faster. This city is also on a hill, better defense, and next to a river, another defensive bonus and it helps the city to grow.

The third element is the units heading to clear up South Celt. Outside Verulamium are 3 swords and 3 archers. Next turn they will joined by 3 more swords and 2 catapults. In two turns Verulamium will be Arab. These units will stay in Verulamium for one turn to quell resistors, and then march straight southeast two turns to subdue Lugdunum.

The fourth element is off to the north heading to Alesia. The purpose of these units is to draw attacks, not to conquer. Only one source of iron remains for the Celts and it is near the north shore. Any more Gallic Swords will come from this direction and hopefully make fruitless attacks on the forward Arab swords.
If we capture Alesia anytime soon, which is not a given, we would put two good units in the tiles, spread across the width of North Celt and begin to march north, looking for iron to pillage and Gallic Swords to kill.
I would much rather face a Gallic Sword outside a city than inside.

The Celts have units in the field, but I am not sure of what they will do. The archers near Entremont may be heading for Entremont, since I have no units in that city. But they are too far away to attack Entremont this turn. What would be a problem would be a Gallic Sword 2 North of Entremont. It could sneak in and recapture the city and be strong enough to make if more difficult to recapture Entremont. If the city were to flip, the strongest defender would be a spearman.
 
End of Turnset Fourteen Stats:

Science: Monotheism, 33 turns
Treasury: 665 gold, +6gpt; 7.1.2
Trade: Ivory to Babylon, 5 turns.
Ivory to Carthage 19 turns.
Military:
  • 03 Settlers, 1 in production
  • 21 Workers, 0 in production
  • 03 Scouts
  • 17 Archers, 0 in production
  • 37 Swordsman, 3 in production
  • 01 Chariots
  • 06 Catapults, 4 in production
  • 00 Horseman, 1 in production
  • 20 Slaves
Allowed units: 0 Total units: 88 Unit Support Cost: 88 gpt
Building List:
  • library - 5 (Mild-Mannered-Mecca, Kufah, A-jar, Aden, Yoyo Ma)
  • aqueduct - 3 (Ivory City, FussAat, MuskRat Love)
  • temple - 1 (Silk City)
  • horseman - 1 (Mediocre-Medina)
  • swordsman - 2 (Demaskus, FarRiverside)
  • catapult - 1 (Iron City)
  • worker - 2 (East Mecca, Entremont)
Worked Tiles 84
Fully Improved worked tiles 75
unroaded 6

Arab workers 22
Arab Swordsman 27


[IBT Pre-flight 140 0250 AD]
Celt archer attacks a sword on a mountain and dies.
Roman activity near Pisae.
05 Iron City catapult -> catapult, 4 turns.
09 A-jar library -> vSword, 5 turns.
11 Aden library -> aqueduct, 15 turns.

141 0260 AD

City 14 BackHoe is founded in the hills between Entremont and Richbourgh and begins a library, 40 turns.
Not a lot of military movement. Moved stack SE of Alesia to be NE of city. Moved catapults near BackHoe to join other catapult and swords that will be heading north.
[IBT]
Gallic Sword from Camulodunum attacks the stack NE of Alesia and dies, vSword takes 2HP.
Celt archer moves adjacent to Entremont, which has no defenders inside.

People want the Forbidden Palace.
01 Mild-Mannered-Mecca riots; buy a clown.
02 Mediocre-Medina vHorse -> vHorse, 4 turns.
07 FarRiverside vSword -> vSword, 5 turns.
Rome completes the Hanging Gardens.


142 0270 AD

vSword vs. rArcher, vSword wins flawlessly (1 of 1).
Move 3 catapults and 2 swords toward Alesia. Have a vSword join this group.
Leave units around Alesia in place, no movement.

Battle of Verulamium
Catapults hits rSpear, rSpear now defends.
Catapult misses.
vSword vs. rSpear, vSword wins with 1HP; rSpear 2/3 now defends (2 of 2).
vSword vs. rSpear 2/3, vSword wins with 2HP; rWarrior now defends (3 of 3).
vSword vs. rWarrior, vSword wins and promotes and Verulamium is Arab (4 of 4).
We keep the city and its two resisters and also get three more slaves, pow13, 14 and 15.
Set Verulamium to making a worker and rename to x02 Verulamium.
Move six units into Verulamium to quell resisters.
[IBT]
rArcher attacks sword south of Alesia and wins, takes 1 HP.
American spear puts in an appearance north of Verulamium in new neutral ground, not sure why.
01 Mild-Mannered-Mecca calms down, library -> temple, 4 turns.
03 Demaskus vSword -> vSword, 4 turns.
08 East Mecca worker -> worker, 2 turns.

We quell one resister in Verulamium.

143 0280 AD

vSword vs. rArcher 2/3, vSword takes 2HP and wins (5 of 5).
Move catapults and their swords adjacent to Alesia with other units.
South of Alesia are three catapults and 6 swords, (4 veteran and 2 regular), one vSword is wounded.
Units NE of Alesia stay in place.
Move catapults that attacked Verulamium and the units in Verulamium to be due north of Lugdunum.
Attacking force is 2 catapults, 4 swords (1 wounded elite, 1 veteran and 2 regular) and 3 archers, (2 veteran and one regular).
Verulamium is now undefended, except for wounded swords on the hill to the NE of the city.

Trading
Russia wants 713 gold (all) and 8 gpt (of 19) and WM for Monotheism. Too much.
[IBT]
rArcher attacks vSword SW of Entremont and dies without hurting the vSword.

144 0290 AD

Battle of Lugdunum
Catapult hits rSpear defending, now at 2/3, second rSpear now defends.
Catapult misses.
vSword vs. rSpear, vSword takes 2 HP and wins; rSpear now defends (6 of 6).
rSword vs. rSpear, rSword redlines rSpear before dieing; rSpear 2/3 now defends (6 of 7).
rSword vs. rSpear 2/3, rSword wins with 1HP; rSpear 1/3 now defends (7 of 8).
eSword 3/5 vs. rSpear 1/3, rSpear dies on the first attack and Lugdunum is Arab (8 of 9).
Install new governor and begin building a worker, due in 10 turns.
Rename to x03 Lugdunum, which has 3 resisters.
Move archers in to calm the city down.
Three more slaves, pow16, 17 and 18.

Battle of Alesia
Catapult misses, rSpear defends.
Catapult hits, second rSpear defends.
Catapult misses.
vSword vs. rSpear, vSword takes 2HP and wins; rSpear 2/3 now defends (9 of 10).
vSword vs. rSpear 2/3, vSword wins and Alesia is Arab (10 of 11).
Rename to x04 Alesia.
Move units in quell resistance.

Move units NE of Alesia east onto hill. These will head towards Camulodunum with the goal of pillaging the iron NE of Camulodunum.
This tile is five turns away, 6 turns from pillaging.

Celts have four cities total, three on this landmass. Those three are Gergovia (6), Camulodunum (4) and Richborough (5).

Trading
Sell Engineering to Carthage for 51 gold (all) and 2 gpt.
Sell Engineering to the Vikings for 4 gold (all).
Sell Engineering to Spain for 2 gold (all).
Sell Engineering to America for 1 gold (all) and WM.

Price for Mono is still too high, nets to about 850 gold.
[IBT]
Greeks want to talk. Alexander wants to swap WM. Or buy ours for 20. Not now, maybe later when the Arabs can make money on the deal.
The resistance in Alesia is gone.
We quell two of the three resisters in Lugdunum.
05 Iron City catapult -> aqueduct, 17 turns.
08 East Mecca worker -> worker, 3 turns.

145 0300 AD

Iron Pillaging Group moves north one.
Leave wounded units in Alesia to heal.
Move wounded units into Lugdunum to heal.
Move 10 units towards Gergovia. Four catapults, 4 swords, 1 horse and 1 archer. Not quite big enough, have more units from the south on their way to help.

Trading
India is the poorest civ that knows Monotheism.
India will sell Mono for Iron, Silk and 350 gold. Done.
Sell WM to India for 23 gold.
Sell WM to America for 1 gold (all) and WM.
Sell WM to the Iroquois for 1 gold (all) and WM.
Sell WM to the Vikings for 2 gold (all) and WM.
Sell WM to Carthage for 7 gold (all) and WM.
Sell WM to Korea for 15 gold (all) and WM.
Sell WM to Russia for 21 gold (all) and WM.
Sell WM to Greece for 23 gold (all) and WM.
Sell WM to Egypt for 17 gold and WM.
Sell WM to Rome for 33 gold and WM.
Sell WM to Babylon for 20 gold and WM.
Buy a geek in Mild-Mannered-Mecca and drop science to 0% and +43 gpt.
Mediocre Median vHorse -> aqueduct, 9 turns.
[IBT]

Resistance in x03 Lugdunum has ended and the people riot. Buy a clown and some people will starve. Too bad.
09 A-jar vSword -> vSword, 5 turns.
Rome is building Sun Tzu's Art of War.
Rome has three units heading towards our supply of iron near Iron City; 1 rHorse, 1 rArcher and 1 rLegionary.
Iron supply defended by 1 vSword and 1 rSword.
We have only one source of Iron, until we conquer Camulodunum.

146 0310 AD

Move two swords east instead of north, in case Rome wants to be mean next turn.
Move a vSword onto iron supply.
Move Gergovia Force north one.
Move 6 vSwords behind the Gergovia Force.
Move the Iron Pillage group NE one to retain hill defense bonus.

Trading
Rome offers 16 gold (all) and WM for Ivory.
Done.
If Rome attacks, they take the rep hit.
[IBT]
Rome horses enter Arab lands but do not attack. Is Babylon the target?
01 Mild-Mannered-Mecca riots again.
03 Demaskus vSword -> vSword, 4 turns.
04 Ivory City riots.
05 Iron City riots.
07 FarRiverside vSword -> vSword, 5 turns.
09 A-jar riots.
10 FussAat riots.
11 Aden riots.

147 0320 AD

Move the happy slider to 30%. Should have done this after trading Ivory to Rome.
Rome says their troops will return home. We shall see.
Move the 6 vSwords to join the Gergovia Force.
The Iron Pillage moves north, bypassing Camulodunum, and staying in the hills.
Send swords and archers around the Roman rHorse by Iron City.

[IBT]
Gallic Sword attacks and kills one sword in the Iron Pillage Group.
Rome declare war on the Arabs.
Rome attacks Iron City. rHorse kills rChariot. rArcher retreats rHorse.
01 Mild-Mannered-Mecca temple -> market, 12 turns.
08 East Mecca worker -> worker, 4 turns.
All the unhappy cities are happy now.
The people love me.

148 0330 AD

Rome attacked while most of the Arab forces are busy with the Celts. However, enough units are in the homeland to keep Rome at bay until the Celts are done and those units can help deal with the Roman problem.
Iroquois will join an MA on Rome for Monotheism.
Greece wants about 150 gold and WM.
Babylon wants about 330 gold and WM.
Think I will wait.

First things first - the Celts

Battle of Gergovia
Gergovia is now at size 5, down from 6. Better attacking odds.
Catapult misses.
Catapult misses.
Catapult misses.
Catapult misses.
vSword vs. rSpear, tough battle, but rSpear is redlined and wins and promotes; now a vSpear 2/4, rSpear now defends (10 of 12).
vSword vs. rSpear, vSword takes 1HP and wins; rSpear now defends (11 of 13).
vSword vs. rSpear, vSword wins flawlessly; vSpear 2/4 now defends (12 of 14).
vSword vs. vSpear 2/4, vSpear is redlined but wins; vSpear 1/4 still defends (12 of 15).
rSword vs. vSpear 1/4, vSword wins with 1 HP and Gergovia is now Arab (13 of 16).
x05 Gergovia has 4 resisters and begins to build a worker, due in 10 turns.

The Iron Pillage force, now 2 swords and 1 archer moves due north to Camulodunum. It is still able to draw Gallic Sword attacks, which is one its purposes.
Some of the Gergovia force move east towards Camulodunum.

vArcher vs. rHorse 1/3 (Rome), vArcher wins flawlessly and promotes (14 of 17).
vSword vs. vHorse 3/4 (Rome), vSword is redlined but wins (15 of 18).
Trading
Prices remain the same on MAs vs. Rome.
[IBT]
Rome moves forces towards Iron City.
x03 Lugdunum worker -> library, 40 turns.
Troops quell 1 resister in x05 Gergovia.
06 Kufah library -> aqueduct, 13 turns.
Egypt is building Sun Tzu's Art of War.

149 0340 AD

Move archer and sword onto iron deposits in north Celtdom.
Fortify the rSword, in case the Gallic Sword attacks again.
Use a lot of slave labor to build a mountain road to Richborough for post-war usage.
Move lots of units west of Camulodunum. Nineteen units total, 6 catapults, 7 vSword, 1 rSword, 2 vArcher, 2 rArcher and 1 vHorse.
Camulodunum is on a hill and will be tough.
Trading
For Greece and the Iroquois, the price of an MA vs. Rome has gone up. Do not know why.
The Roman city of Neapolis sits on iron. That city is on the far east side of the Roman Empire.
[IBT]
Gallic Sword attacks the Iron Pillage group and kills the rSword.
Celt archer comes out towards our rArcher but does not attack.

Rome archer attacks vSword in Iron City and dies.
Rome sword attacks eArcher in Iron City and wins.
x05 Gergovia ceases resisting and riots instead.
08 East Mecca worker -> worker, 3 turns.
The people love us again. Add the second story.

150 0350 AD

Battle of Camulodunum
Catapult hits rSpear and does 1HP of damage, rSpear now defends.
Catapult hits rSpear and does 1HP of damage, vGallic 3/4 now defends.
Catapult misses.
Catapult misses.
Catapult hits vGallic and does 1HP of damage, rSpear 2/4 now defends.
Catapult misses.
vSword vs. rSpear 2/3, vSword wins flawlessly and promotes, rSpear 2/3 now defends (16 of 19).
vSword vs. rSpear 2/3, vSword losses flawlessly, rSpear 2/3 still defends (16 of 20).
vSword vs. rSpear 2/3, vSword wins flawlessly; vGallic 2/4 now defends (17 of 21).
vSword vs. vGallic 2/4, vSword wins flawlessly and promotes and Camulodunum is Arab (18 of 22).
We keep the city for the iron.
x06 Camulodunum has two resisters and begins to build a library, 80 turns.
Move units in to quell resistance.

vSword vs. rArcher, vSword takes 1HP and wins (19 of 23).

The Celt capital is now Richborough. If it were their other city, some little island hovel, now would be good time to make peace and get Richborough in the deal.
However, Richborough must now be captured so that the captured Celt cities do not revert back to their prior Celtic ways.

Workers begin a road from East Mecca towards Pisae, through the mountains, with two vSwords as escorts.

Trading
[IBT]
End of Turnset Fifteen Stats:

Science: Feudalism, 35 turns
Treasury: 826 gold, +31gpt; 7.0.3
Military:
  • 02 Settlers
  • 25 Workers, 4 in production
  • 02 Scouts
  • 16 Archers
  • 35 Swordsman, 3 in production
  • 01 Horseman
  • 08 Catapults, 4 in production
  • 20 Slaves
Unit Support Cost: 89 gpt
Building List:
  • market [1] (Mild-Mannered-Mecca)
  • library [5] (Lugdunum, Camulodunum, Yoyo Ma, BackHoe and Entremont)
  • aqueduct [6] (Mediocre-Medina, Ivory City, Iron City, Kufah, FussAat, Aden and MuskRat Love)
  • temple [1] (Silk City)
  • vSword [3] (Demaskus, FarRiverside and A-jar)
  • worker [4] (Alesia, Verulamium, East Mecca and Entremont)
Worked Tiles 84
Fully Improved worked tiles: 102
unroaded worked tile: 0
 
The Celts
The Arabs captured four Celtic cities in these ten turns and will soon capture the last Celtic city on the continent of Samland, named after the family dog. The only fly in the ointment is that there is no road to Richborough from the north, when means the catapults cannot join in the attack unless they retrace their steps back to Entremont. The Celtic cities are all on the coast.

So Celtic slaves are building a mountain road to Richborough, but the Arab surveyors and civil engineers told the slaves to build on the wrong mountain. If the current road will complete in one turn, well and good. If not, then the slaves will have to be reassigned and build the mountain road on the next mountain to the northwest.

The catapults will not affect the final outcome of the Battle of Richborough, just the butcher’s list. Their bombardment could save a unit or two from complete destruction. So I would like to get them into play as soon as possible.

It will take the foot units, all 16 of them, about three turns to cross the mountains and move next to Richborough. It will take about that long to build the next road, so the catapults should be only one turn behind the swords and archers. By turn five of the next turnset, Richborough should be Arab.

Richborough 350 AD
250AD_RichboroughDottedTrimmed.jpg


The Romans
Rome was stupid. Caesar accepted my ivory for 16 gold and then broke the trade agreement the next turn by attacking Iron City with two horses. I got the ivory back, kept the 16 gold and look like the victim of Roman aggression. Rome got to kill a chariot and an archer.

Rome is attacking with Legionaries, which is smart for Rome but bad for Arabs. The Legionary is a souped-up Swordsman; it defends with a ‘3’ instead of a ‘2’. Rome is attacking from the mountains east of Iron City, so counterattacking the legions is not really an option.

However, if an archer were to be defending on a plain and the legions attacked and won (most likely) then their defensive bonus goes from 100% to 10%. They would be much easier to kill on the plains than the mountains. Unfortunately for the Arabs, we do not have enough units facing Rome to pull this off. Our units will need to stay fortified inside their cities until we get more units to entrap the Roman legions. To be sure of killing off the ‘trapped’ legion I think we need 3 vSwords for each legion so trapped. One vSword attacking would be desperate and even two is sort-of iffy; three feels to be the magic number.

So for now the Arab swords and archers will huddle down in their cities and stay fortified. Any new vSwords will go to defense and attrition.

In the future, since we are building a mountain road to Pisae, we will soon be ready to attack and capture that Roman city. It is also a good city site for us on ring 2. Earlier I had wanted to build a city on this site. Now we can capture it.

Rome is attacking an odd city, the border city that is furthest away from them. Rome is attacking through Babylon, which does not make Babylon any dearer to the Arab heart. Lucky for the Arabs, Rome is not attacking in a massed attack.

Iron City 350 AD
250AD_IronCityDottedTrimmed.jpg


The Babylonians
Roman units have crossed Babylonian territory to attack the Arabs. And Hammurabi demanded a steep price to be part of a Military Alliance against Rome. I smell a big, dark blue rat.

Babylon has eight cities, all planted on grassland. She has one source of iron, buried in the mountain ranges south west of Akkad. It could be easily defended. She also has one source of horses, just outside of Asher and A-jar. It could be easily captured.

After Richborough is captured and peace made with the Celts, it is very likely that the Babylonians will receive some Arab attention. A good strong force will be on the north borders of Babylon wanting Roman blood and with Roman sympathizers in front of them. Who could blame them if they got a little bit excited and attacked those who helped Rome sneak attack Iron City?

The reality is that such a plan of action is risky. Arab cities on the Babylonian border are weakly defended. We would lose many Arab workers and may not get them back. And our best barracks are in the far south, several turns away from the Babylonian front lines.

Babylon has Feudalism, which means maces. They do not defend any better than swords, but they hit harder.

The Plan

Build a mountain road so the catapults can attack Richborough.
Capture Richborough.
Hold off the Romans around Iron City, which may be easy to do.
Build a mountain road to Pisae.
Capture Pisae and make peace with Rome. Don’t think we can make peace unless we capture a city; will check for peace regularly, just in case.
Reinforce cities on the Babylonian border.
Acquire Feudalism so we can build maces.
Attack Babylon and remove the dark blue threat to our north and north east.
Then reexamine the Roman problem.
 
I just saw this today and noted something about your comparison where you were pretty similar to where you were the last time. That's a pretty good accomplishment since you didnt' settle until 2 turns later!

I have found that doing dotmaps like that has really helped me at higher levels - the AI expands *fast* and throws surprises at you all the time and having the dotmaps helps you say "what was i thinking here - he went there, which messes up my map!!"
 
End of Turnset 15 stats:

Science: Feudalism, 35 turns
Treasury: 826 gold, +31gpt; 7.0.3


Military:
  • 02 Settlers, 0 in production
  • 25 Workers, 4 in production
  • 02 Scouts
  • 16 Archers, 0 in production
  • 35 Swordsman, 3 in production
  • 01 Horseman, 0 in production
  • 08 Catapults, 4 in production
  • 20 Slaves
Total units: 89
Building List:
  • market [1] (Mild-Mannered-Mecca)
  • library [5] (Lugdunum, Camulodunum, Yoyo Ma, BackHoe and Entremont)
  • aqueduct [6] (Mediocre-Medina, Ivory City, Iron City, Kufah, FussAat, Aden and MuskRat Love)
  • temple [1] (Silk City)
  • vSword [3] (Demaskus, FarRiverside and A-jar)
  • worker [4] (Alesia, Verulamium, East Mecca and Entremont)
Worked Tiles 84
Fully Improved worked tiles: 102
unroaded worked tile: 0

Arab workers 25
Arab slaves 27
Arab Swordsman 35

Military situation around Richborough:
Need a road to move catapults through mountains.
East of Camulodunum: (8) 6 catapults, 1 eSword, 1 vSword
In Camulodunum: (7) 2 eSword, 3 vSword, 2 rSword
3 NW of Richborough: (7) 1 vSword, 3 vArchers, 2 rArchers, 1 vHorse
SW of Richborough: (9) 2 vSword, 7 slaves (3.5WT)

Military situation around Iron City:
In Iron City: (4) 2 vSword (one at 1/4), 2 rArchers; wounded sword not fortified.
In Kufah: (3) 1 catapult, 1 rSword, 1 rArcher; catapult not fortified
In East Mecca: (2) 1 vSword and 1 vArcher, both fortified.
On Iron Deposits: (3) 2 vSword, 1 rSword; one vSword not fortified.
Units roading: (8) 2 vSwords, 6 Arab workers; 1 vSword not fortified.


[IBT Pre-flight 150 0350 AD]
Need to increase science to 10% to get some use of the libraries we have and are building.
At 10%, Feudalism still takes 35 turns and we have +11 gpt instead of +31.
No, back to having one geek learning for the entire kingdom.

The Roadies between BackHoe and Richborough will be finished next turn, so I will let them finish and then move them to the right mountain.

Hit Enter.

The Americans want to talk. Lincoln wants me to give him Monotheism when we swap World Maps. I don't think so.
Roman horse attacks our vSword outside of 05 Iron City. We win, but take 1HP.
Legionary then attacks and kills the vSword.
Roman galley snoops around x06 Camulodunum, which stops resisting and then decides not to work.
Will starve the people into happiness.
03 Demaskus vSword -> vSword, 3 turns.
Resistance in x02 Verulamium is ended. Worker -> library, 40 turns.
10 FussAat aqueduct -> rax, 5 turns.
Babylonians are building Sun Tzu's Art of War.
So are the Ottomans.


151 0360 AD

Worker Moves
The Roadies finish their first road to Richborough, move them all NE one tile to begin the second road to Richborough.


Unit Moves
Move 1 vSword with Roadies.
Fortify 1 vSword on road between BackHoe and Richborough.
Move vSword from BackHoe to the Roadies, now defended by two vSwords.
Move catapult from Kufah to Iron City.
Move catapults on the Richborough road.
Move units out of Camulodunum on the Richborough road.
New vSword Demaskus moves towards the Roman threat at Iron City.
rArcher in Mild-Mannered-Mecca moves toward Kufah.
Wake vSword in East Mecca and send towards Iron City.

Skirmish around Iron City
rArcher vs. rLegionary, rArcher loses flawlessly and promotes rLegionary to vLegionary (0 of 1).
rArcher vs. vLegionary, rArcher loses flawlessly (again!) and promotes (again!) vLegionary to eLegionary (0 of 2).
Wake rSword on Iron.
rSword vs. eLegionary, rSword loses flawlessly (3rd flawless loss to this Roman unit!) (0 of 3).
rSword (from Kufah) vs. eLegionary, loses but puts 3HP on the Roman unit (0 of 4).
Wake rArcher in Kufah and move adjacent to this Roman super unit, but do not attack. This archer is bait to keep the Roman inside Arab lands and unhealable. Meanwhile, in Iron City, the vSword heals. And other units get closer.

Trading
Three civs know about Feudalism, Babylon, Egypt and the Ottomans.
Babylon cost: 858 gold (all), 7 gpt (140) and WM; about 1000 gold (998 + WM).
Egypt cost: 858 gold (all), 6 gpt (120) and WM; about 1000 gold (978 + WM).
Ottoman cost: 858 gold (all), 5 gpt (100) and WM; about 1000 gold (958 + WM).
Will sell Monotheism around to raise money; not really keen about giving 1000 gold to anybody.
Carthage: 42 gold (all) and WM.
Vikings: 12 gold (all), wines and WM.
Spain: 10 gold (all) and WM.
America: 9 gold (all) and WM.
Iroquois: 4 gold (all) and WM.
Only other possible buyer of Mono are the Celts and that ain't happening yet.
Back to the Ottomans. Will sell at 871 or 844 with WM.
Back to Egypt. Will sell at 872 or 868 with WM.
Back to Babylon. Will sell at 897 or 894 with WM.

Only three civs know about Feudalism. Will wait and check later when it is cheaper to buy.

[IBT]
save game here.
Celt galley leaves Richborough, heading north.
Roman galley heads north.
Legionary takes the bait, attacks the archer, takes 1HP and kills it. Moves deeper into Arab land and is now redlined.
Legionary moves onto mountain near Iron City.
Archer is following, visible, but too far away to attack.

India wants to talk. Wants to swap WMs. No.
15 Silk City temple -> library, 40 turns.
07 FarRiverside vSword -> vSword, 5 turns.
08 East Mecca worker -> worker, 3 turns.
09 A-jar vSword -> vSword, 5 turns.


152 0370 AD

Worker Moves
Roadies begin 2nd road to Richborough.
Slave helps slave with forest chop near Lugdunum.
Six slaves begin mine near Silk City.
Auto move 3 Arab Workers (aWorkers) towards Entremont.
2 aWorkers begin to irrigate plains SE of Mediocre-Medina.
Move 2 vSwords and 7 aWorkers to mountain next to Pisae. Did not realize that seven workers were involved.
Six slaves begin and finish road near Ivory City.

Unit Moves
Move front units next to Richborough.
New vSword from FarRiverside heads towards Iron City.
New vSword from A-jar head towards Iron City.
Move vSword into Camulodunum, in case the Celts or Romans plan to land units.
Send one unit back to Camulodunum, other units advance towards Richborough, except for one catapult that put 1HP on the Celt galley.
Move catapult from BackHoe to roaded mountain next to Richborough; fortified vSword already in that tile.
Move rArcher through Fujah to be next to the Roman superLegionary; this too is bait.
Fortify full healed vSword in Iron City. It is now defended by two fortified vSwords.

Skirmish near Iron City
Catapult attacks rLegionary in mountain and misses.
vSword vs. eLegionary 1/5, vSword is killed (0 of 5).

Trading
[IBT]
Celt galley returns to Richborough.
Roman superLegionary attacks rArcher, redlines rArcher but is killed by rArcher! Finally. (1 of 6).
Legionary on mountain next to Iron City heads east.
Roman rArcher is adjacent to vSword on the iron of Iron City, Roman unit still in Babylonian territory.
02 Mediocre-Medina aqueduct -> vSword, 3 turns.

153 0380 AD

Worker Moves
Road-to-Pisae gets started with 7 aWorkers.
Slaves and aWorkers begin jungle road near Demaskus.

Unit Moves
Catapult attacks Richborough and drops the population from 5 to 4.
Units with catapults on the Richborough road wait for the next part of the road to be completed.
Move 2 vSword towards Iron City.
Move vSword toward the Road-to-Pisae group, for extra support.
Let redlined rArcher (Archer03) heal in place.

Trading
[IBT]
Roman Archer attacks vSword; Archer dies, vSword 2/4.
Roman Legionary heads further into Babylonian territory.
2 Roman rHorses show up in the mountains east of Iron City, due east of our iron.

x04 Alesia worker (cannot complete) -> library, 70 turns.
03 Demaskus vSword -> vSword, 3 turns.
04 Ivory City aqueduct -> market, 13 turns.
154 0390 AD

Worker Moves
Not recorded.

Unit Moves
Catapult attacks Richborough, misses.
Catapults and all units on the North Richborough road stay in place.
New vSword from Demaskus heads NE. (Swordsman39)
Wounded rArcher and vSword heal in place.
Move 3rd vSword onto iron.

Trading
No trades possible. Still, only three civs know about Feudalism.
Can buy it outright for 930 (Ottomans) 960 (Egypt) or 980 (Babylon). All prices are asking prices.
Will wait till the price goes down or the need goes up.
[IBT]
game saved here.

08 East Mecca worker -> worker, 3 turns.
10 FussAat rax -> vSword, 3 turns.
Babylon sends an rSpear across Arab lands north of 05 Iron City.
Rome has 4 units heading to Iron City: 2 rHorses, 1 rSpear and 1 rArcher.
4 units, 3 locations.
A Roman vWarrior appears in Iroquois-Arab border near 07 FarRiverside. Rome has an ROP with the Iroquois, but not Babylon.

155 0400 AD

Worker Moves
Roadies finish the second road into Richborough; move them to the hill next to the river near BackHoe.
aWorkers start and finish road 2SE and 1SW of Aden.
Road to Pisae complete, move those 7 aWorkers out of harms way, with 1 vSword for defense.
Move some aWorkers and slaves to mountain 2N of East Mecca to make a shorter road to Iron City.

Unit Moves
The North Richborough Assault Force moves to be due west of Richborough, catapults and all.
Let vSword heal in the desert.
Move rArcher into Iron City.
Consider moving vSword from iron ore into the plains to draw attacks from the Roman horses.
However, if the horses move onto the plain to attack, they cannot retreat (1MP to move into enemy territory, then 1MP to attack).
If the vSword moves into the plains, then only 2 vSwords are left on the iron to defend it from three attacks (2 horse, 1 spear).
Will not move into the plains.
Fortify catapult in Iron City.
Catapult attacks Richborough, puts 1HP on rSpear.

Trading
[IBT]
Babylonian units enter into Babylonian territory after crossing through Arab land.
Roman horses enter into the plains and attack the healing vSword, not Iron City.
First horse dies, but redlines the vSword.
Second horse kills the vSword and is redlined in doing so, but promotes to veteran.
Roman archer and spear head towards Iron City,
02 Mediocre-Medina vSword -> vSword, 3 turns.
x05 Gergovia riots, buy another clown.
15 Silk City flips to the Babylonians! (in 390AD 0.446 % to 0.454%)
09 A-jar riots.
10 FussAat riots.
11 Aden riots.

156 0410 AD

Worker Moves
3 aWorkers build direct road from BackHoe to Alesia.
3 aWorkers and 2 slaves begin mountain road between East Mecca and Iron City.
Move the Pisae roader in to help.

Unit Moves
Move new vSword Mediocre-Medina to Iron City.

Skirmish near Iron City
vSword vs. vHorse 2/4, 1HP on vHorse and it retreats (2 of 7).

Battle of Richborough
Catapult kills people, Richborough at size 3.
Catapult misses.
Catapult misses.
Catapult misses.
Catapult misses.
Catapult misses.
Catapult hits rSpear, Richborough now defends with rSpear.
rSword vs. rSpear, rSword dies, puts 1HP on rSpear, which promoted (2 of 8).
vSword vs. rSpear, vSword dies flawlessly and promotes rSpear to vSpear, Richborough now defends with vSpear (2 of 9).
vSword vs. vSpear, vSword dies flawlessly (2 of 10).
vArcher vs. vSpear, vArcher takes 2HP and kills vSpear, Richborough now defends with vSpear 3/4 (3 of 11).
vArcher vs. vSpear 3/4, vArcher dies, but puts 1HP on vSpear, Richborough now defends with vSpear 2/4 (3 of 12).
vSword vs. vSpear 2/4, vSword is redlined but wins, Richborough now defends with vSpear 2/4 (4 of 13).
vSword vs. vSpear 2/4, vSword is killed and promotes vSpear to eSpear, Richborough now defends with eSpear 2/5 (4 of 14).
eSword vs. eSpear 2/5, eSword wins, Richborough now defends with - worker ? (5 of 15).
eSword vs. worker hiding an rArcher, eSword wins, Richborough now defends with the worker again. (6 of 16).
vSword vs. worker hiding rArcher, vSword dies and promotes rArcher to vArcher; Richborough now defends with the worker again (6 of 17).
vArcher vs. vArcher, vArcher dies, puts 1HP on vArcher, Richborough now defends with terrorist vArcher 3/4 (6 of 18).
rArcher vs. terrorist vArcher 3/4, rArcher wins and Richborough is Arab (7 of 18).
Richborough has two resisters. Set Richborough to build library, 80 turns.
2 slaves in Richborough, pow11 and pow12.

Skirmish resumes near Iron City
vSword vs. vHorse 1/4, vSword wins with 1HP (8 of 18).

Trading
Make peace with the Celts for 12 gold, 1gpt and WM.
Rome is willing to make peace for 94 gold (all), 3 gpt and WM.
ROP and Ivory deals ran out some time ago. explicitly kill them now.

[IBT]
Make peace with Rome or try to take Pisae and then make peace?
End Jan 29, 2006.

Roman mace attacks fortified sword in the mountains near Pisae and dies, vSword promotes to eSword.
Roman spear lands in Celtdom, between x04 Alesia and x02 Verulamium.
Roman warrior adjacent to Far Riverside.
Roman warrior advancing towards East Mecca.
03 Demaskus vSword -> vSword, 3 turns.
07 Far Riverside vSword -> vSword, 5 turns.
09 A-jar flips to Babylon! (1.079% to 1.098%)
11 Aden aqueduct -> marketplace, 13 turns.

157 0420 AD

Worker Moves

Unit Moves
Let a lot of units in Celt-land heal.
New vSword from Demaskus moves to attack warrior threatening Far Riverside. This will allow the new vSword in Far Riverside to defend East Mecca. And moves both of them east towards Pisae.
vSword vs. vWarrior, vSword wins, taking 1HP (9 of 19).
vSword vs. rWarrior, vSword wins flawlessly (10 of 20).
Move vSword next to Roman units in the mountains near Iron City. vSword is in the plain and will serve as bait for the Roman attack.
vSword from Verulamium moves to attack lone Roman spear.
vSword vs. rSpear, vSword lose, rSpear is redlined but in neutral territory (10 of 21).
rSword (from Alesia) vs. rSpear 1/3, rSword wins with one attack (11 of 22).

Trading
Sell Ivory to the Americans for 3 gpt.
Rome will now make peace for 120 gold (all), 3 gpt and WM.
We still want Pisae.
[IBT]
No Roman attacks.
No cities flipped.
08 East Mecca worker -> worker, 3 turns.

158 0430 AD

Worker Moves
Nothing special.

Unit Moves
Let wounded units continue to heal in Celt-land.
vSword vs. rArcher in mountains, vSword dies, rArcher now 2/3 (11 of 23).
Do not expect rArcher to attack on IBT.

Trading
[IBT]
Some Roman movement, but no attacks.
02 Mediocre-Median vSword -> vSword, 3 turns.
10 FussAat vSword -> vSword, 3 turns.

159 0440 AD

Worker Moves
Add Celt worker to MuskRat Love.

Unit Moves
Move vSwords towards Pisae.
Healthy units in Celt-land to BackHoe to escort catapults across the Babylonian lands.
Some will stay for defense.
vSword vs. rSpear in plains north of Iron City, vSword wins and promotes (12 of 24).
Trading
[IBT]
Hammurabi wants 78 gold and WM for World Peace. No.
Hammurabi does not declare war. Don't know whether to be happy or sad.

01 Mild-Mannered-Mecca marketplace -> barracks, 5 turns.
03 Demaskus vSword -> vSword, 3 turns.
x05 Gergovia worker -> library, 80 turns.
Vikings are building Sun Tzu's Art of War.

160 0450 AD

Worker Moves
Nothing special.

Unit Moves
Now have 5 vSwords in the mountain NW of Pisae. It could be easy, but that city is on a hill. Need some catapults or about 5 more vSwords.
Need to leave Kufah undefended and put a small stack of vSwords in the mountain adjacent to the city.

Trading
[IBT]
End of Turnset Sixteen Stats:

Science: Feudalism, 25 turns
Treasury: 1301 gold, +50gpt; 7.0.3

Military:
  • 02 Settlers
  • 28 Workers, 1 in production
  • 02 Scouts
  • 09 Archers
  • 33 Swordsman, 4 in production
  • 01 Horseman
  • 08 Catapults
  • 30 Slaves
Total units: 89
Building List:
  • barracks [1] (Mild-Mannered-Mecca)
  • market [2] (Ivory City and Aden)
  • library [9] (Alesia, Lugdunum, Camulodunum, Richborough, Verulamium, Gergovia, Yoyo Ma, BackHoe and Entremont)
  • aqueduct [3] (Iron City, Kufah, and MuskRat Love)
  • vSword [4] (Mediocre-Medina, Demaskus, FarRiverside and FussAat)
  • worker [1] (East Mecca)
Worked Tiles 113
Fully Improved worked tiles: 108
unroaded worked tile: 3

Arab workers 28
Arab slaves 30
Arab Swordsman 33
 
The Celts
Richborough was taken in 410 AD. It was harder to take than I had planned on. It had five units in the city and it took ten attacks to get rid of the Celt units. Arab attacks gave the Celts three promotions, two to spears and one archer. But in the end Richborough became Arab. Afterwards we made peace with the Celts for 12 gold (all), 1 gpt and their WM. The remaining Celt city is on an island in the dark lands. We will let the Celts explore that area and buy their world map.

City Flipping
I expect that cities will flip and become Arab as the game progresses, but I do not plan on it. Imagine my surprise when I have two cities flip to Babylonian, on two consecutive turns! The first city to flip, 15 Silk City, had a small flip chance in 390 AD (0.446% to 0.454%) and I do not expect that it changed that much in one turn. I cannot find the save from 400 AD. The second city to flip, 09 A-jar, was rioting the turn before it flipped in 410 AD. Its flip chances were a bit higher than Silk City’s, 1.079% to 1.098%. If I had paid more attention to the happy slider I might still have A-jar and its veteran unit production.

Flip Me Off 450 AD
450AD_FlippedCitiesTrimmedDotted.jpg


Roman War
The war with Rome has become one of attrition. Rome sends units to attack Arabs. Roman units attack Arab units, one on one. Arab units attack Roman units, many on one. Rome sends archers to attack; Arab swordsmen tend to defeat Roman archers.

Rome has many units in stacks of one lined up in the mountains between East Mecca and Iron City. Four archers in a row, with one spear further north. I think that Iron City will be fine.

If I had some more units we would leave Kufah undefended, stack some military might on the mountain SE of Kufah (the green dot below) and slaughter Romans as they came to take the city (the red dot below). Just now, the Arabs do not have enough units to ambush and capture Pisae.

Rome has been willing to pay for peace for some time. However, the Arabs have wanted a city where the Roman city of Pisae for a long time. Once that city becomes Arab we will talk peace. My plan is to take Pisae in the next turnset. Five Arab vSwords are in the mountain NW of the city. Once we get five more we will attack. After Richborough, I expect a bloody battle.

Roman forces 450 AD
450AD_RomanFrontTrimmedDotted.jpg


Babylon
Now that two cities have become Dark Blue, I need to pay more attention to Hammurabi. His culture is at 3807, growing at 99 per turn. I share a long border with Babylon and my culture is second to his at 2456, growing at 50 a turn. Now in 420 AD, three turns back, Babylonian culture was growing at 114 per turn. Since the growth rate is lower, and since Babylon has no current wars, I think that Babylon has just finished their Golden Age. Not sure; it just seems likely.

And while Arab culture is strong over all, it is growing rather slowly. The two lost cities added 7 more culture per turn. Right now, Arab culture is in second place, but that can change as others gain.

Babylon: +99 3807
Vikings: +72 1965
Iroquois: +66 1801
Egypt: +64 1760
Greece: +54 1474
Korea: +53 1433
Arabs: +50 2456
Carthage: +45 1228
India: +38 1064
Ottomans: +35 2047
America: +13 1433
Russia: +11 0287
Rome: +01 1105
Celts: +0 1965
Spain: +0 0409

Celt-Land is building libraries, but it will take some time before they are all built. The bulk of the Arab army is in Celt-land, heading back home. They can get home and trespass only one tile of Babylonian territory to do so. Then the question is what to do with this army.

The more I consider this, it seems best to make peace with Rome and then take out Babylon. This protects my back and removes a very strong culture threat from the north. Plus, the lost Arab cities are returned to their rightful owner. It means I can use the Arab army soon and begin to whittle down the Babylonian culture lead. Given the strong culture lead that Hammurabi has, I can expect cities that are captured to flip back, so I can either raze or plan to recapture.

Babylon has learned Feudalism, which means pikes and maces. I will need a lot of catapults and a lot of swords to take Babylon quickly (10 to 15 turns).

War With Whom?
This is something I will have to ponder. I want to capture Pisae, but the longer Arabs fight Romans the stronger the Babylonian cultural pressure becomes. More cities could change colors from Pink to Dark Blue.

However, the bulk of the Arab army is in the wrong position, still in Celt-Land on the continent of Sam. The Arabs would need a few more catapults before we moved to capture Babylon, which is size 12. Need the catapults to do two things: kill units and population. I think that if we had 12 catapults we could bring Babylon down from size 12 to size 5 in three turns. (I think = I guess = I hope).

I like the idea of making peace with Rome and then taking out Babylon. But this needs to be planned out, which I have not done.
 
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