250 BC (1) continued: Sign peace, getting 100 gold and another slave. WW abates, and specialists put back to work across Mayan territory.
230 BC (2): Dzibilchaltun founded SE of Mauch Chunk (Worker). Warrior spotted nearby, Horseman dispatched to deal with it.
Uxmal founded S of Cuello. Pretty worthless, set to Worker.
210 BC (3): I may have been wrong about the Great Barbarian Uprising. 17 Horsemen appear near Dzib. JTs are not in good position to defend, so our Horsemen will have to try and counter. This could get messy.
CI Settler->Settler (will head south). It turns out it's on a perfect 4-turn cycle, so this population is fine for a long time.
190 BC (4): Copan Marketplace->Library.
Palenque Marketplace->Library.
Calakmul Marketplace->Aqueduct.
Science to 60% - Monotheism in 6 at a -4 deficit.
Oddly the huge Horseman stack is not advancing. Gives us time to gather some troops to stop them.
Realize the Spirit of 1550 was left fortified and has not been being used! Wake it up to continue exploring. It spots a barbarian camp with another huge stack of Horsemen.
170 BC (5): More swarms of Horsemen approaching.
Lagartero Worker->Worker.
Cattaraugus Galley->Marketplace.
Notice Palenque needs an Aqueduct before it can grow

. Library->Aqueduct.
Dzib is under major threat. Worker->Spearman, and rush it for 68 gold.
150 BC (6): Only some of the Horsemen advance.
Quirigua Marketplace->Library.
Piedras Negras Marketplace->Aqueduct.
Dzibilchaltun Spearman->Worker.
Eliminate 3 Horsemen, promote 1 Horseman to Elite. Find a camp near Coba with 16 Horsemen and 2 Warriors. Eliminate 1 Warrior there.
130 BC (7): 2 JTs eliminate 8 barb Horsemen that attack. 1 promotes to Elite and enslaves a Worker. That stack is mostly dead. The camp near Coba empties, and the barbs near Dzib head for our Horse army.
CI Settler->Settler.
Palenque Aqueduct->Library.
Tikal Marketplace->Aqueduct.
Yaxchilan Library->Marketplace.
Lagartero Worker->Worker.
Tulum Worker->Marketplace.
Kill 2 Horsemen & 1 Warrior near Coba, dispersing that camp.
Kill 5 Horsemen & 2 Warriors near Dzib, dispersing that camp.
Learn that there are barbarians on the southern peninsula somewhere - we'll have to build a few more units to disperse them, since our army is up north. CI to JT.
Our Golden Age is over.
110 BC (8): We lose 2 Horsemen - 1 near Dzib, 1 near Coba. The stack near Coba heads off into the fog.
Kill 6 Horsemen near Dzib. Still 6 there.
Kill 1 Horseman and disperse a camp on the way to St. Regis.
Kill 1 Horseman near Coba. Still 13 there.
Mayapan founded in the south. Starts JT.
Science at 50%, breaking even after our GA. Monotheism in 2.
90 BC (9): Kill 5 Horsemen near Coba. 1 Worker enslaved, 1 Horseman Elite. The stack near Dzib seems to be going after some slaves near the city - pull them in.
Lagartero Worker->Worker.
Uxmal Worker->JT.
Find the Carib camp in the south. 16 Horsemen, 2 Warriors.
Suicide Galley sets off to the east, attempting to find something interesting.
Kabah founded in the north near the other gems. Starts Library.
70 BC (10): 7 Horsemen killed near Coba. 2 slaves, 2 Elite JTs. 1 JT killed. Road pillaged.
4 Horsemen killed near Dzib. 1 Regular JT -> Elite. 1 Spearman killed.
Monotheism comes in. Next up is Theology.
Bonampak Marketplace->Library.
Calakmul Library->Aqueduct.
Kaminaljuyu Marketplace->Aqueduct.
Coba Worker->Library.
Aztecs are building Hanging Gardens, so they must have just learned Monarchy (didn't have it last turn). I won't trade for it since we don't need it.
We get a Palace improvement!
Galley sunk. It saw nothing of interest.
The last Horseman near Coba has been slain!
The last 2 Horsemen near Dzib have been slain, but there's still a camp at the tip of that peninsula. Some Horsemen are headed that way.
Well, that was an interesting turn. Not so productive as I'd hoped, due to the need to deal with the barbarian hordes. In particular we're not as close to St. Regis as I'd like, and our expansion has been south instead of north (though that may backfire due to the camp down there!) Total tally:
- 4 Warriors and 42 Horsemen slain.
- 3 barbarian camps dispersed.
- 6 new elite units.
- 4 new slaves.
- 2 Horsemen, 1 Spearman, and 1 road lost.
Handoff notes:
The Settler in the south should found a city due W of the Game to make use of the rest of the S peninsula. The island offshore there may be worth a city eventually.
There are still 2 camps that are threats - one in the south, one near Mauch Chunk (screenies below). There are 5 Horsemen en route to deal with the latter, and some JTs in production for the former.
A good-sized chunk of our army is on the way to finish off the Iroquois again, after major delays by barbs.
Apologies for the lack of screenies - I was so preoccupied with the fighting I forgot to take them.
Roster:
Beamup (just played)
dojoboy (up!)
Serkhon (on deck)
Blue Monkey
frunobulax
Aoxomoxoa