Preturn:
BTW, barracks actually matter when building cannon since they can defend - It doesn't matter a lot - I merely mention it because I noticed a town without barracks building one and it reminded me.
I think I will spend my turn building infrastructure since we now own the continent. I will concentrate on shields and science. My other goal will be to see if I can locate Tibet. I think we need to slow them down.
I am also not a big fan of building regular pikes in cities - especially in RaR. Offensive units are all stronger so a regular Pike doesn't have much chance of holding off an attack by some attack 6 unit. Instead I am building Harbors, workers, pioneers, etc. and will have some major town build some vet pikes and cuirassiers.
IBT: Quiet
1305 AD: Exploring with the army I already find an Axtec landing with two settlers. Kill 2 of 3 of the defenders.
IBT: Interesting: 1 defender and 2 settlers - one of the settlers is left standing undefended. AI isn't programmed to handle that case.
1310 AD: Nice! My attack on the last settler defender gives us a leader. We get the International Port after all. I am putting it in Munchen who has lots of coastal tiles and is near the capitol.
1315 AD: Find Tibetan lands with the Carrack sent across.
1320 AD: Tibet owns Aztec cities. No suprise there. We finish the Pyramids. Excellent choice for a wonder BTW as we can really use the boundary expansions.
1325 AD: Another attempt to settle by the Sioux - we get 3 workers from the settler. Kill a Tibetten boat.
1330 AD: Decide to go for Absolutism now. There are some techs we could work on but they don't give us anything.
I pop rush some pioneers to get them done before the govt switch. This will get us very close to the number we need.
1335 AD: Send of some of the pioneers. International port is finally rushed with the leader.
1340 AD: Get Absolutism and revolt. 7 long turns.
1350 AD: 5 more to go. I set Moscow to the Summer Palace. It seemed a good spot in the south.
Notes:
Very quiet turns - no attempt at landings - just two landings for settling.
Next player gets 5 turns of Anarchy. I would suggest the next player can play 15 turns if he wishes as the first 5 will be nothing.
I would continue to build Infrastructure to increase shields, science, and commerce. Other cities could use Courthouses or Aquaducts. We could use a few fast troops for city protection. Coastal cities should start producing boats as soon as we get Merchantilism (galleons) as well as boats to protect the Galleons.
We need a fast unit up in the northwest to defend against landings. There is a speed 4 Army that can be used to protect any city in the core.
I made a picture of the far coast. I would like to find the Tibettan core - don't think we have found it yet. There is another Carrack going east to find the coast.
Tibet still has more land than we do %land area. Thats pretty scary. We will be close when we have settled out the continent and gotten border expansions.