35 AD – Construction. This is when I normally get it, and this time I made a detour to Monarchy, so I am not delayed compared to my normal play. The AI is however racing ahead like if there was no tomorrow. This will be very hard to win. And I’ve very worried that AI3 is going to do something stupid, like DoW me…
65 AD – Longbowmen in Egyptian cities, no surprise, rather a disappointment.
I prefer to have a substantial amount of units, so it will take of more turns to amass the necessary force.
185 AD – This hurts me more than you think, Queen Hatshepsut, but to frank with you: Your head will look good on the end of a pole.
290 AD – Captured Alexandria (Egyptian city in the middle of the continent adjacent to Fresh Water Lakes and Silk). Courthouse and 8 population. Lost two cats.
I build an academy the turn before learning Code of Laws, instead of lightbulbing Compass. If I had waited one turn, I could have lightbulbed Philosophy. OTH, AI1 has Philosophy but no Code of Laws. Let’s see what he and AI2 is willing to trade… 130 gold from AI2. 440 from AI1 (he upgrades to Pleased). I sell wine to AI2 @ 2 gpt. Not much, but will hopefully generate relation points.
There is only one plantation resource on the continent as far as I have seen, so I will skip Calender. Instead I’ll grab Currency (6 turns at 100% research), since the extra trade routes will give me some more gold. Then I’ll aim for Metal Casting (the two extra happiness from gold and gems will be useful later on in the war).
I trade CoL to AI3 for 160 gold. That brings him up to cautious, without incurring any penalty from AI1. Nice.
350 AD – Elephantine (city north of Alexandria 2E from corn) has 6 units (3 of them cats). I want that city very much, due to it’s strategic location (connecting the western Egyptian lands with the eastern). I’ll climb the jungle/hills next to the city. The AI is not good at defending strategic tiles. I just hope she wont pop up crossbowmen within the next ten turns…
Alexandria exits resistance and I whip a Barracks, and then a Catapult. H is suiciding units (catapults and horse archers) and finally I have a level 4 unit.
425 AD – Currency. The advisor keeps telling me to build settlers, even though I have a sustained research rate at 40% (66 bpt). It’s like the game is not aware of the Deity settings! The extra trade route provides 2 commerce / city totaling 14 commerce/turn. Nice. I build units in my capital and production city, while the two most distant cities are building courthouses. I have chopped forest for the National Epic and will whip it next turn.
440 AD – Maceman in Elephantine. Darn.
470 AD – AI1 wants to trade world map. That’s fine with me.
485 AD – Assault on Elephantine:
H.C. has 5 cats, 3 swordsmen, 3 horse archers, 1 axe, 1 spear, 1 chariot
H. has 2 longbowmen, 1 maceman, 1 horse archer, 2 cats, 1 war chariot
I am pretty sure I will win. Lets start with the cats:
All my five cats dies. Not even one withdraw… Let’s continue with the swordsmen:
75% - dies
84% - my first win
90% - dies (horse archer)
94% - win
Five units left on each side…
99.9% - win
99.1% - win
99.8% - win
97.0% - win
Final unit: