1355AD
- Raze Ur.
- Get Bursa to 25spt by RR.
- Ironqorks gets Uskudar to 48spt. Will become 50spt after some RR.
1360AD
- Uskudar is 50spt, Bursa are 25spt
1365AD
- Raze Rome.
- Land on small viking island.
- Iznik is 25 spt.
1370AD
- Raze Stavenger.
- Start factory prebuilds in most cities.
1375AD
- Raze newly settled indian town.
- Land on egyptian/sumerian island.
1380AD
- Raze sumerian island city, but have to load the stack back onto galeons to heal.
1390AD
- Raze Lagash.
1395AD
- Industrialisation is done, start Nationalism to mobilize. All other techs seem to be too expensive and won't pay off. The prebuilds are switched to factories and we'll have them everywhere soon.
- Raze Pompei, but the Knight army is badly damaged after unlucky RNG roll.
1400AD
- We raze Umma. Sumerians are almost gone.
- We are one LB short of razing ehyptian island city. Should do it next turn.
Save
- Raze Ur.
- Get Bursa to 25spt by RR.
- Ironqorks gets Uskudar to 48spt. Will become 50spt after some RR.
1360AD
- Uskudar is 50spt, Bursa are 25spt
1365AD
- Raze Rome.
- Land on small viking island.
- Iznik is 25 spt.
1370AD
- Raze Stavenger.
- Start factory prebuilds in most cities.
1375AD
- Raze newly settled indian town.
- Land on egyptian/sumerian island.
1380AD
- Raze sumerian island city, but have to load the stack back onto galeons to heal.
1390AD
- Raze Lagash.
1395AD
- Industrialisation is done, start Nationalism to mobilize. All other techs seem to be too expensive and won't pay off. The prebuilds are switched to factories and we'll have them everywhere soon.
- Raze Pompei, but the Knight army is badly damaged after unlucky RNG roll.
1400AD
- We raze Umma. Sumerians are almost gone.
- We are one LB short of razing ehyptian island city. Should do it next turn.
Save
; but with only one of our ships anywhere near the enemy island cities, and the Indian campaign still a one-square-a-turn slog, I don't expect to make much progress until the late part of the round.
With reasonable luck we should win on the next round. I'll just mention that our Sips can heal on ships, as long as they don't do anything that uses their own movement allowances.
We got the luck we needed, with no runaway AI civ and the enemy civs on the other continent somewhat limited by lack of land, and we capitalized on it with precise play.