save
Pre-Turn
as usual need to reassign tiles due to shield emphasis
IT get landings by 8 units
Greek send 4 units to try and reinforce Corinth
1. 760AD
leaderfishing is not sucessful but we clear all 8 units without a loss and promote new Cav to elite
feel we better take Corinth now, attack and kill 7 units inside and we take town
take out a Greek galley but lose a caravel
IT wow, maybe it was a mistake to keep Corinth, a lot of unit approach
2. 770AD
better luck this time as leader fishing while killing 5 landings creates and army
IT there are a zillion units approaching Corinth, now way we can hold it for now, but we survive IT at least and didn't lose army
3. 780AD
kliing 3 untis at home and abandon Corinth
4 790AD
reduce science to 0%, still get physics in 1 due to all the scientists
IT magnetism is next in 7
5 .800AD
army filled with 2 cavs on the way to Greek Island
assign more scientists and magnetism is in 6
take out 4 units covering a settler in greek land
6.810BC
magnetism now in 4

3 leader fishes don't give us a leader
7. 820AD
rest units in greek land, Cav army arrived
8. 830BC
defeat another settler combo in greek land
defeat 3 units in homeland, no leader
IT since Cav army approached Mycynea, now the Greek send a lot of units there. we shoud exploit that later with more armies
9. 840AD
cav army Mycenea get reinforced by 2 Cav's knight army stack with arty advances to Sparta
IT Greek units rush into Mycynea
Magnetism is in, next ToG
10.850AD
adjust some scientists and ToG in 5
as for Greece, there are simply too many units, we might want to send over more muskets or once we have rifles. establish a beachhead
and burn their units with a defensive army?
I split the 2 armies so that AI gets confused as to where to send their units