I lost the report on turns 0, 1 and 2.
IBT - The Zulu drop off 4 riflemen and 2 Longbows by Ur and 1
Longbow and 1 Rifleman on the Island by the Mayans.
Turn 3 - A newly formed cavalry army takes out the 4 riflemen
and 1 Cavalry and the Archer Army take out the longbows.
IBT - The Mayans drop off 2 Crusaders, a guerilla and a rifleman
on our island by their mainland.
Moscow riots.
Turn 4 - Take out the landing, costing us a cavalry.
IBT - Nationalism comes in and I turn off research. Do we want to
mobilize? If we do, we can't build anymore libraries and our
culture comes in at 1/2 rate. Is it worth it?
Turn 5 - Not much.
IBT - Zulu drop off 3 riflemen and a longbow.
Mayans drop off 3 guerillas and a rifleman
Turn 6 - Kill invaders, losing 1 cav, land 2 armies on Mayan
homeland.
IBT - Zulu land a rifleman. Mayans drop off 2 rifleman, 1
guerillas and a longbow.
Turn 7 - Kill invaders, pillage Mayan Iron. I'm going to try to get
Zulu cities because the mayans are pretty strong.
IBT - Zulu drop off 4 rifles.
Turn 8 - Take out rifles.
IBT - Mayans drop off 2 riflemen and 2 guerillas.
Turn 9 - Bombard and take out 1 of the new invaders.
Turn 10 - Take out one more invader and a galleon. I think I can
win in a couple turns, so I'll play this out.
IBT - The Zulu drop off 6 riflemen, an MDI and a Longbow.
Turn 11 - Getting ready to assault Tikal. It may take a couple turns
to get all our armies there.
Turn 12 - I am able to take Tikal and build a city to claim 4 more
tiles this turn. Surprisingly, I didn't need to use any of the 3 new
Cavalry armies that were about to ship out this turn. I merge a few
workers into a few of our cities to get us up to 67% and hit end
turn...