IHT I decide that leaders may not be very likely. The reason? I can only find one elite unit, and thats a pike. As a matter of fact, I cant even find the unit that spawned the last leader.
IT Herodotus proclaims us the most powerful nation. America second, Greece is still third.
460 ad (1) I spend a lot of time looking around, deciding my best course of action. I dial up Alex and redeclare. Whatever was left of our rep is certainly gone now.
470 ad (2) Lose 2 vet knights killing the 2 archers, 2 wounded knights, and 2 hops in Deva. One knight also promoted.
480 ad (3) Lose a reg GS in assorted skirmishes. Move cats to Segusio for upg.
IT I discover two things: apparently jungle gives you a defensive penalty, and the Greeks are not gassed. I lose an elite pike, and a ¾ knight to reg knights, both flawlessly. I also see about ten assorted units come out of the fog near our poorly defended cities in the NW.
490 ad (4) I shuffle some units so we have a viable defense in the NW.
At this point, I decide I need a break from civ, and go install the pinball game I bought for $5.

I realize why the stupid game was only $5 when I cant get it to work after several tries.
Return to the game here. Upgrade the seven cats to trebs.
500 ad (5) Flawlessly kill a reg hop with an elite knight. Shuffle more units to defend Rutipae. Now have 2 pike, 2 knight, and a MDI there. There are two archers, 4 knights, and a MDI threatening it. Start the trebs towards Sparta.
IT We kill 3 knights, and MDI, and retreat 2 knight during the interturn. No units lost, one knight promotes to elite.
510 ad (6) Sumeria now has gunpowder too. Pick off two archers with a vet and elite knight, the vet promotes. Ive been having happiness issues, so I bump lux up to 10%, and fire all the specialists, except our lone scientist.
520 ad (7) Units in position to attack Sparta next turn. Not much else.
530 ad (8) Trebs go 1 for 7 at Sparta. Ill wait one more turn.
IT All the Greeks converging on Rutipae divert towards the settler I was sending to where Deva was.
540 ad (9) Move settler, 2 knight, and pike to mountain top. Trebs are far more accurate at Sparta, going 5 for 7 on the 3 reg hops there. Our knights make short work of the hops, and Sparta gets warmed by the fire.

5 slaves and a catapult join our cause.
IT Most of the Greek units head towards our stack at the ruins of Sparta.
550 ad (10) Move two settlers into position for next turn. Move workers out of harms way. Send stack towards Pharsalos. Pick off a reg archer with an elite
..
Recap: I have a suicide pike on a boat headed towards the horses. It will take about five turns before he can pillage the horses. Greece seems to be running low on reserves, but we thought that before too. We lost our dyes deal during the IT, so I bumbed the lux up to 30% to avaoid riots. I have no idea what is available on the diplo front, as I didnt check anything this turn. Would be really nice if we could get gunpowder from someone, but we may want to wait until we can get it at fourth. Probably want to look around for a lux deal, although the extra 20% I put the lux up is almost exactly what we were paying for the dyes, as we are making the same gpt. The army is sitting just north of FP_whatever, and only has two units loaded in it, with a third on the same tile. Well want to peel a couple settlers off of the size 12 towns to fill in the gaps we will be making with Greece. I wouldnt keep any cities, unless its the last one or two. They are just flip risks, and we can use the slaves to help clean all this crap land in the middle of the continent.
Next Up: Aggie, the Bad Apple
On Deck: grs
>>>SAVE<<<
Lurkers: We now have an opening for at least one new player, since we are down to possibly four, but more likely three. Any takers?
EDIT: I also posted in the registry thread.
