Pre-Turns: Chops are our friends
IT: Lose a warrior on a hill for the sake of triggering an iroquois GA.
Archer nearing our town of Dalandzadgad. Gotta love those names.
T1: Lake Shore Drive (LSD) worker-bis
reg horse promotes off a barb.
found Dyestsetserleg on lib by the dyes
At Tzintzuntzen:
vet horse reg spear 1-0
vet horse reg spear 1-3 retreat
vet horse reg spear 1-3 retreat
vet horse reg spear 1-3 retreat
vet horse reg spear 3-0 capture, no loss besides lots of HP.
IT: 2 indy archers running for our iron in the south. Get booted by the zulu. 3 horses underway.
T2: vet horse promotes off an aztec archer in the woods, 2/5. Dyes connected.
Hiawata is now more reasonable and would sign peace for 80g.
IT: Aztec horse/archer pair coming upon the hills W of Tzintzentzun
T3: 3 towns horse-horse. Monte and Gandhi won't talk. Iros would sign for no less.
Better odds vs the aztecs if we attack, even with the 3/4 wounded horses.
4/4 horse vs vet archer 1-4 retreat
4/4 horse vs vet archer 2-0 retreat
3/4 horse vs reg horse 3-0
IT: 3 archers 3 warriors enter the scene off the aztec road. a vet horse taks 2 warriors, promotes to elite, then retreats to the third.
T4: attack the incoming forces with the 3 fresh troops we've got: 1 death 1 elite at 4/5.
the indian archers reach our iron city, and so do our workers. We're forced to attack them on the mountains (don't want to get attacked on a desert tile) and get 1 prom 1 death.
Calixtiahuaca (Aztec desert-lake city) is 1 archer from falling to our hands.
Aztecs would talk peace, but there is more to gain in the next turn, so I belay this.
IT: English allies with India against us. Perhaps one day we will get a reg english warrior from the NE.
T5: Start roading iron, should have it by T8. Polis starts on settler
Capture Calix with no sweat.
Do not revolt, we need to bank up a bit before that, to pay the gpt.
Research set on Engineering, since we might be able to wait 50 for it, while it is in no way discussable to do that with either other techs. And, we are in no position to do any research atm.
IT: Everyone starts TGL, TGW & SunTzu, we lose a conscript warrior to an iro archer.
T6: elite horse vs reg indy archer 1-0
vet horse vs barb camp 3-0
Turn Calix into a 10T worker pump since nothing seriously good will come out of its 1spt before rails anyways.
India finally wants to talk but I don't signs peace since they would almost give us enough discount for mono to be buyable.
T7: Tabriz horse-market
Dalandzadgad rax-spear
Hiawata also signs peace, but he's broke, so I don't get anything there but peace of mind.
T8: Erdrenet spear aqua, IA horse-market.
We have 144 gold, which is safe for a 6 turn anarchy at -23gpt. Do it, get
MM the anarchy to -19gpt, research at 1 scientist. That means Anarchy will end with us having ±10 gold.
Movement of horses northwards to shiny hills.
Our research crew:
16 strong and one to be healed.
I suggest keeping Lake Shore Drive and Calix as worker pumps, since they won't ever grow much, and we will benefit more from the workers.