Most of the turns is what I would lump into micromanaging: cycling through the cities managing moods, turning extra citizens into specialists, and short-rushing. I didn't include these things, and then realized the log is a bit sparse, just a vague description of military movements. Apologies if it's lacking.
1050AD, Turn 0:
Rush some culture on plains island
Change some mm: we had a few entertainers that could become taxmen and a few towns at size 6 with extra food, which could spare a citizen or 2 as taxmen.
Buy a world map from the dutch for our world map and 58g, we now have the lay of hte land at MAB.
Make a trade with the vikings: 6g from them for 1gpt from us. Hopefully having an ongoing trade with them will improve our rating with them.
Some unit movements, but no fighting.
IBT:
Nothing much, knight retreats at khurasan
English ask us to leave
Dutch want furs, I don't trade
1060AD, Turn 1:
A bunch of builds complete, most towns requeue what they were building
I rush some things
Khurasan (Babylonian):
Generate a leader cleaning up longbowmen around khurasan. Attack the city with our army, and hte army drops to 4 health so I sound the retreat to heal (and defend the leader, who couldn't make it all the way to a town.)
Zariqum (Bab):
Move the stack into place.
Choybalsan (Spanish):
Bring a galley around to help ship cats and trebs past the jungle square.
Ulaanbaatar/Dalandzadgad (Spanish):
Unit movements. I have some knights on a mountain , but I haven't seen much in the way of troop movements.
Veii (Spa):
I can get six units across here next turn with all the galleys in the area, so I do.
IBT:
Lose an elite knight at Khurasan.
Dutch want gems
1070AD, Turn 2:
A bunch more builds complete, rush more builds and build more towns..
Carchemish (Spa):
Move troops into town due to bab galley presence.
Najran (Spa):
Leader builds army. I fill it with knights.
Mandalgovi (Spa):
6 units land here, but head to najran to join the SoD
Zariqum (Bab):
Win 3 with 2 knight retreats. Only a 2hp pike shows.
Dalandzadgad (Spa):
Land 6 units here, they head towards almarikh. Win 2, lose 1 in the mountains around town.
Hovd (Mongol):
Stack of 5 knights, an MDI and a treb attacks, 2 knights reatreat, 1 wins, 1 loses, everyone else fortifies.
IBT:
Dutch want horses
Dutch build Leo's
1080AD, Turn 3:
Choy/Carchemish (Spa):
Bab galleys still prowling. I don't move troops north to Sippar.
Zariqum (Bab->Spa):
Attack with a knight, defeat the defender, and take the city!
This gives us dyes, which won't be hooked until astronomy.
Khurasan (Bab):
New knight army attacks and takes down a pike, but drops to 5hp.
Najran (Spa):
We have quite a few troops here now, but half are injured.
Almarikh (Mongol):
Our units arrive this turn, more will show up next turn as well.
Hovd (Mongol):
Fortify units. I shot the treb before checking the units' healths.
IBT:
Lose 1 to babs at Almarikh
A knight retreats to babs at Almarikh
Lose 1 to babs at Najran
Losses gave us more WW? Some cities rioted, but I'm sure I didn't overlook them!
1090AD, Turn 4:
Choybalsan (Spa):
Leave 2 garrisons here, along with a pike and a musket in a galley, to deal with potential bab landings.
Carchemish (Spa):
Send troops north into the jungle, cats will join next turn by sea.
Najran (Spa):
3 knights and an army healing here. I send 2 knights and 2 cats north to Mecca.
Almarikh (Mongol->Spa):
Outside of town, win twice, lose to 1, and retreat bab units.
After 3 successful bombarment, 4 knights win and we take the city! (size 8, ripe for the whipping, with only 1 resister)
Ulaanbaatar (Spa):
Our knights have to slow retreat in order to protect the cat underneath.
IBT:
Arabs want to renew RoP and alliance vs mongols. I renew the RoP, but not the alliance (mongols might not last that long?)
Lose to bab knight outside of Almarikh
Win to bab longbowman outside of Mecca
1100AD, Turn 5:
Empire management...
Sippar (Bab):
7-unit stack is 1 more turn away from the town.
Zariqum (Spa):
3 knights are positioned next to Khurasan, and a stack of 6 units 1 turn behind.
Najran (Spa):
An army, 4 knights and a musket are in the city, 2 cats and 2 more knights are halfway to Mecca.
Almarikh (Spa):
Clean up 2 bab knights outside of town.
Closer to Fustat, a bab pike is wandering around. We have a wounded MDI near it.
Ulaanbaatar (Spa):
Get the stack back into our territory to heal. Defeat 2 Mongol Longbows.
Notes:
Diplomacy:
The Dutch want to trade more with us, but I don't think we want to buy any of his tech. He can give us some cash if we wanted, he doesn't have gems or furs.
Everyone else dislikes us to one degree or another. The Vikings did not declare this set (phew). I moved a pike and a knight to plains island, but mis-clicked with some of the galleys that were part of the chain, so they are in a slight disarray ATM 8)
Military:
Southern MAB:
Sippar should fall to our tiny stack, and units in Zariqum can move next turn to aide.
Middle MAB:
We had bad luck with injuries and weren't able to take Khurasan nor Mecca. The babs rebuilt on old rubble, Nimrud, it should be light on defenses.
Units are ready to attack to Khurasan, and we have a nice stack around Najran, ready to move to Mecca.
Northern MAB:
With mostly fast units, the cats and trebs become a burden. Maybe we need more slow attackers to use with the artilleries?
We capped Almarikh, and have been fighting a few bab units in the area most turns. At Hovd, we have fought loose mongol attackers and defeated some defenders in the town, but are currently healing.
I have some galleys in Jaen to move some workers from egypt to spain. Egypt will be fully terraformed before we will be able to send all of the workers to MAB, so let's send some workers to ex-rome first.
I hope I was able to follow the advice/plans with the rushing. I'm always worrying I'm missing something. I did over-rush (I was excited!) a few times, where I did not stop at a lib or cath like I should have and either rushed a col, or worse, had to stop short.
Pics: