These were fun turns! Conquest, troop transport, filling in borders.
@Gator - I didn't build in your spots (saw the post too late) but did similar things in a number of other places. Noted in turnlog, I'll try for some pics tomorrow. Remember sea doesn't count for domination, only coast - so your red example would be 5 tiles, I think.
Turn 0, 1100 AD
- rediscover joy of micromanagement. Notice that we have a lot of happy Mongols - set lux slider to 0% from 20%. Gain 230 gpt. Rush Marketplace in Ta-tu, give Atlay some specialists (Market will complete in 6, so why rush), Arvayheer a specialist & switch to Settler, switch Darhan from Temple to Market (border expansion doesn't gain any land or coast), Hutag to Market. All other cities okay for now.
- only 128 gold left, so won't hurry anything else until next turn.
- switch tiles between Karakorum & neighbours, so it will stop starving.
- switch some Northern cities to Settlers.
IBT- not much.
Turn 1, 1110 AD
- bomb Knossos to 6pop, redline muskets, take the city and the Great Wall. 2 Minoans their claim to be "happy" - I don't believe them, they get short rations anyway.
- rush a couple of settlers.
IBT
- Grr, wrote down that I needed to check happiness, but didn't and got 2 riots.
Turn 2, 1120 AD, score 3498
- bomb Malia to pop2, 2 Muskets are still 3/4 but I don't want to risk autoraze. This may be ugly... 2 vCal redline, 2 others kill Muskets, one promotes.
- Komos - also bomb to pop2, but Muskets still at 3hp. 1 Cavalry redlines, another kills and promotes, third takes city and creates Great Leader, Chagatai. Immediately rush Military Academy in Malia.
- Destroy Minoan cities of Ierapytha, Arkhanes on Barb Island. No cities left - but he's hanging around. Another round of hunt-for-the-oceanic-throne, anyone?
- declare peace with Minoa. They wouldn't give up Democracy. Now 0% WW.
- rush 4 Temples, 3 Settlers (for Barb Island)
- move troops towards Arabia.
- found Karakorum 2, SE corner of map.
- got the ship chain to work!
- why don't our Caravels sink in Ocean?
IBT
- borders expand, some WLGKD, exhaust 1 of 9 Iron sources. Despite my accidental incursion, Arabs don't ask our 1 Cavalry to leave. Russian Settler lands on Barb Island.
Turn 3, 1130 AD, score 3560
- rush Barracks in Gortys (most Western Minoa city).
- rush Settler, 4 Temples.
- found Ta-tu 2.

SE of map.
- Move troops towards Arabia - will declare next turn, then enter.
IBT
- spot Minoan Caravel, conveniently near my ship chain...
- Russians declare war on us! Perhaps they didn't appreciate it when I immediately surrounded their settler? Their wayward Knight attacks Tsingtao and is crushed.
Turn 4, 1140 AD, score 3625
- Arabs have Physics!
- 0% WW. I declare on the Arabs, after they decline to gift us with Physics.
- I attack Minoan Caravel. 22% WW. One Caravel dies, the other
destroys the fragile Minoans. Short war.

- Amnessos (Arab) - bomb to pop6, bomb Musket to redline. Oops, I thought I had more Cavs - oh well, Ordu Archer with 2hp left takes the city. WW back to 0%.
- Cadiz - have to attack across a river to get it this turn, but only guarded by Spears. Bombards fail, one Cav redlines killing a Spear, the other kills with no hp loss and promotes. City captured.
- Southern task force advances towards Anjar. 22 Hordes, handful of Cav, more coming.
- fail to dislodge new Russian city on Barb Island (lose 1 Cav in the process). He has a Rifleman and a Musket. Hmm... will need more troops for that. Retreat, skirmish, reinforce I think.
- Move 3 Cav to Barb Island, and
- rush Barracks in Cirta, for healing Northern task force. Rush 2 Temples, and Library in Yaizu (Southern end of ex-Raja lands) to try to fill in border holes on 2nd expansion (cost the same as a Temple rush, since had some shields). 2 Settlers for infill in Southern islands.
IBT
- Arab Knight (Cataphract) kills himself on a Cavalry. 3 other Cataphracts studiously ignore our troops. Russian Knight on Barb Isle kills a Bowman.
Turn 5, 1150 AD, score 3690
- WW 0%.
- Anjar (Arab) bombed surprisingly easily. Musket, Spear redlined by 3 Hordes, pop still 8 but that's okay. Hmm... lost one vCav, another killed Musket & promoted, eCav takes Anjar.
- Fustad - scout around Arab forces, to see pop5 city guarded by a regular Spear. [rubs hands]. 2 Cavs take the city unaided. Other troops in area clean up enemy units. One eHorde kills 2 Cataphracts and a Bowman in one turn, and doesn't create a Leader!
- move half-dozen troops to Eden, peninsula between our new conquests and the Arabs. A nifty little transport move is slightly altered by presence of enemy troops on shore, but should be fine for the next player.
- Elite Horde gets a triple-Cataphract kill. No Leader.
- 8 Cavalry are nicely healed in Gortys. Move them, and a shed-load of other troops, into position
Hand-off Notes
- I didn't automate any workers this turn. I even de-automated a few for Barb Island. Aren't you proud of me?
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there's 1652 gold to spend this turn. I leave that for the next player - recommend rushing temples in Arab captured cities that have produced a shield alread, and
highly recommend rushing a Harbor in Malmo (Barb Island) so it can have the resources to rush some units. I almost lost it - coming under attack from troops off Russian Galleys. I think I got enough reinforcments there to last this turn, but it needs help! More attacks will come there, I think.
- troops are converging on Russian city on Barb Island. I think it's worth wiping their cities here off the map, so they don't have footholds to bring their strong units across.
- Settler near Samarkant should build a city one tile S of current position. Settler by New Gatorton could build 3 N of current position, but there are a few options.
- Barb Island Caravels aren't chained perfectly efficiently - but there are 6 Settlers on BI looking to fill in space. More workers could be brought over for roads, not sure if entirely necessary. Might want some more Cavalry there, however.
- there are Barracks in Gortiz (S of Arab lands) and Cirta (E of Northern Arab lands) for healing.
- ships other than in major troop transfer points (the Atlantic, Hippo, and Meauwataka) aren't doing much useful. If you can find them a purpose, go for it!
365 tiles to go!
Save for the next, better player