Preturn: Builds all look good.
Cut two turns off or the time to Smiths by starving a small amount. Seems worth it.
Going to build up some more units. and consider the Sioux.
Early: Getting some defenders onto the Island. It is hard work
We get East India
910 AD: I think we can handle the Sioux. Will try it at least.
Capture Yanktonai and Cuzco which lessens our border.
IBT: Two elephants attack us on the Northwest island. One retreats and one is killed
A rogue elephant charges us.
920 AD: Capture Dakota
IBT:
We get Smiths Lose a Musket.
Elephant Rider, Man-at-Arms, and an Elephant land next to our Northwest island town.
930 AD: Regroup and Heal
940 AD: Advance on the enemy.
We get a Leader
IBT: We see several elephants heading into our territory.
950 AD:
Capture Machu Picchu, Kill a bunch of Elephants near Dakota.
Notes:
My reason for the war was not strong. I think sitting around and building infra would be a winning strategy. I also think that killing off the Sioux will be an equally good strategy (we double our towns). I was feeling in an agressive mood, so thus the war. The fact that Romeo would probably enjoy fighting on his turns did influence me.
My thought was to destroy the Sioux. If we don't want to do that we can start building settlers and abandon cities we captured so far.
One of the goals of the war has been achieved. We got a leader. My thought was to
use the first leader for the International Port and a second (if we get it) for the Military Academy which gives leaders every 30 turns (use a high shield town so we can build leaders too).
I made two small goofs on this last turn.
1) I move the Kano guard the wrong way. There is a Longboat Near it that could possibly drop something off.
If you need to protect Kano, use the Caravel in Maroi to get one or two unit(s) there in time.
2) The army ran out of movement in Dakota. There is a very small flip chance. If you wish disband the town. I personally would keep the town, but I leave that to the next player to decide.
The Save