IBT: Lose an Arqu and Musketeer to attacking Longbow and Rider.
1702 AD: We could attack the next city this turn, but I notice it is the Capitol and I don't think we have enought Knights for it and all the Treb are still healing. More Knights moved up.
Our Worker stack spotted a Slaver so we kill it before it gets us.
IBT: We win the attacks on the Musketeer for a pleasant change to last IBT. First Cavalry built
We finally see the Americans are building East India.
1704 AD: Our attack on the Beijing goes terribly with 3 losses and 5 retreats before we get a win. It is size 16 and likely has a Castle. The 9th attack is a win and finally shows an injured defender. Two more losses against the 3 then 4 pointer; we are getting Cavalry just in time. We start doing a bit better and only lose 1 or 2 more Knights vs the 3 and less hp defenders.
We use a Monk though I pick 'no' once just because I find the booing humorous. I always liked that touch.
We pick up 2 new Workers with a Slaver and one was in the city.
We finally have enough gold to do the Naval Power + 61 gpt for Medicine deal with the Inca to make Naval Power a 3-fer. It really stretches us to the limit, but I don't think the deal will last long.
The AI only has Enlightenment above us and possibly Democracy, though noone has switched if so
I set our research to 50 for Enlightenment because we will definitely want the other tech sooner than 50.
Oh I forgot that Medicine killed all our Granaries. Hospital is now available. I want some kind of Cavalry force first, so the next player may want to do the work on Infrastructure - we are close to the tech front so we probably want the science buildings, and hospitals.
IBT: Inca declare on the mongols
1706 AD: Healing for many Knights. Some healthy move on the new Capitol of Nanking
IBT: Our Musketeer hold off the Enemy.
1708 AD:
We attack Nanking which goes much better than Beijing with one Knight lost.
Finally get a leader at long last. I have been holding Small Wonders in reserve, but have gotten no leaders to build them.
Two other North and South Knight stacks move on cities including our finally healed Artillery units
Also picked up a Slave killing an injured Rider.
Some more low quality deals (and one good one) can be done for old tech. I do them anyway because our Gold is still low. We are back to 98 gpt at the moment. We picked up enough cash to do some upgrade of defensive units which are only 30 gold each.
IBT: Lose a Musketeer. See China lose a defender to someone who is 'not us' (in the fog).
1710 AD: In the North our Artillery units have a hard time capturing Chengdu. We lose 3 Treb to 2 Fire Lancer
We also capture the Southmost Chinese city of Anyang using Knights that were in the south.
We gained two Monks this turn.
We build our next city, Umi (which means ocean is Japanese which it is not near)
Stopping here on an even turn number
Notes:
I decided to place the Great Palace in a Central location of what will one day be our lands (toward the bulge just before the choke). The city is nothing now, but we can get irrigation to it and it will eventually be strong with Iron and hills when the plains are railed. It was also near the front so less time before used increasing chance of another leader.
However, if no one else likes this idea, we could change it to the National Exchange (or Mil Acad which seems pointless). There are a number of Workers nearby from the ones I gained this turn plus a few that were around before. The 10 or so workers can get the town going and we aren't that far from Rails when the town can really start growing.
There are 5 cities left; one we can't see but it appears to be just south of their current Capitol
The first Cavalry moved next to a Chinese city so the next player gets to use them. Several are on their way near Hangchow.
We do not have many Musketmen on the front. Beijing has a Barracks from the Forbidden Palace and can upgrade Musketeers for 30 - I think this worth doing.
I have not had the funds for upgrading Knights at 60 gold. They go to attack 6 Hussars rather than cavalry.
Looks like we get cash back in 3 turns (Canada 139), 7 turns (US 230) and 11 turns (Israel 360) plus the deals I made (turn 12 and 15 with the US are the big ones at 308 and 280). I think we would like to start research by 20 turns since we should be caught up in tech and possibly able to forge ahead.
We also have a Lawyer now; we need to also watch for Enemy Lawyers which are like Enslavers but attack 6.
We still have lots of Monks.
