Preturn: Seems like some units can move but since I am not sure of the position yet I move some to possibly attack Meroe and end turn with most units unmoved.
IBT: ...and in an annoying attempt to prove the statement above, the units near Meroe are mostly slaughtered. The move was an error on my part; I forgot about some Bombards after moving a Slaver back. Note that I moved those units in particular because they were in was a rioting city that might flip (small chance) which could have also cost us the stack. We lost the Defender and about 6 Sapahi but also killed some attackers as we were on a mountain.
Because we didn't use the leader last round (I completed the Aquaduct it was set on - it had full shields), I discover we can build machine gunners which is a much better choice to rush. We got them with imperialism.
1823 AD: Rush machine gunners (200 shields) which can only be built in Hello Poland as it requres the Military Academy.
Plant spy attempts in all civs because it give us options. We succeed in about half.
Eliminating the big stack of Bombards that attacked near Meroe seems as good a use as any - they would other retreat to be a threat again. I use the settler to build Riza to get access to the stack and Meroe, giving us more Nubian kills than we have suffered. We gain a great Artist but also lose a Lawyer vs a 1 hp Bombard (no defensive fire either) in poor RNG. Also capture Meroe.
Do the lined up attack on Poland to capture Aniba. The new Polish Capitol is the next city beyond that - its location is given when our spy attempt succeeded.
We gained a Leader in clearing units and use it on Riza since that won't flip to get a Factory.
Another defense 5 Persian on flat retreats 2 Sapahi and kills a 3rd before dying to a forth.
An attack on Herakliea, a vulnerable Russian city puts at war with Korea due to an MPP. Korea appears to be on the continent with Egypt and Britian (when I plant a spy, the city becomes visible and I can tell which it is using shift-L find city - the Korean attempt after war declaration succeeded). We capture the city with one loss.
Spot an Aztec city on our home continent. It already has a border expansion. Not sure if we were waiting for that, but we can now attack. Send some of the home guard to take it next turn.
Settler sent to boat to other continent. Combat settler seems more useful than a late start city.
IBT: Missed moving more defence in Aniba. A lawyer takes it out gaining an Artist. I wonder if we can capture it. It moved into Aniba.
My move on the Aztec city caused the Canadians to declare MPP war.
Large initial rushes coming in near Zielona Gora and Herakliea, our east-most border.
Appropriately the largest is the Mongols. Nubia also has a stack.
1824 AD: Recapture Aniba. We do not get to keep the Great Artist.
Attack Buhen, the Polish capital and get some good news:
We attack mongol stack. Gain an Artist, 2 Leader(Hello Poland, Riza), Worker. Lose 2 Sapahi and a Rifle.
Tultitlan on our home continent is captured from the Aztec. 2 Blimps are destroyed.
Upgrading home units and replacing defenders with two conscripts. We have enough room on the boats to get a lot more troops over to the new island, so I am sending most of them.
1825 AD: Fewer units to kill this time so we have the resources to attack and capture Dongola owned by the Nubians. Doing so give 5 leaders 2 great artists (2 lawyers give leader and Artist on same turn) for Hello Poland, Riza, Factory in Warsaw, and Colloseum in Dongola for faster border expansion (Dongola still has resistance and will get 2 culture from Coll)
Still have extra units and realize I can reach Sidon owned by Persia. It has Pike and falls without loss.
1826 AD: Not so many units to kill but get a leader and Artist. Advance on Nubian capitol.
1827 AD: We gain Sci Method and pick up Nationalism and Communism.
Attack capitol of Napata and find Semina behind it. Both are captured. Upgraded a lot of our riflemen to the new stronger ones (WWI with Nationalism). Advanced on all fronts. I have brought most troops to the new island now and killed the initial rush so I think the next player should advance much more quickly.
Notes:
We can build blimps and have one town doing so. One thing we can do with them is to attack boats bombarding cities. Do a point of damage with a boat or blimp and they go back home to heal. I have also been building more boats for this reason as well, but blimps can move right away to the front.
We need to decide when to switch to communism. Since this is Monarchy we may be able to get Antartic with +1 happy in cities in 4 turns and then switch. Also I picked Improved Steam (I think) to get the Railroad improvement. I think we should also get transcontinental Railroad wonder.
Speaking of transcontinental, it just occurred to me we may be able to get that quickly as well if we prebuild. We have a high shield town (over 100) not being used. I think we should set that to prebuild (captiol?) before enter.
IBT: ...and in an annoying attempt to prove the statement above, the units near Meroe are mostly slaughtered. The move was an error on my part; I forgot about some Bombards after moving a Slaver back. Note that I moved those units in particular because they were in was a rioting city that might flip (small chance) which could have also cost us the stack. We lost the Defender and about 6 Sapahi but also killed some attackers as we were on a mountain.
Because we didn't use the leader last round (I completed the Aquaduct it was set on - it had full shields), I discover we can build machine gunners which is a much better choice to rush. We got them with imperialism.
1823 AD: Rush machine gunners (200 shields) which can only be built in Hello Poland as it requres the Military Academy.
Plant spy attempts in all civs because it give us options. We succeed in about half.
Eliminating the big stack of Bombards that attacked near Meroe seems as good a use as any - they would other retreat to be a threat again. I use the settler to build Riza to get access to the stack and Meroe, giving us more Nubian kills than we have suffered. We gain a great Artist but also lose a Lawyer vs a 1 hp Bombard (no defensive fire either) in poor RNG. Also capture Meroe.
Do the lined up attack on Poland to capture Aniba. The new Polish Capitol is the next city beyond that - its location is given when our spy attempt succeeded.
We gained a Leader in clearing units and use it on Riza since that won't flip to get a Factory.
Another defense 5 Persian on flat retreats 2 Sapahi and kills a 3rd before dying to a forth.
An attack on Herakliea, a vulnerable Russian city puts at war with Korea due to an MPP. Korea appears to be on the continent with Egypt and Britian (when I plant a spy, the city becomes visible and I can tell which it is using shift-L find city - the Korean attempt after war declaration succeeded). We capture the city with one loss.
Spot an Aztec city on our home continent. It already has a border expansion. Not sure if we were waiting for that, but we can now attack. Send some of the home guard to take it next turn.
Settler sent to boat to other continent. Combat settler seems more useful than a late start city.
IBT: Missed moving more defence in Aniba. A lawyer takes it out gaining an Artist. I wonder if we can capture it. It moved into Aniba.
My move on the Aztec city caused the Canadians to declare MPP war.
Large initial rushes coming in near Zielona Gora and Herakliea, our east-most border.
Appropriately the largest is the Mongols. Nubia also has a stack.
1824 AD: Recapture Aniba. We do not get to keep the Great Artist.
Attack Buhen, the Polish capital and get some good news:
We attack mongol stack. Gain an Artist, 2 Leader(Hello Poland, Riza), Worker. Lose 2 Sapahi and a Rifle.
Tultitlan on our home continent is captured from the Aztec. 2 Blimps are destroyed.
Upgrading home units and replacing defenders with two conscripts. We have enough room on the boats to get a lot more troops over to the new island, so I am sending most of them.
1825 AD: Fewer units to kill this time so we have the resources to attack and capture Dongola owned by the Nubians. Doing so give 5 leaders 2 great artists (2 lawyers give leader and Artist on same turn) for Hello Poland, Riza, Factory in Warsaw, and Colloseum in Dongola for faster border expansion (Dongola still has resistance and will get 2 culture from Coll)
Still have extra units and realize I can reach Sidon owned by Persia. It has Pike and falls without loss.
1826 AD: Not so many units to kill but get a leader and Artist. Advance on Nubian capitol.
1827 AD: We gain Sci Method and pick up Nationalism and Communism.
Attack capitol of Napata and find Semina behind it. Both are captured. Upgraded a lot of our riflemen to the new stronger ones (WWI with Nationalism). Advanced on all fronts. I have brought most troops to the new island now and killed the initial rush so I think the next player should advance much more quickly.
Notes:
We can build blimps and have one town doing so. One thing we can do with them is to attack boats bombarding cities. Do a point of damage with a boat or blimp and they go back home to heal. I have also been building more boats for this reason as well, but blimps can move right away to the front.
We need to decide when to switch to communism. Since this is Monarchy we may be able to get Antartic with +1 happy in cities in 4 turns and then switch. Also I picked Improved Steam (I think) to get the Railroad improvement. I think we should also get transcontinental Railroad wonder.
Speaking of transcontinental, it just occurred to me we may be able to get that quickly as well if we prebuild. We have a high shield town (over 100) not being used. I think we should set that to prebuild (captiol?) before enter.