Preturn: Slow down science as suggested. It will take 5-6 turns for the wonder
1910 AD/2: I look at the issue with being one shield short of 120 in the city for Arms race. I do find a solution - by adding 2 workers to the city, I am working the grassland for more food and can create another civil engineer for +2 shields.
Persia landed 4 units next to Cape Town. I tell them to leave and they of course declare war.
I believe we are now at war with both the civs with best tech . We can't make peace with the Inca yet either.
Mongols:
Capture Almalik and use a great artist. I am leaving the rest near Toshka added "(great artist)" to its name to make it easier to find.
Clean up around 60 units with some losses. Get leader and great artist from Lawyer.
We can reach Hovd with our Armies and two kill the two defenders.
Rushed some boats as we don't have many near our homeland and Persia could get troublesome.
IBT: Fairly impressive Persian land including an Elephant army. Not next to a city though but near an undefended one (from last turn need of defenders)
Berber got Eiffel Tower
Boat sank. We won at least 2 others.
1911 AD: For Mongols:
Capture Krakorum with one loss.
Capture Daidu with one loss as well
Tabriz requires 4 Armies as it is distance 3.
Cleaning up stray troops:
Get the Leader + Artist combo a second turn in a row.
Dalanzadgad is reachable by Dragoons and is captured
IBT: We lose 5 of 7 sea battles and may be losing control of the seas in our area.
Very large landing of 9 units where the Persians landed before. Our troops will likely go towards dealing with them.
We also top it off with a flip, but not a serious one.
1911 AD/2: Capture Baruun Urt Amphibiously. It is a coastal city surrounded by Jungle.
Almalik is recaptured after the flip.
Gain 3 great Artist killing 5 xbow with Lawyers.
Disband our knight Army for a Dragoon Army.
Capture Kazan and the Mongols are gone.
Decide to not wait on the war with Italy:
Capture Selucia above the choke point.
Capture Cesarea which is the choke point.
Destroyed Artaxia just built above the choke point.
Move Army and Cavalry past choke to next city.
Rush Steamers for potential Amphibious assault to get further past the choke.
Capture Huaras which was now size 2 from the Inca.
1912 AD: Attempt an amphibious assault on Neapolis but the city is too well defended so we fail to do much damage.
Our land forces move only 1 square through marsh so will attack next turn.
Notes:
Didn't play as much as would have liked. I think I managed 4 turns.
We get sci method next round and must switch to Arms Race or Battlefield Med will complete. I was planning on the two prereq techs for communism. We want the Transcontinental RR too but don't have a prebuild. I think I set the town with the most shields to build a police station with the idea of switching to xray. I now don't think we will get arms race right away because windmill expires. Still in 1 so we get it.
Because of a single path to the next Italian city, I just sent some units with the rest fortified. I gathered extra units around Bangalore and they are healing in Manalore nearby. It is near the upper right choke point.
Next turn we can gather 3 steamers in Ballana (one near neapolis that failed by itself, one in ballana, and one building in Mandalay ). I think we can amphibiously take Neapolis (1 turn from Ballana) the turn after next.
Mandalay says steamer in one but it might not complete when windmill is gone so I would rush 10 or 20 shields if it looks like it might be short. I think 3 steamers of units is safer to win (unless Italy moves units out).
1910 AD/2: I look at the issue with being one shield short of 120 in the city for Arms race. I do find a solution - by adding 2 workers to the city, I am working the grassland for more food and can create another civil engineer for +2 shields.
Persia landed 4 units next to Cape Town. I tell them to leave and they of course declare war.
I believe we are now at war with both the civs with best tech . We can't make peace with the Inca yet either.
Mongols:
Capture Almalik and use a great artist. I am leaving the rest near Toshka added "(great artist)" to its name to make it easier to find.
Clean up around 60 units with some losses. Get leader and great artist from Lawyer.
We can reach Hovd with our Armies and two kill the two defenders.
Rushed some boats as we don't have many near our homeland and Persia could get troublesome.
IBT: Fairly impressive Persian land including an Elephant army. Not next to a city though but near an undefended one (from last turn need of defenders)
Berber got Eiffel Tower
Boat sank. We won at least 2 others.
1911 AD: For Mongols:
Capture Krakorum with one loss.
Capture Daidu with one loss as well
Tabriz requires 4 Armies as it is distance 3.
Cleaning up stray troops:
Get the Leader + Artist combo a second turn in a row.
Dalanzadgad is reachable by Dragoons and is captured
IBT: We lose 5 of 7 sea battles and may be losing control of the seas in our area.
Very large landing of 9 units where the Persians landed before. Our troops will likely go towards dealing with them.
We also top it off with a flip, but not a serious one.
1911 AD/2: Capture Baruun Urt Amphibiously. It is a coastal city surrounded by Jungle.
Almalik is recaptured after the flip.
Gain 3 great Artist killing 5 xbow with Lawyers.
Disband our knight Army for a Dragoon Army.
Capture Kazan and the Mongols are gone.
Decide to not wait on the war with Italy:
Capture Selucia above the choke point.
Capture Cesarea which is the choke point.
Destroyed Artaxia just built above the choke point.
Move Army and Cavalry past choke to next city.
Rush Steamers for potential Amphibious assault to get further past the choke.
Capture Huaras which was now size 2 from the Inca.
1912 AD: Attempt an amphibious assault on Neapolis but the city is too well defended so we fail to do much damage.
Our land forces move only 1 square through marsh so will attack next turn.
Notes:
Didn't play as much as would have liked. I think I managed 4 turns.
We get sci method next round and must switch to Arms Race or Battlefield Med will complete. I was planning on the two prereq techs for communism. We want the Transcontinental RR too but don't have a prebuild. I think I set the town with the most shields to build a police station with the idea of switching to xray. I now don't think we will get arms race right away because windmill expires. Still in 1 so we get it.
Because of a single path to the next Italian city, I just sent some units with the rest fortified. I gathered extra units around Bangalore and they are healing in Manalore nearby. It is near the upper right choke point.
Next turn we can gather 3 steamers in Ballana (one near neapolis that failed by itself, one in ballana, and one building in Mandalay ). I think we can amphibiously take Neapolis (1 turn from Ballana) the turn after next.
Mandalay says steamer in one but it might not complete when windmill is gone so I would rush 10 or 20 shields if it looks like it might be short. I think 3 steamers of units is safer to win (unless Italy moves units out).