LK68, The plot thickens.
1250AD, Just two turns from Steam. That does not feel like it is especially slow.
We seem to gather a small roving defense of Cavalry, and it might be time for a cavalry army or two.
I will do my utmost to get that.
Hmm, we are two turns away from rails, and every worker we have is out west, improving terrain.
I would have liked to start railing from the center out, but it may be time to try other approaches.
I will see how many workers I can skim off the top of our cities. Since we have a load of entertainers,
they can entertain while they rail.
I do some micro for a few lousy gp due to taxmen in corrupt cities. There were not many builds I could get workers instead of. ( Without losing shields. )
I also spend 48 gold to rush a barracks in Lutetia. It may be unnecessary, but during my last set of turns, I really missed a rax in this area.
IBT: Cool, a soft start with no landings. I start a pair of cannon. Once we have rails, the cannon will be really valuable.
1255 I fortify our Frigate in
Bonampak, Do not forget this, in case I forget to wake it before I hand over to the next player.
I pull most of our available workers corewards in preparation for next turn.
I send the settler northwards, as I suspect next targets might be the Roman or Carthaginian islands up there.
Hmm, our army has seen combat, it is only 10 hps out of thirteen. Rather than take any chances of it appearing as a target, I will rest it.
I had MMed almost too tight, as I still had two turns for Steam, due to less income when I produceed three workers. I make two extra scientists, just to be safe.
IBT: A landing near Kamin.... on a hill. Steam comes in. I can chose between Medicine in 11 turns, Electricity in 17, Industrialization in 13 and Nationalism in 9. I take Nationalism, as I interpret that to mean no AI has Electricity yet, so there is no rush in getting ToE
Industrialization is tempting as well, but we have no prebuilds, and we might need/want the ability to draft.
After spending another five minutes thinking, I switch to Industrialization anyway. The power of Factories/Hoovers is not to be denied even in AWE.
We will have to use cannons and rails to hold us out until Nationalism.
I start prebuilds in cities completing their current builds after I skim of a worker where there is a food surplus.
1260 Discover it takes three slaves and three native workers to rail in one. Coastal scenery steamway is started. Obviously this means we have coal somwhere.

I mm a bit and Industrialization is in eleven at -8 gpt. I want to keep the 200 gold we have as an emergency buffert. ( Buffer ? )
The greek landing is three cavalry and one rifleman. I send out our Ancient cavalry army against the rifleman after some thought on odds.
And I am rewarded by an anticlimax, as I only lose one Hp to it. I then send our cavalry after his cavalry.
The cavalries does their job without promotions and leaders.
I delay Copan's University build, as I fairly strongly suspects it will be better served by a factory.
IBT: Lot of fleet movements, but no landings.
1265 Railing, our pillager spot a Cartage rail. It will not last long.
IBT: A single cavalry is persuaded to land on our soil. He will soon learn his mistake.
1270 An elite cavalry deals with the invader after I lobbed some rocks on their heads with our catapults that I found. Said catapults will be transported to the embryo railnet that is taking shape along our southern coastline.
I feel the report is somewhat terse, but rest assured the terseness does not reflect upon the time I spend. I spend lots of time trying to eke out that last gold piece out of as many cities as possible, and turns are not fast. More like 30 minutes per turn.
IBT: Well, the warming up period is over, this turn there were four landings from three nations, all along our northern shores that do not have rails.
1275 The invaders are Mongol cavalry and Keshik, German longbow and archer, and Carthage crusader and 3*cavalry.
I did not think I could make it, but I can prolong the milnet so that at least our cavalry can range all the way to the invasion spot. Time to plan how to deal with our catapults.
Our three catapults draw mongol blood as they bombard. I am betting on being able to take out all the invaders, as there is no way I will be able to defend against a cavalry from where the catapults stand.
Elite cav redlines but takes out the regular Keshik. Another elite cavalry takes out the MOngol wounded cavalry.
Our Javelin army takes out one crusader and one cavalry, while creating a new slave worker. Two vet cavalry deals with the Carthage horses, but no promotions. Elite Ancient cav takes the German longbow. A jav thrower gets promoted while making a slave out of the remaining regular archer. Our soil is free.
I would not have been able to repel that many invaders last turn, but now I had help from the budding railnet. Hopefully we can cover all of our shores with a lean mean military machine after my turns, so we can make a bigger effort in our pillaging campaign.
I spend almost half of our treasury rushing two cannon.
I set Yax on Musket builds, as we could use some more MPs, and I do not think it wise to put ALL our cities on Factory builds.
IBT: Another fairly large invasion by Carthage this turn, but they land next to our rails.
1280 This turn I spend railing so all our artillery is on rails, and can start to whittle down the stack of Three cavalry, two crusaders, one longbow and one rifle that Carthage thought fitting to land on our soils.
The victorious troops from the last turn are still recuperating, so I wake up our second wave, the southern defenders. With the rails firmly in place, there are no problems making them come to the invaders.
The Ancient cav army takes out the rifleman, and two crusaders.
I get my first loss as one of our cavalry buys it from a wounded cavalry. The rest of the fighting proceeds without a hitch, and we have a clean continent once again.
Railing lets me have more specialists, and I can shave a turn off of Industrialization.
IBT: Much movement, but no landings. As to builds, more workers and even a prebuild started.
1285 I manage to MM to positive income, and try to increase science, but no turns are shaved, so I turn science back. I will rail a bit around Chichen next turn, to get some more shields out of our city that builds armies. Getting a cavalry army over to the other continent will help quite a bit in our pillaging campaign.
One of our pair of Frigates smell blood as they bombard a greek vessel of some kind. I will shadow it, and see if it can be sunk next turn.
All the ships and railing makes MM quite profitable, as after MM I have 11 more gpt than before. I also gained a turn on the army production.
IBT: The wounded greek ship disappears in the fog. Too bad, I had hoped the ship would continue to hug our coast. Cartage drops off four cavalry on our rails. Our newly minted cannon will make themselves useful while our rested elites will make the process short with the remains.
Germans start Suffrage. I can only hope our Industrialization will become cheaper.
1290 I discover that the cannon are markedly more effective against cavalry than Catapults.
I kill off the invaders without losses, but no leaders, nor promotions.
IBT: No landings this turn. I produce the first defensive unit on my watch, as a muskets roll of the production lines. I have not produced many troops, as most of our core is building factory prebuilds, and my fringe is building temples/workers.
1295: I lose a hitpoint on our pillaging army as I cannot resist the lure of a longbow out in the open.
IBT: An armada of Carthage ships comes sailing, but they did not drop off this turn. I suspect they may do three dropoffs during the next IBT though. They are just outside Uxmal, and we have a railnet in place all over our continent now.
1300 Hmm, I was wrong. I missed a small greek landing, but I dispatch the single cavalry with ease.
We have no margin for error on the two turns left for Industrialization. It could be that you need one or two more scientists to have some margin. At least have that next turn. It wouldn't do to miss Industrialization because a Carthage ship/landing made our income drop 2 gpt.
Also, almost all building in our core would be prebuilding for Factories. I also recommend you optimize around our two capitals, and also the site(s) of the future ToE and Hoovers, should you decide to build them elsewhere than in those two cities.
I would go for nationalism, so we can draft, but if you want to play it safe(r), you may want to hasten to ToE. It would not be good to miss that wonder.
Beware the carthage fleet. They are likely fully stocked with troops, and they are travelling southwards.
Grimjack