I notice some of our interior cities are empty. This may create an AI baiting situation where they will bypass our front lines to go after the empty cities. I am switching several cities to pikemen until every city is occupied.
I switch Tenochtitlan to Temple. I cancel the worker mining by Tula. With the number of nearby hills we need food to offset working the hills. I switch Cempoala to walls. I refuse to build regular troops.
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I don't know when it happened, but why did why do we have regular MDI?
Having two players on a totally different wavelength can really hurt an SG. I totally disagree with Grs in keeping AI cities. I am also frustrated to have spent all the time doing up the dot maps to have my work wasted.
I immediately abandon Kaminaljuyu.
I waste 10 shields ($40 in rushed money) and swap Tabriz to worker. That at least lets me salvage half of to rush costs.
350 AD
We lost our elite* horse on the mountain to a Mayan AC.
One barbarian commits suicide at Huexotla.
360 AD
I destroy a barb camp.
We kill 2 archers, and 1 AC.
One army advances toward Ta-Tu and finds we have a nearby Silks source.
(IT) Another barb commits suicide.
An attacking AI archer dies.
370 AD
We kill 3 spearmen.
Our 3 MDI army razes Ta-Tu. I need to get the 4th MDI into two of our armies. We get no money, but I won't argue with 4 workers.
Another army gets us 2 more workers from a settler pair.
(IT) Spain completes the Great Wall. One of these days I would like to declare war on Spain.
380 AD
We kill 2 spearmen and 1 longbow.
We caught yet another settler pair for 2 more workers.
390 AD
We kill 1 spearman and one barb.
400 AD
I kill 2 spearmen.
Tepexpan is formed. This is the white dot for the spices. This will allow me to get rid of Tabriz.
Kazan is razed to the ground capturing 1 catapult and 3 workers. I see multiple Mayan JTs coming our way.
410 AD
I kill 5 spearmen and 1 barb. Scratch one barb camp.
I get another army up to 4 MDI inside.
Dahran is razed and we gain another 2 workers.
420 AD
I kill 2 horsemen, 1 spearman, 1 longbow and 2 barbs.
I raze Piedras Negras and get $16 for my trouble.
I use a natural worker to get the incense colony now.
(IT) Nothing of importance happens.
430 AD
I kill 4 barbs, 1 spearman, 2 JTs, 1 warrior and 1 archer. We gain yet another 2 Indian workers. The AIs can't stop trying to settler the no-mans zone.
I raze 2 barb camps.
(IT) That Mongol ship actually had an archer on-board.
440 AD
We kill 1 barb, 1 archer, 1 AC, 1 spearman and 1 JT. We lost a vet MDI vs. a JT. The very next battle and we get the below message.
I form another MDI army. The army has just one MDI for now. I am sending it to meet to more. The only problem is there are still already 2 three unit armies out to reinforce besides filling this one.
We promoted a regular MDI to veteran. This works out well as that unit is the only near the western army.
(IT) The Maya complete Sun Tzu. Spain cascades to the Great Lighthouse and completes that.
450 AD
We kill 3 barbs, 1 JT, 1 warrior and 1 AC. We lost an elite horseman trying to kill a regular longbow.

Two more barb camp bite the dust.
The party is complete as we meet the Spanish. They have no luxuries, and are down invention. They have horses and iron.
We will see knights and their UU. War is declared. They came by ship, so I have no idea where they reside.
Tepetlaoxtoc is formed. This city is near the dye source and simply fills in a gap.
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Summary:
Please keep ALL cities occupied. Not doing so can create an AI baiting tactics where they always rush to the empty cites.
Another tough turn for the enemy with 4 razed towns and absurd amount of settlers killed.
Please merge our last natural worker into a city. Unit costs are hurting us. We need to be ready for when we have to turn research back on.
Our next goal is to raze the Mongol capitol. Once we can get two or three MDI armies healthy the next round of pound the Mongols begins. Most of the armies are heading that toward that area.
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Signed up:
LKendter
Tarkeel (currently playing)
Greebley (on deck)
Meldor
Grs
Our general game plan:
1) Pure 3 apart cities with NO exceptions. If we want a critical city 4 tiles away then we build a tightly packed city between it ASAP. I refuse to have another Copan / Budapest like LK71.
2) Science research must be very aggressive with deficit spending if we can afford it.
3) Try to build the roads before the city to take maximum advantage of the 3 tile city plans.
4) Raze all cities unless they have a wonder.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
http://www.civfanatics.net/uploads8/LK73-450AD.zip
No dot map for the west. The settler is on the next square to settler to further secure the incense. We have no reason to continue that way. We want the 5th luxury as that means we don't have to build the traditional churches of AW. This position is already quite strong, and that 5 luxury is a killer.
Our big push is up Silks corridor. IMO the order to settle is light green, purple (the spice city), off yellow, light blue, red. After take care of the 3 filler cities. I have another settler heading that way. Another is due in one turn. Keep pumping the settlers out. We want to push the supply lines forward.