750 AD
We still have cities without defense and settlers without escort. Do to this I make several swaps to get more muskets built.
I make several MM changes such as Tenochtitlan to higher growth. Tlatelolco is size 6 with river. I chance the workers to irrigate the plains for +1 food. Once we chop the forest it will be size 7.
I have no idea why all cities are blindly set to emphasis production. Extra shields are a major waste of time in hopelessly corrupt cities.
Chiauhtia is set to temple to fix the city gaps. 2 other cities in the west start temples to claim more land.
I wake up our MDI army and kill a stray knight.
760 AD
I kill 1 knight and 1 spearman.
Vitoria is razed for 1 worker.
770 AD
Cempoala is our first specialist city that hires 3 scientists.
I kill 1 AC, 2 longbows, 1 pikemen and 1 spearman.
780 AD
I kill 1 elephant, 1 pikeman and 2 spearmen.
Mingapulco is formed.
Seville is toasted, and Spain no longer controls the Great Wall.
790 AD
I kill 1 barb camp, 1 barb, 2 elephant and 4 longbows.
(IT) Spain calls up begging for peace.
We lost our knight to a blasted longbow. That knight was to be the 4th knight for the northern army.
800 AD
I kill 2 barbs, 2 barb camps, 1 elephant, 1 pikeman, 1 spearman and 1 longbow.
Murcia is razed to the ground gaining two workers that will be challenged to get home.
I have nothing to deal with an Indian horseman that landed a bit behind our front lines. We have zero reserve units to deal with landings in that area.
Tepexpan gets two scientists, and can hire a third after more irrigation. Tlalmanalco also gets two scientists.
New Teotihuacán is formed in the west filling in a small gap.
(IT) As expected we lost one worker to a barb.
I don't like that India is sending a War Elephant to the west. We have nothing down there to deal with it.
810 AD
I kill 1 horseman, 2 longbow, 1 crusader, 3 spearmen and 1 settler.
I razed just formed Punjab.
This included a musket attack to kill the horseman as I had nothing else to kill it with.
(IT) The AI chased down a worker that was avoiding the barb camp.
820 AD
I kill 1 barb and 3 spearmen.
830 AD
I kill 3 barbs, 2 longbows and 2 elephants.
(IT) I am really remembering why I hate barbs as another worker trying to get home dies.
840 AD
I kill 1 barb, 1 barb camp, 1 crusader, 1 pikeman, 1 longbow and 2 spearmen.
I raze Asturias, a Spanish city in the far northeast. I am close to finishing the mapping of that area.
(IT) I am happy to report our first cavalry has rolled of the line.
850 AD
I kill 3 spearmen, 1 pikeman, 1 crusader and 2 longbows.
I raze Santiago to the ground gaining $0 and 3 workers who will really be challenged to make it home.
We need the knight army to help defense, but I refuse to not raze Coba when it was down to a longbow. We pick up $29 for our trouble. That army needs to get back to the war zone.
I actually spend $60 to upgrade 2 knights to cavalry. For me to weaken the science deficit reserve tells you how much I want some cavalry on board.
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Summary:
The next leader should rush the military academy in our of our HIGH shield cities. It may be awhile for any leaders and most of our offensive units are in armies.
Almost all of the fighting is north of the silks. The biggest problem is lack of a road net.
If Bach's completes I would start a palace pre-build so that we can try for Smith's.
It is only worth going after if the cascade is broken.
Signed up:
LKendter
Tarkeel (currently playing)
Greebley (on deck)
Meldor
Grs
Our general game plan:
1) To target our cities to always be 3 apart tiles. If we want a critical city 4 tiles away then we build a tightly packed city between it. 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 useful 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/LK73-850AD.zip
The below is our next 4 cities. It is a bit awkward, but the mountain really screwed things up. Once we have some spare escorts I would settler in the following order - yellow, blue, red, then white. White could become a hot spot, so make sure the road past the iron is completed first.