Pre-turn - Not much, I only sort out a few cities for growth. No changes in builds.
Diplo, we have a deal going on with America for another 16 turns, so I guess I have to go for Carthage in 3 turns.
1355AD - Well, who to war against solved itself. Aztecs demands Steel without success and declare. They burn 2 towns and sink a ship, plus steal a bunch of workers.
I see the 2 empty armies in Barcelona, but they are waiting for tanks I gather, so I leave them alone for now.
Move the stack from Carthage's borders, kill 13 cavs and a infantry and recapture our 18 workers.
1360AD - Iroquois and Carthage ally against America.
We learn Mass Production -> Mot. Transp. at 90%, due in 9 turns. I can probably fiddle around with the slider later to get it in 8.
Kill off 4 cavs and start Wall Street.
I decide I need another army for the Aztec campaign, we have one army locked in a junk city on the island N of aztecs lands. It will be good to keep it there for later.
1365AD - We lose the 200gpt from Iro's, I want to keep up our research and give them MT for 192gpt, 307g, furs and alliance against Aztecs. A pretty big stack of aztec infantries and things showed up and I want some diversions.
I give Abe Refining for alliance against Monty, 22gpt and some gold.
Fail to plant a spy in Teno.
Kill a stack of 10 infantries and a guerilla.
1370AD - Carthage declare on Aztecs too.
Kill some 7 stuff and take Cempoala.
1375AD - I'm quite happey to bombard the snot out the aztecs, so the Americans have something to kill, while I start to line up units for next aztec town.
Monty seem very interested in the island town Teayo, he just landed 5 units there. Well, good luck.
Fail to plant spy in Teno, forgot to try last turn.
1380AD - Aztecs manage to kill the army in Teayo and our 1hp infantry saves the town for a turn. Another 8 units dropped off, so we lose it next turn. Doesn't matter.
We build Wall Street and Pentagon.
I wanted to go forward this turn, but another 17 aztecs shows up. Kill 9 of them, but lose 2 cavs.
Fail to plant a spy in Teno.
1385AD - Funny, our elite infantry in Teayo defends against a couple of enemies and create a leader, which dies the next turn.
Vikings sign MPP with Aztecs and are at war with everyone but us, that will change in a minute.
We lose 3 cavs taking out 7 units in Chalco, they had a few redlined guerillas and stuff that had prayed to the RNG-gods. Raze the city and replace it.
1390AD - Pollution is a pain and so is warweariness. Misclick and hit next turn, and minor cities start to riot. Fix that.
We attack Amsterdam, kill 5 infantries and keep the city with Leo's. Kill a couple of stray units.
1395AD - Take Harlem without losses, we have 2 towns from where we can take on the rest of the Aztecs.
The war-messiness changes cities every turn, like I don't have better things to do that sort that out?
1400ad - We learn how to build tanks -> Flight in 10t. I think we can win this easy enough with tanks and stop research here.
Kill a couple of strays, we got a leader. He's in Toledo.
I only took a couple of cities, the cleaning up process is quite slow in the beginning of a war, but now next player have a pretty good position to start his
I finished most of the railnet, a few cities might need mines to up production.
Cities can also be improved, I had to rush my last turns and fixing the warweariness took time.
Somehow I don't think this will come back to me
Diplo, we have a deal going on with America for another 16 turns, so I guess I have to go for Carthage in 3 turns.
1355AD - Well, who to war against solved itself. Aztecs demands Steel without success and declare. They burn 2 towns and sink a ship, plus steal a bunch of workers.
I see the 2 empty armies in Barcelona, but they are waiting for tanks I gather, so I leave them alone for now.
Move the stack from Carthage's borders, kill 13 cavs and a infantry and recapture our 18 workers.
1360AD - Iroquois and Carthage ally against America.
We learn Mass Production -> Mot. Transp. at 90%, due in 9 turns. I can probably fiddle around with the slider later to get it in 8.
Kill off 4 cavs and start Wall Street.
I decide I need another army for the Aztec campaign, we have one army locked in a junk city on the island N of aztecs lands. It will be good to keep it there for later.
1365AD - We lose the 200gpt from Iro's, I want to keep up our research and give them MT for 192gpt, 307g, furs and alliance against Aztecs. A pretty big stack of aztec infantries and things showed up and I want some diversions.
I give Abe Refining for alliance against Monty, 22gpt and some gold.
Fail to plant a spy in Teno.
Kill a stack of 10 infantries and a guerilla.
1370AD - Carthage declare on Aztecs too.
Kill some 7 stuff and take Cempoala.
1375AD - I'm quite happey to bombard the snot out the aztecs, so the Americans have something to kill, while I start to line up units for next aztec town.
Monty seem very interested in the island town Teayo, he just landed 5 units there. Well, good luck.
Fail to plant spy in Teno, forgot to try last turn.
1380AD - Aztecs manage to kill the army in Teayo and our 1hp infantry saves the town for a turn. Another 8 units dropped off, so we lose it next turn. Doesn't matter.
We build Wall Street and Pentagon.
I wanted to go forward this turn, but another 17 aztecs shows up. Kill 9 of them, but lose 2 cavs.
Fail to plant a spy in Teno.
1385AD - Funny, our elite infantry in Teayo defends against a couple of enemies and create a leader, which dies the next turn.
Vikings sign MPP with Aztecs and are at war with everyone but us, that will change in a minute.
We lose 3 cavs taking out 7 units in Chalco, they had a few redlined guerillas and stuff that had prayed to the RNG-gods. Raze the city and replace it.
1390AD - Pollution is a pain and so is warweariness. Misclick and hit next turn, and minor cities start to riot. Fix that.
We attack Amsterdam, kill 5 infantries and keep the city with Leo's. Kill a couple of stray units.
1395AD - Take Harlem without losses, we have 2 towns from where we can take on the rest of the Aztecs.
The war-messiness changes cities every turn, like I don't have better things to do that sort that out?
1400ad - We learn how to build tanks -> Flight in 10t. I think we can win this easy enough with tanks and stop research here.
Kill a couple of strays, we got a leader. He's in Toledo.
I only took a couple of cities, the cleaning up process is quite slow in the beginning of a war, but now next player have a pretty good position to start his

I finished most of the railnet, a few cities might need mines to up production.
Cities can also be improved, I had to rush my last turns and fixing the warweariness took time.
Somehow I don't think this will come back to me


