50 AD
I upgrade a spearman to pikeman. While we have the free tech period we may as well sneak in a few upgrades.
Our big problem right now is unit support at $24/turn. We will have no research ability when the Great Library expires due to this. We need more cities. Since the expansion phase is still in progress I don't see size 7 cities in the near future.
My goals are to survive and expand toward the wines. A second luxury is really needed.
(IT) The American troops retreat?
70 AD
MDI kills JT. (1-0)
Warrior kills archer with no leader. (2-0)
Army kills sword, but lost to many hp. (3-0)
Archer kills JT. (4-0)
(IT) We get Chivalry from the GL. Now the lack of horses suck, and we can't build our UU.
90 AD
The only attack is to kill and American horse. (5-0)
We get a leader.

An empty army is formed. Once we get 3 MDI available it will be filled.
110 AD
The army kills a JT. (6-0)
(IT) A barb horse kills itself at Tientsin.
I am glad to see expanded borders at Tatung.
130 AD
Lee's Crazed warrior attacks a 1 hp JT and wins. (7-0)
We get another leader. He will head to Tsingtao to rush a building.
A sword kills another JT. (8-0)
(IT) We get screwed as a 2 hp barb horse kills an
uninjured spearman behind walls . The next barb cost us a pop point.
150 AD
Tsingtao gets a rushed library. It will soon be able to work the whales and inland fish (4 food) tiles.
Elite sword simply kills an MDI. (9-0)
Even though it only has 2 MDI, the army easily kills a 1 hp archer and 1 hp MDI. (11-0). The army gets an internal promotion.
The sword army kills and MDI. (12-0).
(IT) Another barb horse dies against a pikeman on a mountain.
170 AD
This time the French are the target.
Swordsman kills a French spearman. (13-0)
Archer kills a French archer. (14-0)
The sword army kills off 2 American horses. (16-0)
(IT) The pikeman barely survived, but 2 more barb horses are dead.
The Celts complete Sun Tzu.
To Byzantine ships are approaching an undefended Chengdu.
190 AD
Macao is formed. This is the purple dot city to get us closer to the wines source.
The sword army kills a spearman. (17-0)
The MDI army kills the first pikeman that I have seen. (18-0)
(IT) Cantons borders expand and eliminate the AI healing zone behind our lines.
Egypt completes Knights templar.
210 AD
MDI army easily kills 2 American horses. (20-0)
Elite sword simply kills an MDI. (21-0)
Sword army kills an MDI. (22-0)
(IT) Pikeman kills another barb. The building of Macao did stir them up.
I knew that might happen, but I couldn't stop expansion just over the barbs. Our empire is too small to stop expansion.
230 AD
The MDI army kills 2 American horsemen, and an archer kills the last one. (25-0)
The MDI sent barb hunting in the north kills a barb horse.
The sword army kills a spearman sitting on the next tile to improve.
(IT) A French MDI dies attacking Tatung.
4 more barb horses are dead, and we promoted an MDI.
Theology and Gunpowder come in from the Great Library.
250 AD
A warrior kills another barb horse.
The MDI army kills a French MDI. (26-0)
A Byzantine warrior and spearman are killed with named elites. (28-0).
Summary:
Be careful with the workers. Lack of roads by Tatung was slowing me down, and several workers are fixing that problem.
We are in deep science trouble. We can't research better then 50 turn pace. Education will be showing up shortly.
The kill ratio has been the good news as I felt I could at least work on some badly needed buildings.
No new dot-map as we still have 3 cities to build on the old one.
You will need to watch the below stack. I hope a second front isn't opening up. We don't even have the needed roads built in that area.
The good news is below. I don't know how fast of a rush I am to hook it up. We still need a lot of defenders, and cavalry isn't close.
Signed up:
LKendter
Greebley (currently playing)
Meldor (on deck)
Grs
Northern Pike
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
It will drop to 5 to 10 turns in the industrial age.
Variant restrictions:
1) Homeland defense armies only. The armies are prohibited from leaving our borders for even a millisecond. This includes attacking a stack outside borders and moving between 2 cities if there is a border gap.
If an army is trapped outside our borders due to a flip is must return to the nearest city. It may NOT kill any units on the way there.
2) Leader hording is prohibited. If we get a leader, and can't build an army it must be used to rush a building. We can delay using the leader to get it moved to an optimal city and waiting a turn for the shield bin to get empty. Once a leader is set for a building, no shifting back to army.
http://www.civfanatics.net/uploads8/LK83-250AD.zip