1670 AD
I sign peace with Rome for $44 and wm. We have demobilized.
The leader rushes a library in the iron works city so that the iron is inside the cities border soon.
We get Lee's Tank and another leader has arrived. Eric rushes the FP in Odense. You read that right, we are large enough to build the FP.
We get Tow Killing tank. The old cavalry army is disbanded in Birka dropping the hospital to 2 turns. A second TANK army is formed and the first named elite is loaded. I will finish loading it next turn as I want the other named elite in it.
Yekaterinburg is razed for $44. That eliminates the Maya cities in former Russia.
Newly formed Uxmal is razed for $45. They Maya just can't take the hint to stop building cities!
What is crazy is we have 61 artillery pieces and it still isn't enough.
(IT) Carthage also has bombers. It is going to be tough to take out their homeland.
Maya and Spain sign a peace treaty. The backstabbing Spanish will feel our wrath soon enough.
The Maya move an unprotected worker next to our mech.
1675 AD
Carthage has troops blocking the only way out of former Russia. Most of the troops are wasted this turn.
Carthage has started a massive settler spam onto the mainland. I spotted at least 5 of them.
1680 AD
I attempt another steal from Carthage and we simply fail again.
I wanted a war, or a needed tech. What a frelling waste.
Canute's tank is formed. Canute rushes a stock exchange in Birka. When almost your whole tank force is elite is it amazing how many leaders you can get.
Quiriguá is razed for $71. I had to rail a jungle square for Persia, but I think it was worth it.
Basra is razed for $48.
This is a round of killing troops at the Spanish border.
1685 AD
This turn is a major slaughter of a stack near Spain. The stack I bombarded last turn is hit again as the leave the square without roads. The stack was so large it needed 2 turns of bombardment.
(IT) Spain is building the Internet.
1690 AD
I build an oil colony to recover from Persia suddenly stopping to send oil, and none to spare.
I attempt to play a new spy with Carthage and fail.
Mayan smashing tank is formed. That leader rushes the Iron Works.
I immediately follow up with More Killer Tank. A factory is rushed in Odense.
Dzibilchaltun is razed for $69. Rusguniae is razed for $0. Gigthis is razed for $0. Iol is razed for $0. Thaenae is razed for $0.
(IT) Carthage attacks the mech on the oil, and busts our colony.
1695 AD
This is unfrelling believable. Persia sneaks a worker onto the oil square laying a fort, and we can't build a new colony.
Hareid is formed to permanently claim wines. The settler was already in Mayan territory, so I didn't want to delay this city for 2 more turns.
Hubba's tank is formed. Since we just built city #12 do I even need to say what Hubba did? 3 named elites have a new home if you need a hint.
Yet more wonder tanks appears. Hareid has its library rushed to expand the borders ASAP.
Size 30 monster Copan is razed. The Statue of Zeus is toasted among other things. We get $92 for our trouble.
al-Kar is razed for $0.
(IT) Spain was caught trying to plant a spy.
1700 AD
Mayapán is auto-razed for $47. The Mayans just can't take the hint to stop the settler spamming.
Tacape is auto-razed for $2. Rusuccuru is auto-razed for $2.
Pentagon Tank is formed. I think it should be obvious what this leader will do.
==========================
Summary:
Units killed: 3 tank, 1 marine, 60 tow, 49 infantry, 1 leader, 9 mech and 2 settlers.
Units gained: 10 artillery, 1 catapult, and 47 workers. The couple of Russian workers gained were instantly merged into cities.
Units lost: 2 mech, 1 guerilla, 10 tanks and 1 cavalry.
I think as soon as we can sign peace with the Maya without breaking alliances, we need to turn on Spain. Between my turn and Microbe's turn they have been chewed up nicely.
Spain must have their research capacity hurt now. If they build the net, then space race is a bigger threat.
There at least 2 named elites to add to the armies.
If we haven't gotten oil after 8 more razes we should built an oil city and simply stack it with multiple mechs. Two of the remaining razes will occur just with Carthage cities we can see right now.
Signed up:
LKendter
Gozpel (indefinite skip)
Kaiser_Berger (currently playing)
6thGenTexan (on deck)
Microbe
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #11: 8
Addition credit toward city #11: St. Petersburg, Rostov, and Orenburg. City #11 is built as Odense.
Credit toward city #12: 0 + Cobá, Lazapa, Khabarovsk, Novgorod, Yekaterinburg, Uxmal, Quiriguá, Basra, Dzibilchaltun, Rusguniae, Gigthis, and Iol. City #12 is built as Hareid.
Credit toward city #13: Thaenae, Copan, al-Kar, Tacape, and Rusuccuru.
Final credit needed to city #13: 6 of 13 required razes.
We must count the number of cities we raze. When the number of razed cities exceeded the number of cities we have we may build another city. After that the razed city count resets to zero.
For example:
We razed 6 cities. We build our 6th city. We must then raze another 7 cities (total of 13) for the right to build the 7th city.
Our city count can't ever exceed the amount allowed for even a millisecond.