700 (0): Ah, the Celts have finally built a road on the tile just north of Eboracum. Now we'll be able to reach Entremont on the first turn of the war.
I upgrade all 25 of our musketmen to riflemen for 500 gold, and spend most of the rest of our hoard rushing eleven more riflemen.
The Celts are building Shakespeare's Theatre. That's it, boys, spend your resources editing the bad quarto of Hamlet.
710 (1): I see two good sites for our settlers, both at corruption distance 4.5 from Bolu, but I may have to hold off on founding the cities for lack of garrisons.
Trespass reconnaissance reveals a rifleman in Lugdunum, where last turn the Celts had only musketmen. We may have just missed the window of opportunity for a Sipahis-vs.-muskets campaign. Well, now our Sipahis can really earn their keep.
720 (2): Argh, the Babylonian-Celtic MPP hasn't expired, so we'll have to do things the devious way and give up the idea of a true surprise attack on the Celts. I form an MPP with the Babylonians (on even terms) and then declare war on the Celts. (I reject the idea of demanding that the Celts withdraw from our lands, because they might comply, and then we'd lose the chance easily to pick off their units in our territory.) We destroy (without loss) eleven of the thirteen Celtic units within our borders, which of course the Babylonians will accept without joining the war on the Celts' side, but don't enter Celtic territory. Instead, I redistribute some of the units from our strike force near Konya to provide all our cities near the Celtic border with respectable garrisons.
In their turn, the Celts don't send any new units into our territory or make any attacks; but the presence of their two remaining musketmen on our soil is (I assume) sufficient to cause the Babylonians to declare war on them.
We discover Steam Power, choosing Industrialization as our next target, and the Iron Works message appears. Brusa is our potential Iron Works city, and as it happens we have two other Iron Works areas--that is, locations where iron and coal are close together, though not united in the radius of any one city.
730 (3): Lugdunum is held by three riflemen and a cavalry unit, so the Celts have evidently managed a full upgrade in the last two turns. Ten Sipahis advance to their first great test; three die, three retreat, and four triumph, and the city is ours. The only elite attack in the sequence, made against the cav unit, produces the Great Leader Murad I.
The next really useful Wonder, Theory of Evolution, is still a long way off, so this isn't a difficult choice. I immediately use Murad to form the Army of Murad, of three Sipahis (two of them asterisked elites), in Lugdunum.
Eboracum is held by three riflemen, and two fall to our first two Sipahi attacks. The sole survivor then wins four battles in a row, with a winning streak of eleven rounds at one point, but fortunately three Sipahis retreat and only one dies. We take the city with our seventh attack.
We're left with twelve Sipahis available to attack Entremont--not an absolute guarantee of victory, against an enemy capital at deity. But Entremont's garrison will only grow if we wait, so I send the Sipahis in, and the RNG is kind. We defeat three riflemen with our first three attacks, and eventually destroy the garrison of five rifles and a cav unit in nine attacks, with three retreats and no losses at all--this even though the city contains two cannon, which we capture.
When we enter Entremont, the Sistine Chapel is ours. On the negative side, so many citizens resist our rule (ten of eleven) that we can't even start starving them down.
We pick off the last two Celtic musketmen in our own territory, without loss.
The Celts make three uncoordinated counterattacks with cavalry. We defeat two and lose one Sipahi.
The Babylonians grant the Greeks peace, with the Greeks down to one city. Sometimes the AI civs lack your killer instinct, Karasu.
740 (4): We take the new Celtic capital of Augustodurum from its garrison of three riflemen and a cavalry unit, without loss. The Army of Murad destroys two of the riflemen--but I have some anxious moments during its second attack, when it falls to two HP.
I found Bingol three tiles straight east of Bolu.
The only Celtic counterattack takes the form of a frigate bombardment of Xochicalco.
The Babylonians take Delphi from the Celts. I'll try to beat them to Corinth.
750 (5): We position 16 Sipahis to attack Alesia, the latest Celtic capital, next turn.
Two Celtic cav units die attacking our riflemen.
The Celts ask for peace, but even if we were interested they wouldn't surrender one tech (Free Artistry) to save themselves. As mad-bax has heard me opine before, this aspect of the game is just broken.
760 (6): The assault on Alesia proves bloodier than we've become accustomed to, but we destroy the garrison of four riflemen and a longbowman and take the city, at a cost of four Sipahis.
Corinth is down to a garrison of one depleted rifleman, thanks to the Persians, and our Sipahis just beat them into town.
I found Riza on the banks of the river northwest of Bolu, again at corruption distance 4.5.
Once more the Celts manage only frigate bombardments in retaliation.
The Persians begin Shakespeare.
770 (7): Suddenly the Celts have Hippo (previously Persian), presumably due to a culture flip.
We take Burdigala (garrison of two riflemen, one Sipahi lost) and Caractonium (garrison of two rifles and a cav, one Sip lost).
We liberate Pe-ople (garrison of two rifles and a longbow, one Sip lost), generating the Great Leader Suleyman I in the process. Despite centuries of oppressive Celtic rule the population of Pe-ople remains entirely Ottoman.
I use Suleyman to form the Army of Suleyman (three Sipahis, one an asterisked elite) in Iznik.
We get our first round of war weariness--nothing serious.
780 (8): After a mostly futile cannon bombardment, we attack the fourth Celtic capital, Camulodnum. The RNG is with us, and we destroy the garrison of six riflemen at a cost of just one Sipahi, gaining control of Newton when we take the city.
790 (9): We take Gergovia (held by two musketmen and a longbowman, no losses), gaining the Great Leader Selim with our first attack. I stash him in Iznik to allow general discussion of how to employ him.
And:
It looks a lot more heroic in inverted colours, I'd say.
800 (10): We take Hippo (held by two riflemen, one Sip lost).
Agedincum is the last Celtic capital (held by two rifles and a longbow), and somehow we lose two Sipahis in the attack despite the favourable terrain and city size, but: