Turn 296, 1436 AD
A barbarian galley threatens the Tango. Grr. We should win, but it will be hit or miss.
Our cossacks regroup in Anasazi and rest a turn before heading to finish off Cyrus. Other cossacks are poised by Qin's cities.
I go through
all of our cities figuring out what to do with the specialists...
Otherwise, it's a very quiet round.
IBT:
The Tango is sunk! Grr! We need to get another ship of some kind down their to protect our fishes. I order the remaining caravel over there.
Hatty cancels open borders with us. She's at -4 due to her closed-minded Buddhist views.
Turn 297, 1442 AD
St. Pete finishes Courthouse -> Bank.
Rostov finishes Cossack -> Forge.
Otherwise, quiet.
Turn 298, 1448 AD
Arbela finishes Theatre -> Courthouse
Yakutsk finishes Aqueduct -> Bank
There's a Barbarian city down where Bactra was. It's actually in a better spot (coastal, doesn't overlap the sheep, has it's own deer) but probably not worth having:
Hanno boards the caravel and heads to Alex's land.
Qin got a great engineer, let's see what he's going to build for us...
Turn 299, 1454 AD
Hatsheput demands Guilds. What are you going to do if we say no? Send a caraval to scout our lands? I refuse her.
Anasazi comes online, begins work on a Theatre (though, I noticed later we're getting the mystery +2 culture from that city as well, even with culture slider at 10% - where's that coming from?)
Qin builds the Hagia Sophia in Xian. Perfect to speed up our workers as we take over his lands.
Arbela's clams gets pillaged, and it switches to a workboat. Susa had queued up a caravel, and whips it this turn to defend the rest of our resources.
Doh, Cyrus has a CD2 longbowman, I need to wait a turn for a healthier Cossack to arrive to attack. Looks like Persia is going to last another turn...
Turn 300 (wow!), 1460 AD
The end of the Persian empire. Well, Cyrus made it 300 turns, not bad all things considered! Turn the culture slider back down to 0% since war weariness is over.
Zhang Qian, a great merchant, is born in Novgorod (wasn't expecting
that!) Our caravel in Susa sinks the marauding galley and rests up. Zhang Qian moves towards it (I think a trade mission is definitely worthwhile here, but I won't have him set sail yet.)
Whip Banks in St. Pete and Yakutsk.
Turn 301, 1466 AD
Yak finishes Bank -> Market (for happiness)
Novgorod finishes University -> Grocer (for health)
I noticed Qin has a CR Macer out near Pasargadae, so I move our crossbowmen there. Send a CR2 axe over with the catapults by his little town in the middle of our land.
Turn 302, 1472 AD
Moscow finishes Cossack -> Cossack
Otherwise very quiet as our troops move around.
Turn 303, 1478 AD
Quiet again. Chemistry comes in. Here are our current forces:
Northern force:
Southern force: (note the cossack just to the north, who can take the path to join up next round.) We can upgrade the axer to a CR2 Gren if we dial down research for one turn (worth it, I think, since we have not one but two great merchants.) Qin has a pikeman in the city, but as far as our religious scouting shows, it's the only one he's built so far.
The "really" southern force, our a-team, but wounded and just now finally getting back to our road network. There are 5 experienced cossacks, including a medic. Once they hit the roads it won't take 'em long to get back north.
Also note a second barbarian galley, but we have a caravel down there ready to block his path (but it needs to move 1s first):
Great Merchant and (still-wounded) caravel in Susa:
The other Great Merchant, almost to Alex's lands:
Tech wise, Chemistry just finished so nothing to lose if you want to switch out of Scientific Method. We can go Divine Right (heck no), Constitution (need for a lot of stuff), Replaceable Parts (lumbermills), Scientific Method (my vote, for Communism) or Steel (my second pick.) At 100% research (which we'll be able to maintain for a long time once both our merchants complete missions) it will take 15 turns to Communism. State Property will save us 42 gpt and we can workshop cities to improve our poor production.
Speaking of production, I've been building forges in some cities to help out with our production. Pasargadae, Susa, Rostov, and Yekaterinburg in particular all have or have almost completed forges. I'd recommend, once they finish, to build barracks (if they need it) in those cities and pop out a few batches of cossacks.
Qin's cities are mostly weak, but this one could be trouble:
Also, he has a few units he could send in to Pasargade, but it's currently got an xbowmen, longbowmen, and an axer that could be upgraded to a gren (can you upgrade longbowmen/xbowmen to grens, too?)
Oh, I traded maps with Huayna on my last turn, to give us a fresh view of the continent. He gave us a little bit of coin, too, but not much.
Oh, I almost forgot... the
save!