IBT – I become Communist. The Babylonian incense deal has expired, and it takes both Banking and Physics to get it renewed for 20 more turns. Aztecs up to the Industrial Age – I don’t think they will get Nationalism in time to be too inconvenient.
990 AD – Science up to 100%, and Sanitation is due in 9. I’m sure I could push it to much faster if I went crazy with scientists, but I don’t want to lose the happy faces.
The corruption is a little worse than expected. Cities without a courthouse are 63% corrupt, and a courthouse makes them 48% corrupt.
I’m going to give up a lot of points probably in the next few turns, but hopefully it will pay off long term. I’m giving up many happy citizens to hire more cops for shields, and any town that is not designated as permanent will build settlers/workers, even if the town is a “core” town that is above size 6. I need to settle the Aztec land, and I have to improve terrain around my permanent cities (including mining over some irrigation) so courthouses and police stations don’t take forever. At least my workers have picked up the pace a bit since anarchy ended.
I guess I won’t be building any military for a while, but I seem to be doing OK with what I have – multiple cities are falling almost every turn, and the challenge is more reaching cities than destroying them.
After some hellacious micromanaging, of my 207 cities, I think about 25 of them are building settlers, 125 workers, about 7 cavalry just because they have too many shields to change (they will be settlers next), and 50 improvements – aqueducts, harbors, courthouses, or police stations. I would prefer many more settlers, but 30 shields seems a tall order for many of my towns. The settler-builders won’t exactly be factories as it is.
Tenochtitlan was only guarded by 3 muskets and a spear. Tula, New Mpondo, and 2 other miscellaneous Aztec cities with unpronounceable and unspellable names also get razed.
The Ottomans still won’t part with Industrialization, but they have amassed quite a Treasury so I sell them Electricity, ivory, iron, and saltpeter (they don’t have horses) for 2953 gold and 153 gpt. I will now be making a profit at 100% science so I can research Sanitation and save for a steal of Replaceable Parts and/or Industrialization.
Let’s get 1000 AD out of the way…
IBT – The Zulu have another longbow! How’d they do that so fast

? The Mongols irritate me by frigate-bombing some of my units that were left near the coast in the former Aztec territory.
1000 AD – The Russians will talk peace with me, and they have Replaceable Parts which I must get immediately somehow. My entire Economy of 2891 gold and 992 gpt gets me close. Now I have to think about this. The Russians also put a very high value on a Mutual Protection Pact with me. If I add a MPP to the table, then 966 gpt and no gold up front gets me Replaceable Parts.
I decide this looks like a good time to blow my reputation. I don’t expect the AI to beat me to that many techs anymore, and I have no use for borrowing cash in Communism. The only problem is that I will probably be blowing my RoP rep at the same time – I have 2 armies in Russia that can’t get out this turn, and I refuse to wait even 1 turn for Replaceable Parts. I’d like to use RoP abuse against the island nations of Babylon and Inca, but I want Replaceable Parts more.
I think what I’ll do is sign the MPP with Russia but no RoP. I will pay gpt for 1 turn, but then next turn Russia will doubtlessly give my units the boot. Paying 966 gold to keep my RoP rep sounds like a pretty good deal. There is a chance that the Ottomans will find a way to attack Russia and make me declare on Ottomans while we have an RoP, but I can’t imagine there are very many Ottomans outside their own borders by now.
The greater danger may be that Babylon attacks Russia and forces me to declare. It won’t do anything to my rep, but it would cost me Babylonian incense.
Anyway, I spend one more turn pillaging Russia and killing as many Russian units as I can find before signing the deal. While I’m pillaging, I see Russian infantry guarding their cities

.
The final deal we agreed to – we sign peace, a mutual protection pact, and alliances vs. the Americans, the Mongols, the Zulu, and the Aztecs; I pay 972 gpt, and Russia gives their 210 gold, their world map (just in time for the 1000 AD update

), and Replaceable Parts

.
I do not have any rubber in my territory, but there is a source in the open terrain where the Aztecs used to reside, so I will have that one soon enough. The Russian source is on an island off their coast which will not be that easy to pillage:
The Ottomans still won’t give Industrialization for anything, but I’ll get it soon enough.
Of course, now all my carefully set up worker stacks are the wrong size again, and did I mention how awful micromanaging was last turn? I get to do it again with civil engineers.
Back to the conquering first. The Zulu longbow again refuses to provide a leader. Another 4 Aztec towns are reduced to rubble. The Aztecs will not be on the mainland for very much longer.
I line up a few armies just outside of Mongol territory but within reach of their city.
The workers continue to work. I disband several artillery units and some other obsolete units to get settlers faster.
1000 AD Stats:
Score – 7265. That’s less than half of all 3 80K games, but it is a decent lead over SirPleb’s 64K game, so my goal of 70K is hopefully still within reach.
220 Cities
1067 Citizens (37% of world population; always 100% happy except for the ones I turn into specialists)
1 settler (22 more due next turn since I just escaped anarchy)
257 native workers
384 slaves
39 armies
137 cavalry
30 medieval infantry (almost all in armies)
1 mounted warrior (elite of course)
8 musketmen
5 warriors
49 cannons (21 native, 28 captured)
59 trebuchets (40 native, 19 captured)
44 catapults (43 native, 1 captured)
9 galleys
Weak to Russia and Inca; strong to everyone else.
1911 tiles (26% of world)
1770 domination tiles
And that is right after buying Russia’s map – those are all their current terrain improvements.
