NMTWAV
It appears we're in a war situation that is unpleasant rather than truly dangerous. At this early stage we would rather have avoided war but it's not to be. The biggest danger now would be a dogpile, but since we control contacts at the moment we should be able to prevent that fro happening. Allying with Germany was a very good move as that is the one civ we do not want to ally against us, but I would not have allied with the Inca; the war against Spain is largely phoney as they're far away and can only land a few galleys worth of troops. As it is , we're tied in to an alliance for 20 turns where we would prefer to make peace asap, since the longer war rages the greater the chance of other civs joining in.
As it is, I think our aim now should be to fight the 20 turns, recapture our city and make peace so we can resume our building.
Inherited Turn, 510BC: I decide not to make the lux deal with Russia as I'm unsure of the route and don't want t risk our reputation.
Made a few switches just for preference in dealing with the invasions: Nicaea to library (under heavy pressure from Germany), Amorium to harbour, Caesarea to spear at 7spt, and Constantinople to swords for heavier firepower.
Micromanagement is very good, used the surplus gold to upgrade a regular warrior and then gifted Germany 10g.
IT: Our horse near Heraclea defeats the attacking Persia warrior but then falls to the Persian horse. The good news is that our worker is safe for the moment. The bad news is that Sardica isn't, because the Persian horse can now reach it in one turn from Heraclea if it ignores the worker, and it is defended by just a regular warrior with no chance of immediate reinforcement.
Galleys move.
Constantinople sword ----------> sword
Varna worker ----------> barracks
Nicomedia spear ----------> worker
Palace expanded
Turn 1, 490BC: I think the best bet to save Sardica would be to go on the offensive and try to capture Heraclea this turn, wiping out the Persian units. Unfortunately I'm not sure exactly how many units the Persians have in Heraclea. Hmm, tough decision. I think I have to go for it, so...
vet horse attacks regular spear...and dies, doing just 1 damage and promoting the spear to veteran. Even worse, there is another spear beneath it

There goes that plan, as we physically don't have enough units that can attack and capture Heraclea this turn. Looks like Sardca could be in trouble...except that I try this gambit:
I move the warrior defending it out of the city and onto the road in neutral territory between Heraclea and Sardica. This means that the Persian horse cannot reach Heraclea in one turn without fighting the warrior, and if it does that, it can't capture the city! For good measure I leave the worker out behind the warrior as added bait. Meanwhile a spear moves along the road so that it can reach Sardica next turn. Of course, if the Persians have two horses....
Lux to 10%, moving troops around, gift 1g to Bismarck
IT: good news and bad news again. The good news is that the Pesians only have the one horse. The bad news is that it kills the warrior (losing 1 HP) and the Spanish land two warriors next to the (currently undefended) Sardica.
Adrianople horse ----------> horse
Turn 2, 470BC: lots of moving around. Barracks whipped in Sardica and Septum.
IT: spear in Sardica defeats the first Spanish warrior, losing 1HP, but then, rather unluckily, loses against the 2nd reg warrior although it redlines it in the process. Sardica falls but should be recaptured shortly.
German troops are on their way to help us.
Constantinople sword ----------> horse
Caesarea spear ----------> horse
Septum barracks ----------> worker
Berlin completes the Great Wall.
Turn 3, 450BC: reg warrior defeats the redlined Spanish warrior to recapture Sardica, start on worker.
Attack Heraclea also this turn: vet sword dies to vet spear, inflicting only 1 damage; vet horse then retreats from reg spear doing 0 damage; vet horse dies to reg spear doing only 1 damage

horrible results so far. Veteran horse kills 3HP spear (about time!), reg archer then kills 2HP spear, and Heraclea is left defended by a 3HP horse. We have no more units to attack this turn but the city should fall next turn.
Vet sword kills reg archer in the open outside Heraclea.
War happiness has ended. Lux to 20%, science to 60%. Taxman still needed in Adrianople.
Nicaea's library is whipped, Smyrna's barracks is part-whipped.
IT: Spanish drop off a warrior and spear
Nicaea library ----------> barracks
Turn 4, 430BC: Heraclea is finally recaptured as 3HP sword kills veteran horse. Start on worker. Now it's just a case of picking off invaders until we can make peace after our alliances end.
We can sell incense to Germany (safe route). We cannot sell silks, however, which would suggest that the Germans have a source somewhere under the fog; we control all visible sources of the luxes on our continent, so that is a big bonus.
Sell incense to Germany for a handy 5g + 8gpt.
Science to 70%, Adrianople's taxman changed to entertainer at size 9.
IT: Spanish drop off more troops and there are lots of galleys floating around, so we must remain vigilant.
Constantinople horse ----------> collosseum - we are hurting for happiness, so this could complete, or, if we get currency in time, it can act as a placeholder for a marketplace.
Adrianople sword ----------> horse
Turn 5, 410BC: poor combat results continue as a vet sword dies attacking a reg spear on flatlands, doing only 1 damage. Second sword kills the spear, and 3HP horse kills a Spanish warrior.
Moving troops around, decide to switch Dyracchium to settler to form another fishing village in the tundra.
Lux to 30% as Constantinople grows, Adrianople's entertainer back to work. Science to 60%.
IT: Persians drop off units; our horse with the help of archer bombard, kills attacking Spanish warrior. Many German troops are now in our lands. On the one hand their help against infiltrators would be appreciated, on the other hand I'm rather nervous of the consequences of a betrayal.
Turn 6, 390BC: Mainly moving troops.
Sell philosophy to Gandhi for 65g + 4gpt. Use the cash to upgrade reg warrior in Constantinople.
IT: Persians attack Heraclea with a spear (!) and then a warrior, both are killed by our swordsman, who promotes to veteran.
Arabia demands writing...as it is a rather outdated tech and I don't want to get embroiled in another war which can have no possible value for us, I give it. Unless I hold a tech at monopoly, I very rarely refuse ancient age demands on deity (or even emperor).
As there are no more Persian troops in our lands the German troops head back.
Adrianople sword ----------> collosseum
Adrianople borders expand
Caesarea sword ----------> aqueduct
Nicaea borders expand
Trebizond horse ----------> Forbidden Palace; this city is now a high prioirty for worker attention: it needs first pick of tiles, the floodplains need to be irrigated and the iron hill mined.
Chalcedon horse ----------> harbour
Turn 7, 370BC: elite horse attacks Spanish reg spear, retreats doing 0 damage. Covered with sword and archer.
I'm now keeping troops close to all coastal cities since there are galleys floating around looking for weak points.
Germany and Russia are now in the Middle Ages, we'll be there in 2 turns, can't buy currency just yet without messing with lux rates.
Gift Inca 4g
Turn 8, 350BC: Inca and Persia are now also in the middle ages, so I sell literature to Gandhi for 30g and can now buy currency from Inca for just 12g (we were 1 turn away from research). We draw monotheism as our free tech.
Checking around, Germany and Russia both have this and are up engineering. The Incans lack monotheism. Persia lacks monotheism and republic but is up engineering. If we weren't at war we could trade for engineering with Persia.
Set research to feudalism.
Switch Constantinople and Adrianople to markets.
Rather than give away our surplus gold I use one of the tricks that was mentioned at the end of NMT1: I "sell" Russia 22g for 1gpt!
IT: Persians request audience, refused.
Turn 9, 330BC: Vet sword kills Spanish reg spear but is redlined in the process. For now there are no more enemy ground troops in our lands, although I'm concerned that the Germans have 4 units fortified in our lands. I'm hoping it's just AI tardiness rather than a precursor to a sneak attack.
We can now sell silks to Inca but I'm holding off in case of trade route troubles. Besides they can only offer gold, not much gpt, so we wouldn't have much to do with the cash anyway.
IT: Most of the German units move out (relief). Palace expanded. Moscow completes the Great Library.
Turn 10, 310BC: handing over to the next player.
Things are fairly quiet on the war front, although there are galleys floating around. We have enough troops to cope comfortably for the moment. We've got 2g, -1gpt with luxes at 30% and science at 70%. This might be a good time to revolt, as we have a net surplus coming in from other civs, but that's up to the next player.
The Save