yes he's back - yes he's back
yes he's back - yes he's back
naah naah naah nahnah
naah naah naah nahnah
naah naah naah nahnah
naah naah naah naaaah
...
[on the air of "Without me" by Eminem]

I got a cold, but it passed quickly, thanks to lots of sleep and some fine grape.
The advisors: actually they are token from the same image bushorchimp.jpg - do a google search, it's awesome! It compares some expressions of the U.S. president with those of a monkey
Anyway, here's the update. Lots of pix this time - enjoy!
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1400AD - Consolidation
Rome has gaining a solid foothold in the Iroquois territory. A large number of troops are present on the former Persian peninsula. They're more than enough to withstand iroquois skirmishes and prevent any cultural flip problem.
Pasagardae is size 3, but one of the inhabitants is still Persian! Good for me. 2 foreigners, zero iroquois culture and (from next turn) no tiles under enemy control. Iroquois culture is circa 1.5 times mine. 3 units should be enough to reach the safe limits.
Persepolis is a little worse. 2 iroquois pops and an enemy culture of 220 points. This should mean 6 or 7 garrisoned units... better keep it with minimal defense and send some cavalries should the city flip. Anyway, a worker is rushed. Why risking more than required?
A harbor is rushed in Pasagardae, in order to supply the mainland with dyes and heal quickly the redlined galleon currently in the town.
Now let's deal with the ships. The roman fleet has suffered heavy casualties, but the stack of enemy frigates is fleeing. I decide to kill another frigate. After 3 unsuccessful cannon volleys, the 4th frigate attack and sink the enemy losing only 1 hp. Meanwhile, the healed galleon in Pasagardae moves to its assigned node in the chain line.
Troops: in the newly acquired territory there are 11 riflemen, 10 cannons and 12 cavalry units. More than enough to deal with the harassers, hold the 2 towns and move safely the 2 settlers to the founding site of the 2 forts.
One cavalry, 2 pikes and 2 longbows are currently in my territory and need to be disposed of. Cannons weaken those maggots and cavalries complete the task. A stack of 2 cannons and rifle is sent escorting a settler in the planned spot in enemy territory. The other one must colonize an unclaimed tile, and so it's kept safe for now: it will be moved next turn, in order to build the 2 forts at the same time.
Now let's move on the Old World. The fleet parked on the shores of Roma is loaded with units and sent toward the southern iroquois island. Next turn they will be in range for unloading the troops.
The first of the 2 settlers builds the town of Perusia, in the free land spot west of Augusta. The 5 useful tiles are immediately claimed. A temple won't be needed. A rifleman moves from Augusta to assure a minimal defense on the town, just to not attract iroquois pesters. 5 tiles grabbed, 235 for the domination limit. The 2nd settler will found its town 3 turns from now.
Finally, 4 riflemen are loaded into the galleon in Texoco and sent through the half-functional shipchain line toward Persepolis. Next turn they'll disembark.
Nothing else happens, apart from the usual slave works. I end the turn. A cavalry charges Pasagardae, but is weakened by a cannon and disposed by a rifle who gets promoted elite. A longbow try to attack the "settler stack" but fails miserably. A regular musket moves on one of the dye tile. A frigate and a galley approach my stack of frigates, probably with the intention of dropping some lousy units on my new land. None of them is worrysome.
1405 - Pestering
The harbor in Pasagardae is completed. By connecting dyes, the unhappiness in the Empire due to the unavailability of that luxury is eliminated.
In the New World, Forte Cesare and Forte Augusto are founded. More land is claimed from the Iroquois Republic. The domination count increases again. 639 tiles owned, 220 yet to be claimed. By moving the settler on the building tile, 3 more iroquois pesters are spotted, 2 pikes and 1 longbow.
This is a shot of the front just after the building of the 2 forts:
I've done some math. Both Persepolis and Pasagardae will be safe from cultural flip with 3 garrisoned units. Pasagardae will be OK with 2 once an iroquois worker will be tear off from the city. The planned barracks aren't really necessary now, since all wounded units are all at 3/4 or 4/5 hitpoints.
The cannon and the cavalry north of Persepolis are moved into the town. They will help in case some lousy boat from the southern colonies will show up and drop some pesters. And, of course, they're needed to avoid the flip. The loaded galleon is moved to Pasagardae so it can drop its cargo into the town.
With 2 extra galleons (to be built) Forte Augusto will be perfect as the endpoint of the ship-chain line, since the length of the trip from Texoco is exactly 23 tiles. To have the chain built i'm currently short of 2 galleons. One is rushed in Texoco now. The other will be probably rushed from Pasagardae, i'm keeping this decision for the end of the turn.
The 2 iroquois ships are bombarded and sunk. But the first bombard are unsuccessful and i need to call a just-healed galleon from Pasagardae to sink that 2/4 galley. The lousy boat is sunk, but the galleon is badly damaged and needs to be healed again.
The stack in Forte Cesare is moved on the open plains west of Ashur... and brings some unpleasant news: a stack of obsolete units. is on the mountain NW of Ashur. 3 muskets, 1 pukeman and 1 spear. Apparently, they are escorting a worker. Now there's an high chance that they will join the city, and probably this means no coordinated strike on Susa and Ashur. Then, more cannons will be needed.
Cannons are moved in the 2 forts, where they bombard some pesters in my territory. Riflemen follow. Since i need to keep my cavalry safe, i get rid of 2 pesters north of Forte Cesare with the riflemen. The 3rd, a redlined pike, is killed with a cavalry. The redlined musket is left alone, he's not a nuisance. The few healed cavalries are moved to the forts, the other stay in Pasagardae where they'll be healed next turn.
The southern fleet reach the coastal waters of Oka and drop its cargo. Amazingly, only spearmen defend the city. But Kahnawake, the other settlement, has a harbor and is defended by a rifle. I hope Bob won't come up with the money to upgrade those lousy spears. Anyway, the ships rest in the zone. Probably they'll be needed to transport the excess cavalries to the "hot zone".
Here's a shot of the territory around those 2 worthless settlements. Assimilation is due next turn.
In the Old World, little worth reporting. The settler is rushed in Forte Mungo. Some slaves continue their work. Units continue to flow slowly to the gathering points.
I choose to not rush anything. I'm half-tempted to steal Steam Power from America. Supply line would benefit of that. With the current treasury and income i need 2 turns for a careful attempt and 3 for a safe one. We'll see. Ah, no galleon rush in Pasagardae then. And no immediate rush of barracks in the 2 forts. They'll be rushed next turn for 36 gold each instead of 120.
I end the turn. The stack of old units doesn't move into the city. They go to harassment instead. A large number of obsolete iroquois units has moved to the game tile north of Force Augusto. I couldn't care less of the game, but i need that tile to attack Susa. The filty AS seems to know that perfectly... Another fleet of 1 galley and 1 frigate has come from the north and pooped 2 cavalries on the same tile. I spotted various obsolete units coming from the north, including an army of swordsmen...
Anyway, here's a shot of the zone after the interturn. Lots of promotions to elite, i guess...