If nobody takes it, I will take it. Here's the turnlog:
1360 BC (inherited turn) We are at war with Russia, Spain, France and Rome. Time to get into action!
We have two archers next to the first spanish settlement. One on a hill, "guarding" copper (City defense/first strike), another one right at the gates of the city(Lvl2 first strike). Lvl 3 archer vs Lvl 1 warrior. Let's see....
I boldly attack and win (1,7 strength left). Second archer (1 first strike) will have a 56% chance of winning vs the second warrior. If he loses the warrior is going to have left about 45% of his HP (strength), This equals 0,9. I calculate the chances of the second archer (1,7) to finish him off, in case the unwounded archer fails. Modified warrior strength (0,9 x 1,7= 1,6 approx) vs 1,7 = 63%
So I move the copper guarding archer in position to attack the city next turn.
The calculator is a great tool indeed!
The archer's being moved, I turn my attention towards Karakorum to find that the worker is farming the corn resource and has pastured the sheep already, but failed to build a road, connecting the sheep with the capital. While rivers do automatically connect resources to the trade network,
lakes obviously don't.
Our settler will be finished in 3, I pillage some roman roads on a rice field in the south and hit enter.
1320 BC Caesar is not taking this war lightly. He has 3 archers in his capital already, while founding a second city south of our capital. Our archer, who is near Rome ATM takes the route through a roman farm to check this roman city (Antium) out...
Attacking St. Petersburg, our backup archer dies, leaving the remaining warriors with 1,3 strength in the city. That means, he didn't perform too well, which probably is, why he died. The city is size 3. Would be nice to have. I use the calculator again (still gotta get a feeling for combat odds...) 1,7 vs 2,2 has a chance of 1,7% to win, so I order the wounded archer to
get the hell out there. But still, that's interesting:
3 vs 3,4 has 63% 1,7 vs 1,6 has >60% but 1,7 vs 2,2 has <2% chance to win...!
At home in Karakorum the worker starts to road the wheat, while the warrior on sentry duty on the sheep leaves for Karakorum, to make sure the settler can be protected by an archer, once he is finished (2 turns)
1280 Enemies have been spotted everywhere. Including next to the hill our wounded archer just moved to. He wanted to heal, but now he will have to fight yet again. Unfortunately it's barbarians, so he won't promote, in case he survives.
2 Roman warriors and 1 french warrior have shown their presence near Karakorum. This is the situation during that turn:
overview
1240 Twig wearing Louis and pyjama dressed Cajus both beg for peace. I happily deny. Archer survives barbarian onslaught without a scratch and--- promotes..?!

That was his tenth experience point. Ah right, barbs give up to 10 pts not 5!
With so many warriors around, I get him another level of first strike. It seems to be most effective when on the attack.
Settler finishes and heads off to
that spot.
Research of horseback riding finishes, start pottery, cause we're not going to build libraries or temples in the near future. We're the mongols, we'll be whipping troops some day.
Warrior in the south continues to pillage everything the roman worker had been building, farm, road to farm, road to stone resource while the southern archer, continues to scout towards Antium after pillaging the farm.
IT : Our pillaging warrior manages to TAKE OUT a roman assault squad (well, warriors...

) attacking him. Good job, brother. You'll get a horse too, if you ever get home. I promise. He's down to 0,1 strength, so I promote him to forest defense and tell him to get up that hill to the SE with all those trees on it, to keep some cover. Our pillaging crew seems to have attracted the attention of old JC and he sends his 2 warriors towards the scouting archer in the south.
1200 BC Warrior SE, Archer moves east.
Kara finishes an archer -> starts another one. Unpromoted Archer moves out of the city to see if he can manage to take the hill SE of Kara.
Wounded archer heals.
Settler scouts and returns to the cover of an Archer.
I switch Karakorum to full growth to grow in three (Archer in three) before producing the next settler there.
1160 JC moves his 2 warriors towards our elephants. Archer promotes 1st strike and covers elephants.
IT archer kills warrior and protects our "luxurious resources"
1120 The remaining roman warrior crosses river and now threatens the city itself and the ivory. Our Archer fortifies. Karakorum will get an additional defender at the end of our turn.
Settler moves on.
1080 Our archer easily kills off the remaining warrior who had tried to flee on a hill. It's not across a river, and we are using lvl 2 first strike now. So I figure our chances should be >75%. I attack and use Arathrons calculator afterwards.Result is >90% Wow! I didn't have to be THAT afraid it seems. (Maybe it's some CivIII hangover, where I would never ever use elites to attack
anything before redlining it with catas first
I have to set Karakorum to growth again (was not able to grow in schedule because of barbs, err, romans blocking the floodplains) and build another warrior in the meantime.
Looking at the scout in the west, I finally realize that it was russian city, not a spanish one, that survived the archer attack on turn 0/1 (ooops!) Anyway, I will now simply call enemy troops "enemy troops" in the future instead of trying to keep track of whom they actually belong to. That's what they are afterall: Enemy cities and enemy troops.
Moving towards the spot for our second city, our archer meets a nasty surprise: barbarian warriors right next to the place, the city is supposed to be founded. I don't dare to settle yet and delay for one turn to see if our archer survives the attack.
1040 Archer kills barbs and Beshbalik is founded.
Our healed St. Petersburg archer again takes position on that very hill, he already fortified on a couple of hundred years ago...
I don't know what to do with him now and hope to spot some "enemy troops" in advance from that hill.
Research in pottery is finished, start masonry. Karakorum builds a worker first. Beshbalik starts a barracks.
1000 (turn 9) In St. Petersburg our scout that is hanging around there since he had to flee from the enemies in the west finds, that the enemy is trying to get the copper online.He cannot kill the worker though (what a wimp!) so he moves right onto the copper, supposing the worker cannot kill him as well.
In the south there's quite some troop movement going on...
I use Arathorn's calculating machine once again to find out about the chances of an archer assault on St. Petersburg. There is one archer and one warrior inside. The chances that our St. Petersburg-elite-archer can kill the defending noobie archer are not very good. 6,9% to be precise. A lvl 1 Keshik however has a chance of 72,86829462348126%
975 Archers near Rome kill enemy warrior. He spoke barbarian like all barbarians do.
950 An enemy warrior rushes out of St. Petersburg. Is it possible that there is only one archer inside now??
No, there are two archers in St. Petersburg. Our scout runs for his life (well, he actually dies, cause I forget to move him). St-Petersburg-Archer starts moving towards St. Petersburg again. "This copper is not to be mined without bloodshet", Gengis proclaims. He is a man of great vision (indeed). He knows that Keshiks won't do very well against bronze worked tips of bronze time spears.
North of Rome our wounded archer doesn't mind putting himself in danger as he pillages a road that is built on a source of iron.
925 BC As masonry comes by, someone suggests to Gengis, to erect stones and watch the stars. Gengis is

to say the least and orders that the man is to be drowned in the lake north of Karakorum. Right before the man dies, he angrily throws his spear into the lake. The spear accidentially hits a sturgeon which is promptly delivered to the Khan. Gengis is quite amused and orders that there shall be more investigation in what dwells in that lake north of Karakorum. (starts research on fishing)
At this point of the game I realize with terror, that Gengis is NOT creative as is his fellow mongolian leader Kubilai. That means, Beshbalik is not doing any border expansion anytime soon. It will take 4 turns to research mysticism, and another 7 turns to build an obelisk, that will take 10 turns to expand borders so we can use the horses...! That's 21 turns+3 turns to build the pasture. I am shocked.
I survive a heart-attack, get something to drink and start research on mysticism. The man suggesting it in the first place is dead however. Poor fellow...
900 (turn 13) newly built worker starts road towards St. Petersburg. Troops movement.
875 (turn 14) Troop movement and healing. Worker starts road on sheep.
850 Mysticism finishes, Worker finishes road, but I do not move it, because I would move it into the forest to speed up the obelisk construction. Beshbalik has not started yet...
Roman harrasment troops stay untouched as well. Research project not yet picked. The St. Petersburg archer however discovers that nobody is working on the copper yet.
To do's: Found 3rd city, build an obelisk

blush

, get horses online, conquer/pillage/harass St. Petersburg.
I was thinking about this spot for the 3rd city, using the worker to chop some trees to get the obelisk done, that is needed, if you want the iron while playing as
Gengis Khan's mongolia.........
Have fun!
parachute