Preflight
Things look good, Celts are just about broken.. Change a build or two. Lisbon to SoZ, for instance -- it'll be done in 5 turns, before we have feud. We need workers -- there are luxes to hook up! FP? Do we have any elites? Erm, I'll wait for a leader...
(I) zzz
T1 (530BC)
Found Alcácer do Sal
(I) Lose a horse to an archer.
T2 (510BC)
Kill the offending archer.
(I) zzz
T3 (490BC)
Silks are connected! ...the same turn WW goes up, so lux stays at 20%.
(I) zzz
T4 (470BC)
Finally a force heads off to Camulodunum.
(I) Celts drop off an archer next to Lisbon.
We get SoZ! Enter our GA!

Celts start Hanging Gardens, heh.
T5 (450BC)
Kill the archer.
I MM for our GA.
(I) zzz
T6 (430BC)
Take Camulodunum, no losses.
Meet the Byz, they are pretty backward. Sell them HBR for 76g.
(I) Feud --> Mono
T7 (410BC)
(I) Kill some Celt archers
T8 (390BC)
Troops head off to Veruamium
T9 (370BC)
Found Guarda
Take Veruamium, lose 2 swords.

(I) zzz
T10 (330BC)
Found Castelo Branco
(I) zzz
T11 (310BC)
Take Richborough
(I) zzz
T12 (290BC)
Lose 2 swords against Agedincum, retreat the horse.
Well, I took a stab at finishing the Celts, to no avail. They'll be done in 2 turns; I leave that pleasure to the next player.
I left most of this turn (290BC) to the next player too, I haven't moved much or mm'd. I suggest we finish mono, get chivalry, and win the game with that. I've started moving troops west, and I had workers trying to build roads over them mountains. Was moving more workers in that direction, too. We're seeing barbs on that front, watch out...
We have about 25% WW, so when those Celts are gone, things get much easier.
Sorry I played these turns so messy, I'm a bit crunched for time today. But I just about doubled our military power -- just keep pushing west, and the game will be over eventually. All over civs appear to be pushovers.
home sweet home
save