Xarathas
Warlord
Turn 0 - Surveyed the lands. Sold a cow to Saladin for 6 gold to help our Econ (at -2 & 80% science now). Ardea seems a bit too lightly defended for a border city with no cultural border buffer. In case the Egyptians decides to sneak attack it, it could very well fall in one turn.
Wow.. war weariness is god awful.
I take it we're saving the Artist for a golden age?
Turn 1 - Moved the scouting stack of 2 knights to the hill south. Notices a much bigger yet similarly defended city named St. Petersburg and decide to change course. The settler inside the city provides extra incentive
Moving our main army towards st. petersburg, knights are pillaging as I go since we can only move as fast as our catapults. Extra war funds is always good.
Turn 2 - Same, main army now combined with the scouting knights on a hill next to St. Petersburg.
IBT - main army catapulted. Uh, Peter settled a city 3 steps NWish of St. Petersburg along our borders... We'll get this after with the rest of our attacking troops.
Turn 3 - Pillage/Heal/Bombard
Our caravel discovers Peter's caravel going NW up the coast.. it may be interruptive of our ferrying. Which is fine I guess, since we're pretty much done sifting the last of our units over. I left a few that we popped out on the mainland just in case. When a bunch of AI nations have galleons and some of our coastal cities are still defended by a single pikemen and archer, it kind of worries me.
Turn 4 -
Rifling -> Astronomy, no brainer here.
Cumae will start pumping out rifles ot replace those archers of ours on the mainland.
Peter's Caravels upgrades into Frigates! Guess we need to start watching out for Russian Grenadiers and galleons full of troops. Oi.
Michael Faraday born in Alexandria. Gonna ship him to Rome. Smolensk's troops both upgraded to Grenadiers (ugh). Idealy I'd heal one more turn before St. Petersburg, but I guess I'll have to push for razing it this turn before they upgrade the mace in there, too.
St. Petersburg goes up in flames, our soldiers loot a grand total of 211 gold in the process. Our only casualty is a lone CD2 upgraded catapult. Catapult and Musketeer nearby sighted.. army regroups and braces for impact.
Our caravel discovers the English Capital.
Move (Mini)Expedition Force #2 near Smolensk.
Moscow is well defended.
IBT - Catapulted again.
Egyptian border expands, and moves our main army stack one square NW (right next to smolensk). Sweet, saves me a move.
Turn 5 -
Faraday dropped off at Mainland. Galley will probably die this turn, but I don't really mind. We'll be making Galleons soon, and gold should be saved to upgrade elite units.
Smolensk Razed. Casualty: 1 Praetorian (the anti-archer one, pointless to keep now), and 1 CD2 upgraded catapult.
I considered peace.. but nah, decided to blitz Yekatinberg while we're at it. Shouldn't take that many more turns. It'll get rid of a nice chunk of cultural borders so that we don't end up with another Ardea.
IBT - Yup, Galley dead.
Turn 6 - I march on towards Yekatinberg with our army. Everyone moves, missing a leg, missing an arm, don't matter. Speed is of the essence! Reinforcements moves in from the north. Settler prepped and ready to go.
Our first fresh Riflemen Graduated from Cumae Academy. Retiring the 4000 year old archers as they come.
Academy Constructed in Rome.
IBT - Frigates pillaging our fishing boats.. nothing we can do at the moment.... Astronomy in a few turns.
Turn 7 - Army poised to take Yekatinberg.
That Frigate up north.. is actually a Frigate with 2 galleon full of troops, looks to be headed for the lightly defended Alexandria. We will have to raze Yekatinberg next turn and sue for peace it looks like. I reroute our settler escorts to Alexandria just in case.
Turn 8 -
Yekatingberg Razed. Casualty: 1 Knight.. the one with anti melee mixed in with other upgrades. Was the obvious choice for a throw-away unit.
Peace established with Peter, but he refused to give us even the cheapest tech
We did get his world map, however.
Velitrae founded, in the midpoint of Old Yekatinberg and Old Smolensk. Decent spot, and covers great ground. I suggest running 2 artists until borders pop twice.
Turn 9 -
Nothing much, just rerouted our expedition forces to temporary coastal defense. They're split up, but you can find them within (or en route to) cities on that continent. I left the remaining Praetorian with CR 1-2-3 unupgraded, since depending on the situation it might be better for him to become a grenadier or a rifle.
Also want to note that we should start making lumbermills (or just chop them down and make cottages) on our remaining forests. I like lumbermills for the most part, so I started putting them on just about all of the forests I run by.
Turn 10 - Nice and relaxing turn, nothing special.
Good luck Rat! Sorry about the delay.
Wow.. war weariness is god awful.
I take it we're saving the Artist for a golden age?
Turn 1 - Moved the scouting stack of 2 knights to the hill south. Notices a much bigger yet similarly defended city named St. Petersburg and decide to change course. The settler inside the city provides extra incentive


Moving our main army towards st. petersburg, knights are pillaging as I go since we can only move as fast as our catapults. Extra war funds is always good.
Turn 2 - Same, main army now combined with the scouting knights on a hill next to St. Petersburg.
IBT - main army catapulted. Uh, Peter settled a city 3 steps NWish of St. Petersburg along our borders... We'll get this after with the rest of our attacking troops.
Turn 3 - Pillage/Heal/Bombard
Our caravel discovers Peter's caravel going NW up the coast.. it may be interruptive of our ferrying. Which is fine I guess, since we're pretty much done sifting the last of our units over. I left a few that we popped out on the mainland just in case. When a bunch of AI nations have galleons and some of our coastal cities are still defended by a single pikemen and archer, it kind of worries me.
Turn 4 -
Rifling -> Astronomy, no brainer here.
Cumae will start pumping out rifles ot replace those archers of ours on the mainland.
Peter's Caravels upgrades into Frigates! Guess we need to start watching out for Russian Grenadiers and galleons full of troops. Oi.
Michael Faraday born in Alexandria. Gonna ship him to Rome. Smolensk's troops both upgraded to Grenadiers (ugh). Idealy I'd heal one more turn before St. Petersburg, but I guess I'll have to push for razing it this turn before they upgrade the mace in there, too.
St. Petersburg goes up in flames, our soldiers loot a grand total of 211 gold in the process. Our only casualty is a lone CD2 upgraded catapult. Catapult and Musketeer nearby sighted.. army regroups and braces for impact.
Our caravel discovers the English Capital.

Move (Mini)Expedition Force #2 near Smolensk.
Moscow is well defended.

IBT - Catapulted again.
Egyptian border expands, and moves our main army stack one square NW (right next to smolensk). Sweet, saves me a move.
Turn 5 -
Faraday dropped off at Mainland. Galley will probably die this turn, but I don't really mind. We'll be making Galleons soon, and gold should be saved to upgrade elite units.
Smolensk Razed. Casualty: 1 Praetorian (the anti-archer one, pointless to keep now), and 1 CD2 upgraded catapult.
I considered peace.. but nah, decided to blitz Yekatinberg while we're at it. Shouldn't take that many more turns. It'll get rid of a nice chunk of cultural borders so that we don't end up with another Ardea.
IBT - Yup, Galley dead.
Turn 6 - I march on towards Yekatinberg with our army. Everyone moves, missing a leg, missing an arm, don't matter. Speed is of the essence! Reinforcements moves in from the north. Settler prepped and ready to go.
Our first fresh Riflemen Graduated from Cumae Academy. Retiring the 4000 year old archers as they come.
Academy Constructed in Rome.
IBT - Frigates pillaging our fishing boats.. nothing we can do at the moment.... Astronomy in a few turns.
Turn 7 - Army poised to take Yekatinberg.

That Frigate up north.. is actually a Frigate with 2 galleon full of troops, looks to be headed for the lightly defended Alexandria. We will have to raze Yekatinberg next turn and sue for peace it looks like. I reroute our settler escorts to Alexandria just in case.
Turn 8 -
Yekatingberg Razed. Casualty: 1 Knight.. the one with anti melee mixed in with other upgrades. Was the obvious choice for a throw-away unit.
Peace established with Peter, but he refused to give us even the cheapest tech

Velitrae founded, in the midpoint of Old Yekatinberg and Old Smolensk. Decent spot, and covers great ground. I suggest running 2 artists until borders pop twice.
Turn 9 -
Nothing much, just rerouted our expedition forces to temporary coastal defense. They're split up, but you can find them within (or en route to) cities on that continent. I left the remaining Praetorian with CR 1-2-3 unupgraded, since depending on the situation it might be better for him to become a grenadier or a rifle.
Also want to note that we should start making lumbermills (or just chop them down and make cottages) on our remaining forests. I like lumbermills for the most part, so I started putting them on just about all of the forests I run by.
Turn 10 - Nice and relaxing turn, nothing special.

Good luck Rat! Sorry about the delay.