Preturn: Things look good. Make a few minor changes.
IBT: No attacks
660 AD: Our very first attack nets us a leader which I make a Cavalier Army. Clear out the units that I can reach without danger. It is almost impossible to avoid losing units here though - either I attack and lose the attacker or I don't and have to have my Pike defend. I switch some towns to walls. That gives the pikes a better than 50% vs units attacking.
IBT: Defend fairly well. We get Absolutism. I decide to wait for Encyc before revolting. We will also be thin on units. If we got 7 turns of Anarchy we would be really scrambling by the end.
670 AD: Build Zumua. Use some Foreign Workers for border expansions.
Start two shipyards. This is where ships should be built. I would like to destroy some of the Galleys and such in our waters
IBT: Stupid rider is barely injured attacking a Pike on a Mountain. We win the rest.
Vikings Prove a Pike and an Elephant is no sufficient defense and capture a coastal town - Izibia We need to keep 2 Pike in each at a minimum
680 AD: Capture back Izibia.
690 AD: Continue to Defend. These Riders could get annoying very fast.
700 AD: Riders are stupid and we kill the ones Visible. Kill other units and retreat to cities. I am trying to play conservatively here so next player isn't overwhelmed.
Well except after typing that I mismove 2 workers - One has no hope and the other is in Danger from Riders.
Notes:
I have held onto the game long enough so only 5 turns.
Ashur will be building the Encyc in 5 (or 6?) turns. We want to time it right as the palace build is also 5.
Map has notes on attacks.
IBT: No attacks
660 AD: Our very first attack nets us a leader which I make a Cavalier Army. Clear out the units that I can reach without danger. It is almost impossible to avoid losing units here though - either I attack and lose the attacker or I don't and have to have my Pike defend. I switch some towns to walls. That gives the pikes a better than 50% vs units attacking.
IBT: Defend fairly well. We get Absolutism. I decide to wait for Encyc before revolting. We will also be thin on units. If we got 7 turns of Anarchy we would be really scrambling by the end.
670 AD: Build Zumua. Use some Foreign Workers for border expansions.
Start two shipyards. This is where ships should be built. I would like to destroy some of the Galleys and such in our waters
IBT: Stupid rider is barely injured attacking a Pike on a Mountain. We win the rest.
Vikings Prove a Pike and an Elephant is no sufficient defense and capture a coastal town - Izibia We need to keep 2 Pike in each at a minimum
680 AD: Capture back Izibia.
690 AD: Continue to Defend. These Riders could get annoying very fast.
700 AD: Riders are stupid and we kill the ones Visible. Kill other units and retreat to cities. I am trying to play conservatively here so next player isn't overwhelmed.
Well except after typing that I mismove 2 workers - One has no hope and the other is in Danger from Riders.
Notes:
I have held onto the game long enough so only 5 turns.
Ashur will be building the Encyc in 5 (or 6?) turns. We want to time it right as the palace build is also 5.
Map has notes on attacks.
