Pre turn
decide to do what NP suggested and that is to mine the area around Rome to give us some
breathing space for shields. Finish the road between Rome and Naples and start to mine BG at Rome.
Decide to send out a warrior north to do some recon. An archer goes southwest of Rome
IT totally quiet? did they all upgrade their units and now can't pass the mountains?
Turn 1 900BC
get a hole gang to mine and it's done in 2 turns
Turn 2 860BC
Vikings dropped another enslaver next to Naples, going after it with a chariot
explore area a little
Turn 3 - 820BC
improve tiles around Rome, it's at 26spt now Glib still in 11
Turn 4 - 780BC
our exploring warrior finds hills and some Indochinese units, they can't cross though
we have anther chariot
Turn 5 - 740BC
Naples finished theater and start reg spear, no choice here
Milan finishes academy and starts theater.
Another enslaver is in
Turn 6 - 700BC
going to road the forests around Rome first to maybe get lux down a notch
It looks to me as if Orange (Turks?) could be an early victim, they are close to the west behind mountains
Turn 7 - 660BC
we got a nice worker crew of 5 together that can road a tile a turn
with this we get roads up in Rome, lux can be reduced to 30%
Turn 8 - 620BC
we get a supply shipment which is worth 25gold
grab it and send it to Rome with a chariot
decide not to alert the Orange Civ yet, better to wait til after the Glib and maybe iron
Turn 9 - 580BC
successfully return the shipment to Rome
Venice finishes slavery and goes for academy
Turn 10 - 540BC
Carthage just got literature

a Viking spear appears and we get a settler
Turn 11 - 500BC
two Viking spears now visible, send an enslaver south
Turn 12 - 475BC
Vikings drop their habitual enslaver, we get another chariot and worker
Rome grows to 11 and I need to up lux again. Guess this city needs more happy buildings aplenty
defeat the enslaver with enslaver after losing a e chariot with it
Turn 13 - 450BC
The Glib is save, 1 turn to go
uh-oh, Korea moves into our land with a convoy, they have roaded the mountains. we will need to defeat their initial stacks before moving to them
declare war on them and move plenty of troops southwest
our new settler will be there too and that might be good to fend them off
IT we get the Glib
Turn 14 - 425BC
set Rome on theater but that will change to a temple as we need 3 temples to unlock Christian builds
found Florence, this increases our income by 8gpt, set it on Roman symbol
IT we get
masonry, pottery, IW, maths, CoL, polythesim, construction, sail, seafaring, trade and riding
change Milan to temple which is completes and Naples to Roman Fort
Turn 15 - 400BC
there is iron near Milan, but we need to road to it. Do we use a worker to claim that iron?
Now that we can build Forts, we do not need regular units anymore.
Milan is producing the Roman Senate which will give us powerful pretorians every 6 turns.
We should make the siege workshop somewhere soonish. Either we use a leader (if we ever get one or hand build it)
Note that it gives a free barracks as well
Changed Venice to temple so we get our 3rd temple in 6 turns
I decided to not chase that settler pair as we can actually make use of more towns and go after that additional Korean city later
Beware that they will have auto produced chariots and enslavers aplenty first. I would play defense for a while until we get
nice Legionaries (Rome will be able to make 1 per turn which will be a killer)