Tribal Leader Justus II was summoned to the Great Warlords tent, and informed that our previous Great Warlord, Doc Tsomething, was busy leading a new Army in the field, and our glorious Vandal people would need a new leader to oversee their growth and security. After the devious attack of the treacherous Sassinids, we had weathered their initial onslaught, and convinced our neighboring barbarians to destroy them now, before they became a bigger threat. This war, combined with the emergence of new and powerful Warlords, meant these would be exciting times. The people were waiting with enthusiasm for news from the battlefield, as everyone expected that the first victory of our Warlords would mark the beginning of a glorious Golden Age for our people. And unto Justus II fell the task of harnessing all this enthusiasm, and directing the Vandal people to even greater power and glory.
The biggest concerns at the moment were security and diplomacy. Although we had troops in all our towns, many towns were defended only by untrained groups of Raiders, or bands of Pillagers who would much rather be out on the battlefield. Therefore, one of Justus first priorities was to order the training of citizens in combat with Spears, to defend the towns and suppress any unrest. On the diplomatic front, he was quite happy with our previous leader for establishing such strong alliances with our neighbors, and maintaining good trade relations with our Roman civilized neighbors to the south. Although Justus had an uneasy feeling, that Roman power left unchecked would eventually overwhelm us all, he thought that for now, we should continue our peaceful dealings. In fact, now might be the time to learn even more about their disciplined, effective military! (Before we have to learn it the hard way, on the battlefield).
428AD (IHT) Start with diplomacy, and a round of map-collecting. Then approach the Romes. First we renegotiate our Fur-Wine deal. We trade
Fur+4g+9gpt+WM for Wine+Dyes, allowing us to drop lux tax altogether, which was 17gpt. Now I approach W. Rome and buy
Military Training for 8gpt. They have Military Strategy, but not Siegecraft. Back to East Rome, and she does have Siegecraft. A 2-fer between the Romes? I buy
Siegecraft for 19gpt, then turn to West Rome and trade Siegecraft for
Military Strategy and Byzantine Ingenuity (Hospitals, if we get that far) Our other choices were Imperialism (NOT) or Monotheism, but we are barely building temples, so I doubt we would ever build churches. We can already build Coliseums if we need more happiness. I also got Romes WM, which was worth 9g per barb (that had money) total map sales net 56g this turn. This should be our LAST set of deals with Rome, hopefully in 20 turns we are ready to go sacking and pillaging!
Now for moves. I do things a little differently, I move our army along the road, load the Warlord enroute, and then kill the Sassy horse, losing 2hp, but am greeted by:
(Note that the Marauder does list the race enslaved from, I pasted the image in the upper right)
OK, now I can MM based on GA production. I do several swaps along the way. After our discussion of Markets vs. Military, I dont mean to contradict myself, but I do keep Hippo on Market, and swap Syracuse as well. They will each make an extra 10gpt during the GA, and with growth close to that from then on, and can be finished quick, so I build those two. The happiness benefit, though temporary while we have a 3rd lux, is handy also. Zuchabar looks tempting for a market as well, but it was only at 10gpt prior to the GA, so it would not be as big a payoff, and it starts on Heavy Cav, at 14spt thats 1/5 turns. I did look at several cities for Courthouses as well, and most cities would not benefit much. They either have very little corruption, or are totally corrupt, or are just too small to get much out of it. With the game likely won or lost in the next 50-70 turns, gaining +1spt is break-even at best, and Id rather have the production now. (Didnt realize at first that Courthouses were 50 shields). Rusicade is the exception, as it can gain at least 2spt during the GA, and with growth probably still a net gain. Panormus is close, at 50% corruption, but has so much unhappiness we are better off using it as a Migrant/Worker pump for a while. Other swaps: Lilybaeum-Mkt>Pillager, Alesia-Mkt>Spear (MP), Sabratha-CH>Temple, Ammadera-CH>Worker.
I also stop a couple workers from mining near Sabratha, the town is totally corrupt, so I send them to chop a forest and speed the temple. Lux at 0, Science stays at 10% for Sacking in 4 (BTW, I can confirm no 2nd-level techs are tradeable ). Upgrade our lone horse to Heavy Cav, and our lone Catapult to Trebuchet, since we cant upgrade to Warlords yet. After all that, I am ready to hit enter!
IBT: Several barbs continue moving past, but no Sassies in sight. We get the Military Academy message, and SoG pumps out our second warlord. (I thought about building it in Zuchabbar, which can hit 16spt during the GA, but it would still be 25 turns, longer once the GA ends. Then we might get one army built before turn 120. The Army bonus would be nice, but for the same shields we can build almost 6 Warlords/Hvy Cav, thats a pretty good bonus! Always available for the next leader, though.) Carthage-Pillager>Pillager, Cirta-Temple>Trebuchet, New Carthage-Raider>Raider. After messing around with Panormus to finish a worker in 1 turn, it riots
430AD (1) The Celts now have sacking, time dropped to 1 turn, even on a lone scientist. I move our army back and load our 2nd Warlord. While doing map trading, I see the price of Sacking has dropped:
I go ahead and take it for the map, switch scientist to tax, and research is done. Upgrade a vet Raider to Warlord. Move workers.
IBT: Aleria-Spear>spear, Panormus-Worker>Migrant, Ammendera-Worker>Temple, New Syracuse-Wall>Temple. Justinians Leadership is established in Rome. The Byzantines switch to Hagia Sophia.
432AD (2) Load a third warlord into the Army, giving us 3 Warlords, one Pillager, and 17hp. More worker moves, and MP shuffles.
IBT: Sassinids ask for peace (No!). Syracuse finishes Market, starts a Temple, Syracuse is having happiness issues. I still have to keep an entertainer and a taxman, I notice there is a Sassinid citizen (Must have been one of the merged workers). New Carthage-Raider>Raider.
434AD (3) Worker moves, move vet raiders from New Carthage to be upgraded. Depending on map sales, I tried to upgrade one vet raider-warlord per turn, if we are short of cash, I upgrade a pillager. Some are sent near Panormus, and I start to move some to the south at New Syracuse. I also sell the Franks sacking for 22g+WM, I know its not much but almost everyone else already has it, and this turn it helps me complete my upgrade.
IBT: Aleria-Spear>spear.
436AD (4) Time to crack the

rushing temples in New Tingis and Hadrumentum.
IBT: The prophecies of Akots were true, we see some Sassinid archers moving out of the fog near Panormus. We complete the Market in our capital, where we can start Warlords. Zuchabar-Heavy Cav>Hcav, Lilybaem-Warlord>Spear, Hadrum-Temple>Trebuchet, New Carthage-Raider>Raider, New Tingis-Temple>Trebuchet.
438AD (5) I move my elite pillagers up to attack his archers next turn. A vet pillager ends up in the forest next to another stack of 4 archers.
IBT: First Archer dies attacking exposed Pillager, causing 1hp. Second archer loses 2hp, but kills our Pillager. We get another Warlord from the SoG, Cartennae-Hcav>Hcav, Aleria-Spear>spear.
440AD (6) I back up to draw his archers into the open, I want to hit with elites.
IBT: More movement, I see an East Roman Hcav near Rusicade? Syracuse-Temple>Spear (with MM I can get to 20spt). Saldea-Worker>spear, Rusicade-Courthouse>Spear, Lilybaeum-spear>spear, Panormus-Migrant>Migrant, New Carthage-Raider>Raider.
442AD (7) Elite pillager kills vet archer, losing 3hp but enslaving a worker. Second elite pillager kills a regular archer.
IBT: Huns make peace with Sassinids, their horses start heading back north in the Cacausus Mountains. Syracuse-Spear>spear, Caglia-Warlord>spear, Aleria-spear>spear, New Hippo-Courthouse>Trebuchet.
444AD (8) Elite pillager kills vet archer, getting another worker. Army kills a wounded regular archer, who becomes a Marauder. Chop chop, several forests are cut to make temples in the west.
IBT: See another archer approach. 3 Roman heavy cav now are moving toward Rusicade??
Syracuse-spear>spear, Saldea-spear>spear, Rusicade-spear>spear, Lyly-spear>spear, Aleria Riots (must have moved an MP), New Carthage-Raider>Raider.
446AD (9) Elite pillager loses 2hp killing an elite archer. New Zuchabar is founded S of Rusicade, maybe if I fill the gap the Roman cav will stop playing polo there. (I move 3-4 defenders in just in case). Also time to whip a temple in Sabratha, after another forest chop comes through.
IBT: Hippo-Warlord>warlord. Syracuse-spear>spear, Caglia-spear>trebuchet, Sabratha-temple>trebuchet, Cirta-Treb>treb, New Hippo-treb>treb. Rome shuffles wonders, restarting St. Peters and Hagia.
448AD (10) Elite pillager enslaves the last visible archer.
IBT: Sass Hcav attacks our sentry near the road way over yonder on the far side of the Black sea, killing him. Syracuse-Spear>spear, Zuchabar-Hcav>spear, (MM for growth for a few turns), Cartenna Warlord>warlord, Saldea-spear>spear, Rusicade-spear>wall (just in case), Lily-spear>spear, Aleria-spear>spear, New Carthage-Raider>Raider.
450AD (11) I have done all worker moves and moved some defenders and MPs around, but most military is fortified and could still be moved, if necessary. I also have not done the map sales. I just wanted to bring us to an even turn number again, so we can keep it on track. Also, this is the turn the alliances end, seemed like a good hand-off point.
Sassinids will give everything they have for peace, which at this point is Imperialism and their WM. Our alliances have run their term, but are still active (except for Huns, who made a separate peace), I think you need to go cancel each first before negotiating the peace. We still have 9 turns remaining on several gpt deals with the two Romes. This should be enough time to shift forces, and be in a position to strike. Our military is growing, in fact we are strong compared to everyone but the two Romes, where we are weak. . .

We now have 20 Warlords, 9 Pillagers, 2 Marauders, 20 Raiders, and 21 spear, and 4 Heavy cav and 3 Trebuchets. Ive been pretty focused on spears during my reign, as we needed to free up the pillagers who were tied up as MPs. I was trying to get 1/city, plus regular Raider (or Marauder) for MP, and then pillagers every so often as a reaction force. We should be about there. Our offensive punch will obviously be the Warlords and Heavy Cav, and our elite pillagers.
A note on map trading, it is tedious, but does pay off, although the profit margin is dropping. The AI civs have some cash (except the Visigoths, and occasionally the Celts are broke). I started by going around and getting the maps from each of the civs, then selling them to the Romans. However, most turns I cant get their maps straight up, they want some cash, and then I have to buy several, go to Rome and sell them. Roman maps are more expensive, usually costing between 20-40g, and when sold to barbs I only get about 9g each, but from 4-5 civs that adds up. Note that the turn you make peace, the Sassinid map will probably have value, as half the civs havent been trading with them.
OK, now for the bad news: West Rome has 17,700 vp, over half-way there, and they havent even been in a war yet. I think we need to move our forces south, but keep some mobile forces on the eastern border until those H Cav go away. I dont know what they are doing, they have even entered our territory, then left, always heading vaguely north. I wonder if there are some barb camps or maybe just the few remaining unexplored tiles that is drawing them.
Otherwise, start massing our Warlords and Trebuchets near New Syracuse, so we can strike when the deals end. If you are ready early, and they continue entering our territory, we could demand they leave, and hope they declare. At that point, sign as many alliances as we can afford. Unfortunately, even though we have the tech lead, it is untradeable, so it will take cash or gpt, make sure to set aside a few turns of GA income before it ends. We probably ought to discuss our course of action. Aquincum is a VP city just south of New Syracuse for W. Rome, and E. Rome has another a little further SE. Other than those, do we push to take as many as possible, or wait for the AI to take some. As slow as they move, however, it may be a while before they get into serious action. Whatever plan we come up with, though, we need to move quickly. We should also build up some migrants for settling VP sites. There is one due in Panormus, which I planned to settle near the game tile NW of New Hippo (giving us our 20th city, so we can form up to 5 armies). But when we attack, we will definitely want to have some available.
Roster:
Justus II Just played, buildup phase
RubberJello Up next, troop marshalling (and 2nd half of GA)
Gobi Bear On Deck, should get to lead our armies into Roman territory!
Akots
Doc Tsiolkovski
Lead us into Rome!