Temujin Griselda's arrow strikes true, and she takes command of the Mongol lands.
Griselda would like to remind the once and future Mongol leaders that we will not be able to trade maps until the middle ages. This is an odd thought for her, since she's not quite sure what "maps" or the "middle ages" are. Only the white tribes can trade maps right now.
Griselda surveys the Mongol lands. The cities look nice, but awfully spread out. Why give the future feudal leaders more land than they can realistically rule? More cities = more peasants to rush stuff for the Temujins! More cities = more tribute going to the Temujins! Griselda plans to start settling cities closer together, and hopes any future Temujins follow suit.
She notes that there is no iron in the nearby terrain. This isn't as painful for the Mongols as for other civs, however.
The white tribe may enjoy parties, but they always trash the place. A royal decree is issued- the white tribes will never again be invited to party on Mongol soil. It seems this is not well received by the white tribesmen, who threaten to pillage Ta-Tu next turn. Some other white tribesmen seem to be asleep east of Kazan. Karakorum and Kazan are to build archers to enforce the new "no barbs" law.
While the barb situation is bad, I hope Ta-Tu hasn't been on wealth this whole time. If it's only one unit at a time, we may not ever lose production, so we might as well at least try to build inexpensive units. While we may not get to use the shields if the barbs take them, we'll certainly not get to use them if we're just building wealth.
With 32 gold and barbarians coming, I look for some trades, but we can't afford anything. Carthage does lack horseback riding. Greece has a monopoly on math. Hopefully some more opportunities will present themselves.
BT- Ta-Tu is pillaged, losing population. Another barb horse heads towards Ta-Tu. Didn't they hear that the party is over?
(1) 1910 BC - The archer by Kazan moves to Ta-Tu. It should be able to move out and attack next turn. Ta-Tu to archer. The warrior on the mountain is sent to Almarikh. The wounded warrior also moves to Ta-Tu. He can stay when the archer moves out. The archer in the west heads NW, barbhunting.
In light of Temujin Charis' vision of feudalism, the settler moves one tile SE

Without a river over there, the thought is one settler for the cattle, one for the game, and one for the wheat. Settling between the tiles over there would just waste them.
BT- Karakorum archer - settler. Early size seven should be fine for a settler. It's late size seven that's not such a good idea. Also, the lux tax is killing us, and sort of silly with only one large city.
(2) 1870 BC - Kill barb horse at Ta-Tu with archer. Warrior arrives in Almarikh. Found Tabriz by the cattle, and start settler. Our scout by Greece hasn't heard about the royal decree, and he walks up to a barbarian and asks him for directions to the nearest party.
Karakorum's archer north for more barb hunting.
BT - Spices online!
![Party [party] [party]](/images/smilies/partytime.gif)
The barbarians kill *two* of our scouts to the north! At least we have full contact already.
(3) 1830 BC - Lux can go to 20% with spices in.
BT- Kazan archer - granary. We get word that Carthage has started building a very large, pointy building. Temujin Charis had suggested that the Mongols do the same, but I don't think we're in any position to attempt it at the time being.
(4) 1790 BC - Kazan archer moves out towards the sleeping barbs. Meanwhile, Temujin Griselda was enjoying the new, spicier flavor of foods. She started feeling nervous that the Celts would hear about this, and try to take the spices from the Mongol lands. "We must protect our borders!" Griselda decreed. "We must not let the Celts take the spices for their foods!"
You see, a settler would soon be completed in Karakorum. This settler woud be sent east, because that land would be settled more quickly than other lands. But, Griselda did not want to leave a city undefended on the borders of Mongolia, nor did she want to take the time to train additional military units. She also could not part with her personal guard in Karakorum. Actually, she would not have minded much, since her spicy-breath could ward off attackers, but she was concerned that the people would riot without guards. The spearman at Tabriz was ordered to head towards the front to guard the city-to-be. What Temujin Griselda overlooked was that Tabriz would need the military police unit if it was to successfully complete the settler it had been ordered to build. She would not realize that for several move decades.
Horseback riding would be ciritcal to the success of the Mongol people, Griselda knew. She paid the Greeks to teach her how to ride horses. 20 gold and 6 gold per turn was the negotiated price. She shared this knowledge with the Carthaginian people, along with 13 gold and 2 gold per turn. They, in turn, taught the Mongols how to write. Griselda noted that the Greeks still had a monopoly on mathematics.
This left 4 gold in the royal coffers, two of which would need to be spent this very turn! The Mongol people lacked even the resources for a min-sci run on literature! Oh well, that's what credit is for! The financial situation was expected to improve once the settler left Karakorum.
BT - Karakorum settler - settler. Another barb horse appears by Ta-Tu.
(5) 1750 BC - We attack the fortified barb horse by Kazan, and lose. We kill the barb horse by Ta-Tu, and can now see a camp. I forgot to check the name of the horse, so I'm not completely sure it's the same camp. Kara settler moves SE.
BT - The barb horse by Kazan has magically healed the 1-hp it was down, and it gallops towards Kazan. Eep.
(6) 1725 BC - The horse at Kazan is threatening the worker and the city. Attack the barb with Kazan's warrior, and lose. We would have won if the horse hadn't magically healed last turn.

I retreat the worker. There are four shields in Kazan's box.
BT - Kazan pillaged, minus one pop. Now, the sleeping warrior moves up to Kazan.
(7) 1700 BC - Kazan to warrior, due in 2. I'm not so sure we'll make it two turns out there, though. We do sack the Yue-chi camp this turn. I hope we don't just end up giving that gold to the other barbs, but that would be better than population or production. I settle Ulaanbaatar SE of Kara, and start a temple. Mathematics and map making are available, with two-few possibilities. Neither is a monopoly tech, but we can't afford either tech just yet.
BT - Kazan is pillaged, and we lose 6 gold. That's all? We blow our Mongol noses in the genral direction of the bars. Kara settler - settler. Almarikh worker - barracks (?).
(8) 1675 BC - Fortify our wounded archer. Send one of the archers back to our central west to guard against potential camps down there. New Kara settler sent towards the game/whales spot. Lux to 10%. We still can't quite afford math, though.
BT - Kazan warrior - archer.
(9) 1650 BC - Temujin Griselda looks up from her spicy dish, and realizes that the people of Tabriz are restless. They've also collected too many shields to train a warrior. They're ordered to train a spearman, who can make them be happy while they're working on a settler.
BT - Alexander the impertinent demands 21 gold. Temujin Griselda considers this request. While she hasn't seen any Greek units nearby, she has heard rumors of their prowess in the field. She also does not feel that she's patrolled the borders sufficiently to be sure that there's not a hefty Greek stack just out of sight. She does not want war now, as she has just started to make the world safe, once again, for settling. She also forgets about the 6 gold per turn that her people are paying the Greeks. She caves to Alex's request, but promises the Mongols that they would one day grind the worthless Greeks under the hooves of their mighty steeds.
(10) 1625 BC - Misc. movement. There are no barbs in sight. However, I haven't scouted fully enough to know if the lands are clear. There's an archer in the west who I was sending towards the mountain, to see if we could spot any camps, and to prevent camps from forming in the future, if possible. It's possible that there's an active camp around north of Ta-Tu, and there's probably one east of Kazan, unless the Celts got it.
Techwise, Greece and Carthage have mathematics and map making. The other civs have maps only. We can't afford math yet, but hopefully can get it in time to broker to someone for maps.
The barb situation should be better. Even though we're militaristic, I opted for archers first, instead of barracks, just so we could get some units out. We were in crisis mode, and I didn't think we could afford to wait for barracks. But, Karakorum is our only barracks city, and that is also our only granary city right now. It may be time to move out of "crisis mode" and get some granaries and barracks built. We're certainly not out of the woods as far as barbs go, however.
Considering the importance of archery in the protection of the Mongol lands, Temujin Griselda's last decree is that her successor should also be chosen via archery contest. Step right up, don't be shy!
-Griselda
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