Pre-flight:
CivAssist II is running.
I noticed EC played only 9 turns, so I'll play til turn 160 to get us even again.
I lower science to 40 % and hire a scientist in Lugdunum and Odense, which gives us
invention in 1 turn.
Science 40 %
Luxury 0 %
Tax 60 %: 62 gpt
MM 002 Bergen to produce 14 shields per turn (5*14=70 the cost of a berzerk)
MM 003 Copenhagen to produce 12 shields per turn, will waste only 2 shields
001 Trondheim can also do 14 spt when the second tundra is forested and it has completed its barracks. I think it's wasted making galleys.
I prefer one more settler to fill in the gap between 015 and 010. Right now two hills fall outside our borders. I'll whip a settler next turn at 015. I see a lot of worker tasks on our starting island, to raise shields, but they're all busy foresting, or on the other island.
I need to wake a lot of fortified units, I made this mistake in my turnssets often enough. It's better to just wake everything up, makes it easier for the next player to find all the units.
Pull back two AC's that could be attacked from Alesia.
IBT:
We learn invention, start on monotheism at 0%
001 galley -> barracks
024 worker -> worker
order restored in Odense
Turn 1, 350 AD
Upgrade two archers in Entremont, we make 125 gpt now.
I sell currency for 42 gold to Ghandi, so I can upgrade another archer. With our current lux, we need at least one MP in a size 6 city. No MP's are needed in cities smaller than that. So for the less productive cities I try to maximize shield production at size 5 and stop growth. The extra commerce isn't worth the MP.
Army defeats fort. spearman (1 of 1)
IBT
002 pikeman -> berzerk
021 worker -> worker
019 treb -> galley
010 galley -> galley
013 galley -> galley
Turn 2, 360 AD
Army defeats 2 spearmen
e. AC lost to yellowlined spearman. (3 of 4)
e. swordsman mobs up and..

(4 of 5)
Sell lit to portugal for 22 gold so I can upgrade an archer next turn
IBT
A celtic galley with what I suspect had a settler dies on a blockade. (5 of 6)
001 barracks -> berzerk
Entremont riots - oops, must have accidently fired the tax collector
Lugdunum riots after some resistors open up to us, hire taxmen
007 galley -> galley
Portugal discovers the republic, they're in anarchy now.
We lose our war happiness, I'll have the gems hooked up in 2 turns though. I decide to run 10 % lux for now. Better than using units that can be used in the war.
Turn 3, 370 AD
We assault Alesia, three elite victories, no leader (8 of 9) We get the Oracle.
Fill up our first berzerk army
IBT
012 galley -> galley
Turn 4, 380 AD
Berserk army defeats spearman, we enter our Golden Age! It's really a shame we have so few workers left on the island that are all foresting. We should also have been mining plains to max shields at this point.
MM cities again.
For example 001, 002 and 003 now produce 18 spt. Which gives us berserkers in 4 turns and waste only two shields.
Our e*. mace redlines taking out an archer.. (10 of 11)
Build gem colony and rush harbor
IBT
fortified pikeman in Alesia defends against horseman, who retreats
005 treb -> treb
008 treb -> treb
009 barracks -> berzerk
011 galley -> galley
015 settler -> galley
027 harbor -> galley
028 barracks -> berzerk
turn 5, 390 AD
Now I realize we can't trade across sea, so the harbor and colony are useless... I proceed to take my frustration out on the Celts. They must sense my anger, because there are no resistors.
Four elite kills later and we take Richborough (14 of 15) They must sense my anger, because there are no resistors.
I've set up a shipchain that is a little easier to maintain, from A to K, alphabetwise, move 2 tiles and back. Galleys used to attack cities are renamed longboat
Found 030 Svolvaer -> harbor
IBT
We retreat another celtic horseman.
Celts land a spearman + archer on Roman island
003 berzerk -> berzerk
018 harbor -> galley
Turn 6, 400 AD
Shipchain a AC and treb right next to the celtic landing

(16 of 17)
e. mace defeats horseman (17 of 18)
Our armies take camuludonum (20 of 21)
e. AC defeats archer (21 of 22)
IBT
001 berzer -> berzerk
002 berzerk -> berzerk
020 treb -> treb
007 galley -> galley
013 galley -> galley
016 harbor -> `galley
Turn 7, 410 AD
Rome threatens to riot at size 7. Hire a taxmen, but remember to give the people a good flogging later to get a second settler out.
Sell currency to portugal for 37 gold to upgrade an extra archer
Army defeats two spearmen (23 of 24)
Berzerker takes out horseman in somewhere and razes the island town (24 of 25)
Our first amphibic attack!
Shipchain another 2 berzerks across.
IBT
Ugh, celts recapture a slave I forgot about. I fortified it under the army then moved the army later. Thankfully this is the last turn that they'll exist.
Turn 8, 420 AD
Of course Lugdunum riots.
025 pikeman -> pikeman
008 treb -> treb
010 galley -> galley
012 galley -> galley
017 galley -> galley
AC army defeats two spearmen and takes Veraluminum (26 of 27) -> settler
e. AC and Mace defeat two spearmen and we liberate Seoul (28 of 29) -> treb
We have destroyed the Celts and start to prepare for the war with th Aztecs, the sooner we have TGL the better.
They have a settler+warrior on our island, so this might be a good time to declare and get some war happiness. I annoy him a little, making fun of his hat. Sell them Polytheism for 50 gold. They only know the portugeze who have that one already. Turns out I can't boot him yet..
Spot new borders with our curragh, reddish purple.
IBT
022 settler -> settler
004 berzerk -> berzerk
019 galley -> treb
011 galley -> galley
Turn 9, 430 AD
Aztecs enter the middle ages. They will never leave it,.. mwuha.. mwuhhahaa *cough*
Boot the Aztecs, but no good. I leave a city defenceless to bait them.
Ohh, right the borders are the Portugeze, it's already been discovered.. we already met everyone, heh. Still, the captain of the Curragh, on his return will call it India!
I switch 007 to barracks, so it can make berzerks
IBT
003 berzerk -> berzerk
005 treb -> treb
007 barracks -> berzerk
The Indians are building ToA
The Aztecs the great library
Germans discover monarchy
Turn 10, 440 AD
Make the Aztecs furious and boot again.. and yes, they want our blood now! Lower lux to 0 %
e. AC takes out fort. warrior and settler, netting us two slaves (30 of 31)
vet. berzerker attacks calixsomething from his galley and defeats spearman. It had culture so we can keep it. (31 of 32)
vet. AC defeats warrior and captures worker (32 of 33)
Whip a settler in Rome
Start preparing for the invasion. Moving our troops on Celtic land to 030 Camulodunum
IBT
001 Berzerk -> Berzerk
002 Berzerk -> Berzerk
003 Copenhagen riots, I missed that.. I can fix it..
024 worker -> worker
008 treb -> treb
013 galley -> galley
We finally complete the Heroic Epic.
006 Heroic Epic -> treb (adjust 006 to grow again)
023 treb -> treb
Turn 11, 450 ADWe have 13 turns left in our Golden Age.
vet. mace defeats aztec spearmen and promotes (33 of 34)
elite mace defeats aztec spearman and we destroy Xochicalco (34 of 35)
Sell lit to Ghandi for 31 gold to upgrade our second to last archer.
Summary:
1. We eliminated the Celts.
2. The Aztecs declared on us and we are at war with them
3. Our Golden Age has currently 13 turns left. Our main cities have been MM'd to waste as few shields as possible. Though at this stage we probably want more of our cities to produce berzerkers, since galleys can be whipped everywhere by now.
4. The former Roman island is still a bit of a mess, I didn't put much thought into it.
5. Alesia on the celtic island still needs a MP to quell the resistance
We run zero research and zero lux and currently make 222 gold per turn.
Our unit count:
Total units: 133 (187 allowed)
1 settler
25 workers
5 warriors
1 archer
2 swordsmen
1 horseman
5 pikemen
8 catapults
26 galleys
2 armies, one berzerker, one AC, both locked on the Celtic island
23 berzerkers
11 medieval infantries
12 trebuchets
1 curragh