Summary
Sorry if the turn report is a mess but wow that was quite a long set. With everyone at war with us on the other continent we had our hands full. We filled space, took out Tikal, got a number of MGL's and made ok progress. We have a way to Copan now so that could be next up. There's a prebuild in Utica for ToE. I had research at 80% and got research towards ToE down to 8 turns. There's a settler on the other island and some movement still left depending on what NP wants to do.
Pre-turn: Wake some stuff and decide the settler sitting on the other continent needs to be established so we can start building there. Call it Beachhead.
IT The Zulus decide to declare on us.
Our Numidian on the north island is attacked by the knight and is no match. A rifle hits our cav and promotes the cav.
(1-1) They establish a city on the spot and the knight and rifle fortify.
1060
I'm able to lower lux to 0% after the Zulu declaration. Unload 4 cavs on northern island. Reload TheTrooper with a musket and 3 trebs. Load the other with trebs but end up screwing up a ship chain that would've let me drop 4 more arty units.
Raze Kagoshima with our two armies while taking down 5 muskets.
(6-1)
IT French come looking for peace.
Negotiate this to finish off our war with them.
Mayan knight attacks our musket on northern island and retreats.
Another attacks one of our cavs in the open and beats us. (6-2)
3 Mayan rifles and a mace are dropped off at Tacape next to our knight army.
Lots of Mayans approach Bridgehead.
1070
Bombard two rifles on northern island and yellow them. 1st cav redlines and wins, elite takes 2nd rifle and 2nd elite knocks out the knight and the city is razed (9-2). Northern Island is established. We put a settler down and establish Double Beachhead next to the ivory. Encroachment is established by encroaching on Mayan territory and grabbing a dye. We have 19 slaves so I disband one in Beachhead and rush a harbor.
Take down 5 knights and 3 rifles near Beachhead.
Go 4/14 with various arty hitting the rifle/mace incursion. Our army takes the two 3/4 rifles. Two cavs finish business and we get a promotion and load both into galleons for the big fight.
(21-2). Utica starts a prebuild.
IT 5 rifles are around Encroachment as well as 3 rifles and 3 crusaders approach Second Beachhead. Japanese pike/LB land next to Tacape. Pretty popular.
Electricity comes in and start on medicine towards ToE.
1080
Establish Mayan Retreat in front of Beachhead. Bombard the rifle/crusader stack after railing near Bridgehead. Seven cavs attack with one retreat, one elite win and one promotion.
11/18 army goes 6/18 knocking down 2 rifles in front of Mayan Retreat. They reveal two settler pairs one Mayan and one Japanese.
13/19 4th Knight Brigade is flawless taking down 2 rifles between Encroachment and Mayan Retreat.
18/18 Fifth Army knocks out three more rifles to go (34-2)
Establish Japonais (a restaurant by my house) near Second Beachhead.
Redline the Japanese pair and try to promote a couple cavs with no success.
(36-2)
Medicine in 8 and army due in 3. Could be a prebuild.
IT Get more incursions including a stack of 6 rifles on our dyes.
1090
Bombard the dyes stack with only two hits.
Land some units from Viking island and two elites take down a pike and crusader.
Ship chain a bit and bring 3 more cavs into Beachhead.
Wipe out the 6 rifles but loses one cav in the process with 2 more elite victories.
Destroy Nagasaki's two rifles and knock out a LB with an elite.
Establish Bunker Hill which fills in a good amount of the open territory.
IT The Mayans aren't the problem so much as the Zulus who just landed 8 knights and have cavs. One hits Bunker Hill but retreats.
1100
Put our sights on the Zulu knights and all 8 are knocked down 1hp.
Start by knocking out the redlined Zulu cav with a 3/5 cav.
Lose an elite to a Zulu knight but then we get this (47-4)
Attack the Zulus again with a vet cav and is flawless. Load him into Hannibal's 1st Special Forces.
Do it again with another cav and lose 1 hp. Load him into Hannibal's 1st.
Get another elite victory.
Knock out two more with vets.
Lose an elite but get another and the Zulus are gone.
Crush a vet Zulu cav near Bunker Hill.
Hannibal's 1st loses 7 hps but promotes taking out a rifle on the dyes.
(55-5)
IT The Mayans have guerillas. eek...
Our Musket at Bunker Hill knocks out a knight. Another Musket retreats a cav.
Finish building a army in Carthage and start another. Could be a prebuild for Hoovers.
1110
Now I'm second guessing myself whether I should've planted cities even though settlers are around. As well, whether I should've started research on RP instead of medicine...fortunately the Mayans don't have any infantry yet. I will need to put some pressure on then.
Healthy 4th Knight hits a rifle in Tikal and move to the mountain so it can cover a arty stack.
Decide to use some cavs that will join the new army that arrived from Carthage.
First is flawless and promotes taking down a Mayan knight.
Second loses 2 hp taking a LB
Third is flawless knocking out a pike and is loaded into the army.
4/5 elite takes the spear but loses 2 hps.
12/18 army takes down a pike losing 1 hp covering a spear and 2 LBs.
3/4 vet promotes to 3/5 taking out the spear.
Another 3/4 vet is flawless taking 1 LB.
(63-5)
IT Lose a frigate to a galleon
Also lose 12 slaves to a Zulu cav. I didn't see that opening...
A LB attacks our army at San Juan Hill and is repulsed. (64-6).
We have 9 Zulu knights, 6 Mayan rifles, 1 guerilla, mace and the Japanese have 5 pikes, 6 LBs and 3 spears in our territory.
Eek...
1120
Ship chain over artillery and some mercs for support.
Start at Tikal. Taking out this city will stem the tide.
Cats go 0/3
Captured trebs 0/2.
Regular trebs 3/4 revealing a guerilla
Cannons 1/6 on guerilla.
Cannons 3/3 on open knights
Trebs 3/4 so all the knights are 3/4
Start on these guys.
1st elite redlines but takes out the knight
2nd and 3rd eliteare flawless
4th elite gives us a MGL. 1st Shock
At Tikal 16/19 1st Knight drops to 11/19 taking the first rifle at Tikal.
13/16 to 11/16 taking the 2nd. I may need him so stop and work on the knights again.
17/18 army takes down 3 healthy knights and finishes in a city taking a 3/4 knight and finishes 10/18.
Take out a reg impi with a 3/5 cav.
Send a galley to the bottom of the sea and promote a frigate.
Decide to bring home the 11/16 army and take out the remaining knight. It will give us ZoC.
(76-6)
IT We have a galleon that's flawless taking out a Mayan galleon.
Take a Mayan mace but lose him to a rifle. Also take out 5 Japanese LBs with four against our reasonably healthy and another versus a musket that eventually goes down to a LB.
(83-8).
Four cavs are builit on the mainland.
1130
Ship units from the mainland.
Here's a picture of the situation...
Start by hitting the rifle that knocked out our musket.
Elite retreats and a 2nd is flawless knocking him out.
Cats 0/4, trebs 1/4 and cannons 2/3 hitting the rifle and guerilla in front of Mayan Retreat.
Elite retreats vs. guerilla.
Decide to use last elite against a spear and he's flawless.
Time to use the vets. The healthiest will be loaded into 1st Marine.
1st retreats and 2nd takes down the rifle.
Move to a rifle in front of Beachhead and take down the rifle there.
Another vet flawless taking out the guerilla and is added to 1st Marine
5th and 8th Army clear the way for two armies to head towards Tikal.
To Tikal:
Cats 1/3 reveal a guerilla, Japanese trebs 0/2, regular trebs 3/4 revealing another 3/4 rifle and cannons go 2/6 and reveal 2 conscripts.
Send in fully healthy 1st Force Recon which is hit by artillery twice but takes out 3 rifles 12/18 and reveals a new unfortified conscript rifle.
14/18 Hannbal's 1st Special moves in and takes the conscript, guerilla and redlined rifle to finish dropping to 6/18.
(96-8)
Establish Crossroads underneath 1st Recon.
IT Lots and lots of Impi move past Crossroads. Those dang Japanese LBs like hitting our armies and another loses. (97-8)
They also hit one of our frigates with two trebs. Medicine comes way down in price so someone's headed that way.
1140
Turn off research after converting some folks to scientists and will have medicine next.
Ship chain in some units.
Hit a Mayan rifle and only knock it down to 2/4 with 4 cats, 4 trebs and 3 cannons. Our elite is flawless taking him out and clearing a rail.
Hammer a Zulu knight and it's redlined by 3 cats, 3 trebs and a cannon. Cav takes knight out. (99-8)
Our other artillery knocks down 3 knights to 2/4 and 1/4. Elite is flawless on a 2/4 and a vet goes 2/4 taking out the 1/4 (101-8)
Mace and *sword take down 2 pikes and an elite Numidian finishes a 2/3 pike and gets an MGL. (104-8).
Take a spear on a hill we'll need and knock out the last knight in our territory
(106-8). Decide to heal all our armies so we can be very healthy for an onslaught.
IT 4 rifles attack our army in San Juan Hill and lose. Weird since it was at least 10/18. (110-8)
The Zulus dump an enormous amount of troops in our territory.
1150
Start research towards ToE.
They have 7 impi, 4 LBs, 5 MI, 2 pikes, sword and musket on one side and 11 impi on the other side of Bunker Hill. 3 rifles and a cav next to San Juan Hill. Stare at the screen forever debating on what to do. The cav is what worries me the most.
Start with the Mayan rifles hitting them with cannons 3/7. 4th knight takes down 2 rifles losing only 3 hp to 8/18. (112-8)
Use 4 trebs to take the 3/4 rifle to redline so I can attack the cav without landing on the forest. 17/18 1st Royal Guard takes down the cav. (113-8).
Knock down the musket and pike near Bunker Hill and reveal impis so I stop. Then pound the impi stack with a 9/9 cat barrage.
Hit a 2/4 pike to get to a LB at San Juan Hill and reveal a LB. Elite cav take him down and try my luck with our elite Merc against the pike and win though it redlines our Merc. (115-8)
Bombard a pike and take it down with a mace. (116-8)
2 Cavs takes down impi and load them in our new army. Another redlines but wins, 2 more elite wins, then a vet which is loaded into the army. (122-8)
1st Shock loses 5 hps taking down 2 rifles at Cuello and we keep the city for now.
3/5 elite takes out a spear that might be a problem if I establish a new city. (124-8)
Establish Pink Dot which brings us two tiles from Copan.
Take out 3 more impi by 36th Rat Division so they only have 2 left in their stack and the division promotes to 11/17. (127-8)
1st Force Recon takes out a guerilla and rifle near Crossroads and only loses 4 hps.
(129-8)