Rod02-Caesar's Confusion

Played 9 turns and will give it over less it takes another 3 days.

The short

We have 4 new Knight Amies, having to sacrifice our last AC Army for one.

We are steadily advancing on all eastern fronts but Terrain and lack of Settlers/Pikes makes it tedious. Luckily all the AIs we know are gassed. But beware when you meet someone new.

The eastern front is also secure, but could use 1 or 2 more Knigth Armies to go on a sustained offense here.

The Log

Spoiler :

Preturn:

A bit of MM

IBT:
France arrives in Strength


Turn 1:
Western Front (Greece, Japaan, Viking, Celts, Arabia)

vKni vs vSw dies (0-1)
eKni vs vSw Kills (1-1) and creates a leader
vKni vs vAr dies (1-2)
vMI vs vAr kills (2-2)

North Eastern Front: (Egypt, Russia, Aztecs, China)
7th vs vSw kills (3-2)
3rd vs rAr kills (4-2)
3rd vs rAr kills (5-2)
eLeg vs rMI kills (6-2)
10th vs rAr kills (7-2)
10th vs rAr kills (8-2)
10th vs rAr kills (9-2)
eHM vs rSw kills (10-2)

Southern Front (France, Russia, Iroquois)
9th vs rHM kills (11-2)
vMI vs vSp kills and promotes (12-2)
1st vs rSp kills (13-2)
1st vs rSp kills (14-2)
1st vs rSw kills (15-2)
vAC vs rAr kills (16-2)

South Western Front (Sumer)
eLeg vs vEnk kills (17-2)
eLeg vs vSw dies (17-3)
eMI vs rEnk kills (18-3)
vKni vs rSw retreats causing no Damage grrrl

IBT:
vSw attacks vPik and dies (19-3)
rSw attacks rPik and dies (20-3) both at sumerian front
Russia suggest we give her Mono for Peace. I almt die laughing
5 more Knights produced.

Turn 2:

Western Front (Greece, Japaan, Viking, Celts, Arabia)
eLeg vs rSw kills (1-0)
vKni vs rSw dies (1-1)
eLeg vs rSw kills (2-1)
eMI vs rSw kills (3-1)
12th vs rSw kills (4-1)
12th vs vSw kills (5-1)
eLeg vs rAr kills (6-1)
eLeg vs rAr kills (7-1)

North Eastern Front: (Egypt, Russia, Aztecs, China)
eHM vs rSp kills (8-1)
19th kill rSp (9-1)


Southern Front (France, Russia, Iroquois, Hittites, Spain)
11th vs rSp kills (10-1)
11th vs rSp kills (11-1)
8th vs rSw kills (12-1)
8th vs rSw kills (13-1)
1st vs rSp kills (14-1)
1st vs rSp kills (15-1)
1st vs rSp kills (16-1)
9th vs rSw kills (17-1)
9th vs rSw kills (18-1)
eAC vs rAr kills (19-1)

South Western Front (Sumer)
4th vs vSw kills (20-1)
vLeg vs rSw kills (21-1)

Total: 41-4

IBT:
vHM vs vMi retreats

Celts start Leos

Turn 3:

Western Front (Greece, Japan, Viking, Celts, Arabia)
vLeg vs rAr kills (1-0)
vKni vs rAr kills (2-0)
vMi vs vHM kills (3-0)
eLeg vs rAr kills (4-0)
vMI vs vMI kills (5-0)
vKni vs vMI kills (6-0)
eAC vs vAr kills (7-0)
12th vs vMI kills (8-0)
12th vs vSw kills (9-0)
vLeg vs rAr kills (10-0)
eMI vs vSw kills (11-0) and creates Leader

North Eastern Front: (Egypt, Russia, Aztecs, China)
7th vs vSw kills (12-0)
7th vs vSp kills (13-0)
vMI vs rSw kills (14-0)
3rd vs rAr kills (15-0)

Southern Front (France, Russia, Iroquois, Hittites, Spain)
eMi vs rSp kills (16-0)
vMi vs rSp kills (17-0) and promotes
Orenburg is ours
eLeg vs rHM retreats it
eLeg vs rAr kills (18-0)
1st vs rAr kills (19-0)
8th vs vSp kills (20-0)
9th vs vSp kills (21-0)
9th vs vSp kills (22-0)
vAc vs rSp kills (23-0)

South Western Front (Sumer)
rMI vs rEnk kills (24-0)
vLeg vs vSw kills (25-0)
eMI vs vSw kills (26-0)
2nd vs rSw kills (27-0)

Total: 68-4

IBT:
We discver Invention, go onfor GP.

Turn 4:

Western Front (Greece, Japan, Viking, Celts, Arabia)
vKni vs rSp kills (1-0)
eAC vs rSp kills (2-0) and takes Reikjavik
5th vs rSw kills (3-0)
vMI vs rSp kills (4-0)

North Eastern Front: (Egypt, Russia, Aztecs, China)
eKni vs rSp kills (5-0)
eMI vs rSp kills (6-0)
vMI vs rAr kills (7-0) and takes Heliopolis
7th vs rSw kills (8-0)
7th vs rAr kills (9-0)
eMI vs rSw kills (10-0)
10th vs rAr kills (11-0)

Western Front (continued)
vCru vs vMI kills (12-0)
vMi vs vMi kills (13-0) and promotes

Southern Front (France, Russia, Iroquois, Hittites, Spain)
8th vs rSp kills (14-0)
8th vs rSw kills (15-0)
vMI vs rAr kills (16-0)
11th vs rAr kills (17-0)
11th vs rAr kills (18-0)
vAc vs rAr kills (19-0) and promotes
vMi vs rAr kills (20-0) and promotes
eAC vs rAr kills (21-0)
9th vs rAr kills (22-0) and the Spanish SOD is history
9th vs rSw kills (23-0)
eKni vs rSw kills (24-0)
eLeg vs rHM kills (25-0)

South Western Front (Sumer)
vKni vs rAr kills (26-0)
7th vs rJT kills (27-0)
7th vs rSp kills (28-0)
6th vs rSw kills (29-0)


Total: 97-4

IBT:
rSw vs 5th dies (98-4)

Turn 5:

Western Front
vMI vs rSw kills (1-0) and promotes
vCru vs vMi kills (2-0)
5th vs vMI kills (3-0)

North Eastern Front:
vMI vs vSp kills (4-0)
eMI vs rSp kills (5-0)
9th vs vMI kills (6-0)

Southern Front
eMI vs rJT retreats it
13th vs rHM kills (7-0)
11th vs rAr kills (8-0)
11th vs rAr kills (9-0)

Total: 107-4

IBT:
2 rAr find an MI in th open. (108-5)

Turn 6:

Western Front
12th vs vSw kills (1-0)
eLeg vs vAr kills (2-0)
eAC vs rAr kills (3-0)

North Eastern Front:
7th vs rAr kills (4-0)
3rd vs rSp kills (5-0)
3rd vs rSp kills (6-0)
11th vs rSp kills (7-0)
11th vs rSp kills (8-0) and takes Elephantine

Southern Front
eKni vs vMI kills (9-0)
9th vs vMI kills (10-0)
13th vs vSw kills (11-0)
eLeg vs vSw kills (12-0)
eAC vs rSp kills (13-0)
1st vs vSw kills (14-0)
1st vs rSp kills (15-0)

South Western Front
6th vs rJT kills (16-0)
eAC vs rSp kills (17-0)
eAC vs rSp kills (18-0) and gerates Leader
rAr vs rSp kills (19-0)
4th vs rJT kills (20-0)
4th vs rSw kills (21-0) and takes Bompanak.

Total: 129-5

IBT: Nothing

Turn 7:

South Western Front
eLeg vs rSp kills (1-0) takes Almarhik and destroys Mongolia

Western Front
vMI vs rSp kills (2-0)
eMI vs rSp kills (3-0) takes Birsa and Destroys Viking
vCru vs vSw kills (4-0)
vMI vs vSw kills (5-0)
I decide to ndisband the AC Army nd create a new knightly one.
vMI vs vSw kills (6-0)
eCru vs rMI kills (7-0)
eMI vs vSp dies (7-1)
eMI vs vSp kills (8-1)
vKni vs vMI dies (8-2)
vKni vs vSw kills (9-2)
12th vs vMI kills (10-2)
12th vs rSw kills (11-2)
eLeg vs rAr kills (12-2)
eAC vs rAr kills (13-2)

North Eastern Front:
eMI vs rSw kills (14-2)
eMI vs rSw dies (14-3)
vMI vs rSw kills (15-3) and promotes
eKni vs rSw kills (16-3)
7th vs rSw kills (17-3)

Southern Front
eAC vs vHM kills (18-3)
8th vs vHM kills (19-3)
9th vs vAr kills (20-3)
11th vs rSp kills (21-3)

South Western Front
4th v rSp kills (22-3)

Total: 151-8


Turn 8:

Western Front
eMI vs rSw kills (1-0)
5th vs vMI kills (2-0)
vMI vs vSp kills (3-0)
12th vs rHop kills (4-0)

North Eastern Front:
eMI vs vSw kills and creates Leader (5-0)
eKni vs vAr kills (6-0)
7th vs rSp kills (7-0)
10th vs rSp kills (8-0) and takes Giza
3rd vs rAr kills (9-0)

Southern Front
vMI vs rSp dies (9-1)
vKni vs rSp kills (10-1) and destroys Tsientsin
eHM vs vSw kills (11-1)
eLeg vs vSw kills (12-1)
11th vs rSp kills (13-1) and takes Cattaraugus
13th vs vMI kills (14-1)
13th vs rAr kills (15-1)
13th vs rAr kills (16-1)
vAc vs rImpi kills (17-1)

South Western Front
Nothing

Total: 168-9

IBT:
vMI attacks eLeg and kills (168-10)

Turn 9:

Western Front (5th, 12th Army)
vMI vs rAr kills (1-0)
vKni vs rAr kills (2-0)
eMI vs vSw kills (3-0)
5th vs vMI kills (4-0)

North Eastern Front: (3th, 7th, 10th, 14th Army)
vKni vs rSp kills (5-0)
7th vs rAr kills (6-0)
7th vs rAr kills (7-0)
10th vs rSp kills (8-0)
3rd vs rSp kills (9-0)
3rd vs rAr kills (10-0)

Southern Front (1st, 8th, 9th 11th, 13th Army)
eAc vs rAr kills (11-0)
8th vs rAr kills (12-0)
13th vs rSp kills (13-0)
13th vs rSp kills (14-0)
13th vs rAr kills (15-0) takes Centralia
eMI vs vSw kills (16-0)
eLeg vs rSw kills (17-0)

South Western Front (2nd, 4th, 6th Army)
2nd vs rSw kills (18-0)
4th vs rSw kills (19-0)
6th vs rSw kills (20-0)

Total: 188-10
 

Attachments

TheOverseer714 - up
CommandoBob - on deck
Vmxa -
DWetzel-
Kulko- just played
Rodent (MIA)
 
Got the save, will begin play probably tonight. I will do what I can to further our victory.
 
Guys I would consider getting a few of those far out towns abandoned. Get settlers, put them in places that extend the borders and not make gaps and then abandon a few of them. We have a lot of open spaces between our empire and the newest towns.

We also could try to get the furs added to the empire by moving in that direction soon. Grand River is a good example of a place that is a problem. It is possible to place two towns down in place of it.
 
Heliopolis is another place. If we take two settlers and plant a town on the BG next to the coast by the town and then out on the road in the jungle next to Helio and abandon Helio, we have two towns and gain the grapes.

We get rid of a jungle and do not have to sweat unhappy non natives in Helio. We get a solid border as well.

Edit:

I would add that we do not need to take towns, just because they are on a river or have a resource. Giza and Elephantine for instance. We should have a lot more settlers and get them near the front. So rather than grabbing those towns, we found CxxC from our last town. There is only one town that is worth messing with to hold and that is the one with Sun Tzu. It will be worth a ton, so much so that with knight armies, we should look for it so we can expand in its direction.
 
I'll see what I can do, I'm afraid I haven't been thinking of the big picture on settling and razing. Probably most enemy cities should be razed and replaced, but we'll need some settler factories and lots of rushed settlers to do it. Money and time will be an issue. Considering we are 3 turnsets from Cavalry, it may turn out to be unnecessary. We can go on a romp and own the entire continent, with the only barrier to victory being huge oceans separating us from offshore enemies.
 
I disagree with these suggestions,

right now we have the total control on all fronts and evenn the gaps don't pose defensive problems.

On the other hand we do have too few settlers to grow and are missing out on potential armies because of a lack of towns. I would rather keep the ones we have and set them to build settlers.

If Knights start to appear and we see that we are overstretchedwe can always abandon.
 
If your point is we are too strong for the AI, you are correct. If you think it is wise to have massive gaps in AW, you are wrong. We would have the same number of armies as we would have the same number of towns.

We would just not have the gaps. True we do not have the settlers to do it right now, but that is what I am suggesting we correct. Further we will wish we had the slaves from a few of those cities, had they been razed.

The fact that the game is on Regent is the only reason we are able to get away with constantly ignoring the CxxC placement. We do now have many towns making settlers, which should allow us to correct these things.
 
We would have the same number of armies as we would have the same number of towns.
I do not understand the reason behind that? We will not build more settlers, just because we raze. So any unrazed town is in excess to what we naturally have.

We would just not have the gaps. True we do not have the settlers to do it right now, but that is what I am suggesting we correct. Further we will wish we had the slaves from a few of those cities, had they been razed.
Do you imply that you get more slaves from a towqn when you raze it? Its not something I ever noticed.

The fact that the game is on Regent is the only reason we are able to get away with constantly ignoring the CxxC placement. We do now have many towns making settlers, which should allow us to correct these things.
Of course you are right, but it is the level we are playing on.
I also absolutely agree, that it is of foremost priority to close these gaps, and even abandon a few towns where they are badly placed for CxxC. But I do not see how abandoning towns like Heliopolis will help us in this. It just stands there and allows the dutch to impale his new Swords every turn with minimal investment on our side. There have been no incursion behind it, not even landings.
 
"Quote:
Originally Posted by vmxa View Post
We would have the same number of armies as we would have the same number of towns.

Originally Posted by kulko View Post
I do not understand the reason behind that? We will not build more settlers, just because we raze. So any unrazed town is in excess to what we naturally have."

I am saying that if we never took Helio, but rather razed it and founded a town instead, the net number of towns is the same. Now that we have it, we should found two towns as as I mentioned. Abandoning Helio in the process.

I am fine with the idea that once in a while we grab a town and it takes a few turns to get settlers in place. I am not so happy with the idea that we have a half a dozen such towns.

The fact that the game is easy does not negate the concept of city placement. It does allow us to be a bit flexible. In addition the 14th or 15th army is not critical to have on turn x, rather than turn x+1 or 2 or even 3.

The 2nd army and the 3rd and the 4th were so important that it over rides other consideration. Again Regent is just too easy even with the variant being used, but to me I would still use the normal practices.

"Quote:
Originally Posted by vmxa View Post
We would just not have the gaps. True we do not have the settlers to do it right now, but that is what I am suggesting we correct. Further we will wish we had the slaves from a few of those cities, had they been razed.

Originally Posted by kulko View Post
Do you imply that you get more slaves from a towqn when you raze it? Its not something I ever noticed."

Well how many to you get from it when you capture it? I think it is zero, so by razing it you should get more than zero most of the time. The main way I would raise slaves is from razing cities.

"Quote:
Originally Posted by vmxa View Post
The fact that the game is on Regent is the only reason we are able to get away with constantly ignoring the CxxC placement. We do now have many towns making settlers, which should allow us to correct these things.

Originally Posted by kulko View Post
Of course you are right, but it is the level we are playing on.
I also absolutely agree, that it is of foremost priority to close these gaps, and even abandon a few towns where they are badly placed for CxxC. But I do not see how abandoning towns like Heliopolis will help us in this. It just stands there and allows the dutch to impale his new Swords every turn with minimal investment on our side. There have been no incursion behind it, not even landings.

They will impale on one site or another, be it Helio or a town built near it or yet another town. Frankly the AI is now so weak that I would prefer they not be allowed to attack any towns.

This is due to the fact that they will win a battle now and again. If I attack them, they will win 1 in 50. Most losses are incurred when the AI does the attacking, so I like it when the game gets to the point where I can limit their ability to attack.

This typically happens after they are gassed and I have strongly defended front line towns and no exposed units in the open. They leave my armies alone and bypass the border towns as they are too strong.

Now their units are exposed and I pound them. In the early stage of the game, I cannot set this up and they counter attack and kill some units and maybe even take down a town (not at this level though).

All I am trying to say is that it looks like we now are getting in a position that we can muster up the settlers to avoid gaps as we go forward. To that end I merely wanted to point out that rivers are not a big deal when you are far from the low corruption area.

It is swell to get the free aqua, but it is not a big deal as we will have plenty of support form a massive number of towns and those will provide lots of scientist after we have rails up.

To that end, I would like to raze many cities to get as many slaves to rail as I can get. The limiting factor is getting out settlers and getting them in place. You have done a great job of getting up in a position of making a steady supply of settlers.

We may have to rush a few for now to get the pipeline primed. Most of the new towns will do nothing more than make settlers or workers as they will be too weak to make much else.

BTW I am not talking about just abandoning the towns immediately, for sure wait till we can get the settlers to fill the gaps and found the replacement town.

Am I making sense, as some times do not do a good job of making my perspective clear.
 
I razed a town of 5 and got no slaves. I razed it because of culture considerations, which I will do on a town-by-town basis. The other thing about razings is they bring out settler pairs which gives us more slaves. I think I've settled enough towns to build more armies, but am now in a leader drought. Here is my turn-log so far:
Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over.
Much better, things look under control. Looking at CA 2, I see that Egypt and the Iroquois can be eliminated before this turn-set ends. That’s my goal.

Civilian units:
Settlers 5
Workers 6
Slaves 157

Military units:
Warriors 1
Archers 3
Spearmen 2
Horsemen 1
Pikemen 21
Longbow 1
Catapults 23
Trebuchet 1
Knights 30
Armies 14, 7 Legionaries, 2 MDI, 5 Knight
Legionaries 43
MDI 30
Ancient Cavalry 7
Crusaders 3

Unit Support:
Total Units: 191
Allowed Units: 146
Support Cost: 45 gpt

Press enter=>

IBT: Too many enemy moves to count, no intolerable threats. Egyptian Archer redlines wounded Knight, who promotes. Herds of Sumerian units move in. Hittites and Americans want to chat…..no!
Rome Knight=>Knight.

Turn 1, 830 AD: Legion 6th loses 7hp killing a regular Spear.
Lose an eKnight on an rSpear, otherwise random combats generally go well.
Mediolanum and Corfinum founded.

IBT: Sumerian Sword dies promoting a pike.
Greeks want to chat.
Berlin Pike=>Settler.
Elephantine Worker=>Settler.
Pompeii Knight=>Knight.
Ravenna Knight=>Knight.
Avaris Settler=>Settler.

Turn 2, 840 AD: Lose an eKnight to an rMDI, eMDI to a vSword after a knight retreats from the same guy…RnG hates me.
In the good news front, Tonawanda, Oil Springs, Copan, and Pi-Ramses all fall.
Also…another shoreline found to the east.
With the cultural strength shown, maybe some cities need razed…I’m thinking.
Trevari founded on ruins of Viking city.

IBT: Lose a Legionary up north and almost lose the army at Tonawanda…ouch. 3 French swords appear in the south.
Gunpowder researched, next is Chemistry in 10 turns.
Knights Templar recruits a new Crusader.
Bonampak Worker=>Trebuchet.
Cyrene Barracks=>Trebuchet.
Hispalis Knight=>Knight.
Lutetia Knight=>Knight.
Jerusalem Knight=>Knight.

Turn 3, 850 AD: Pest control mostly. I may have to concede Tonawanda for a turn if the Sumerians send more swords.

IBT: Arabs want to talk. Dutch land 3 Spears near our core. Sumerians send 3 Swords toward Tonawanda which is guarded by a very weak army. Otherwise, lots of enemy movement around the edges.
Aurelianorum Settler=>Settler.
Bergen Settler=>Settler.
Heliopolis Settler=>Settler.
SoZ in Veii AC=>AC.
Byzantium Knight=>Knight.
Tarentum Aqueduct=>Courthouse.
Palmyra Knight=>Knight.

Turn 4, 860 AD: I lose the new Crusader on a Dutch Spear, an AC on a 2 hp Pike..RnG…grrr!
Capture Tyendenaga, the Iroquois are gone. Burn Byblos and El-Amarna….No more Egypt! I think the Dutch may be my next focused target.
Burn Thermopylae, easing cultural pressure on future fur town. Get no slaves, despite town being 5 population.

IBT: Settlers Ho! Razings bring out some settlers in the north and east.
I notice 2 new colors in the south, maybe new enemies? No, just ones not seen in awhile, Korea and England.
Rome Knight=>Knight.
Salamanca Pikeman=>Settler.
Veii Knight=>Knight.

Turn 5, 870 AD: Horrible RnG continues, 2 Knights retreat, 1 dies on a Sword and Pike.
 
Yup you do not always get slaves. I do not know what the determination is, but I have razed them with 10 or more size and got nothing. Razed the next one and got 5 or 6. You are sure to get zero if you capture though.

Anyway I am not opposed to a capture, only those that will not let us fill the gap. As long as we can plant a town to fill the hole, I am good with a capture. Well also presuming the other things are not an issue, like flips. Even if we capture while moving settlers into place, is fine.

Leaders will come, you just get too many elite wins to not get some. Settlers are nice, the period we had where they had so many you could not even attack them all is over. A few now and then will be welcomed.
 
Its simple. You do get slaves for any Worker/Settler that fled into the City to avoid your roaming Armies (usually 2-3 workers, sometimes a settler).
Afterwards you can decide to raze it or not.
If you choose to keep you get x rather uncontent citizens with a flip risk, but the abilities to build Workers/Settlers. Flip risk seems to be of no consequence in this game according to CAII.
If you choose the former you get nothing but a big pile of broken stones.
 
If you choose the former you get nothing but a big pile of broken stones.

lurker's comment:

I'm afraid that's incorrect; I forget the exact ratio, but IIRC you can get up to half the population in slaves for a razed city, rounded down for odd numbers. I have personally witnessed this in my games on many occasions.

Edit: If you use the keywords 'razing cities' and 'slaves' in the search engine on this site, you will see hundreds of references to this event.
 
Please, you get the worker/settlers that "fled" into the town, regardless of capture or raze. That is immaterial. I know the flip risk is more less zero in this game, that is why I said I am ignoring it.

We are not seeing much of the "fled" units as the nations we have been pounding are down to the nubs, but that is also immaterial.

As Bucephalus mentioned, you normally get up to half the size in slaves from a raze, but there is a factor that I do not recall, that negates them at times.

Captured towns are more likely to be counterattacked, than ones we found. At this stage, I prefer they do not counter. If this was AWDG, I would be more inclined to want the counter.

Like I said, in this game we can do anything we want and still not suffer much, but I would still advocating acting as if it were not so easy. So feel free to do as you please, I felt I was obligated to at least bring up the points.
 
BTW I am only talking about razing the badly placed towns or maybe large cities that will need lots of pacification. Well place towns will be great to capture as that saves us a settler and time.
 
I have finished my turn-set, all went pretty well. I got exactly 1 leader from dozens of elite battles, and most of my losses were with the very fragile elites. I started the raze/abandon-resettle program vmxa suggested to rationalize the settling patterns. Here is the full turn-log and save:
Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over.
Much better, things look under control. Looking at CA 2, I see that Egypt and the Iroquois can be eliminated before this turn-set ends. That’s my goal.

Civilian units:
Settlers 5
Workers 6
Slaves 157

Military units:
Warriors 1
Archers 3
Spearmen 2
Horsemen 1
Pikemen 21
Longbow 1
Catapults 23
Trebuchet 1
Knights 30
Armies 14, 7 Legionaries, 2 MDI, 5 Knight
Legionaries 43
MDI 30
Ancient Cavalry 7
Crusaders 3

Unit Support:
Total Units: 191
Allowed Units: 146
Support Cost: 45 gpt

Press enter=>

IBT: Too many enemy moves to count, no intolerable threats. Egyptian Archer redlines wounded Knight, who promotes. Herds of Sumerian units move in. Hittites and Americans want to chat…..no!
Rome Knight=>Knight.

Turn 1, 830 AD: Legion 6th loses 7hp killing a regular Spear.
Lose an eKnight on an rSpear, otherwise random combats generally go well.
Mediolanum and Corfinum founded.

IBT: Sumerian Sword dies promoting a pike.
Greeks want to chat.
Berlin Pike=>Settler.
Elephantine Worker=>Settler.
Pompeii Knight=>Knight.
Ravenna Knight=>Knight.
Avaris Settler=>Settler.

Turn 2, 840 AD: Lose an eKnight to an rMDI, eMDI to a vSword after a knight retreats from the same guy…RnG hates me.
In the good news front, Tonawanda, Oil Springs, Copan, and Pi-Ramses all fall.
Also…another shoreline found to the east.
With the cultural strength shown, maybe some cities need razed…I’m thinking.
Trevari founded on ruins of Viking city.

IBT: Lose a Legionary up north and almost lose the army at Tonawanda…ouch. 3 French swords appear in the south.
Gunpowder researched, next is Chemistry in 10 turns.
Knights Templar recruits a new Crusader.
Bonampak Worker=>Trebuchet.
Cyrene Barracks=>Trebuchet.
Hispalis Knight=>Knight.
Lutetia Knight=>Knight.
Jerusalem Knight=>Knight.

Turn 3, 850 AD: Pest control mostly. I may have to concede Tonawanda for a turn if the Sumerians send more swords.

IBT: Arabs want to talk. Dutch land 3 Spears near our core. Sumerians send 3 Swords toward Tonawanda which is guarded by a very weak army. Otherwise, lots of enemy movement around the edges.
Aurelianorum Settler=>Settler.
Bergen Settler=>Settler.
Heliopolis Settler=>Settler.
SoZ in Veii AC=>AC.
Byzantium Knight=>Knight.
Tarentum Aqueduct=>Courthouse.
Palmyra Knight=>Knight.

Turn 4, 860 AD: I lose the new Crusader on a Dutch Spear, an AC on a 2 hp Pike..RnG…grrr!
Capture Tyendenaga, the Iroquois are gone. Burn Byblos and El-Amarna….No more Egypt! I think the Dutch may be my next focused target.
Burn Thermopylae, easing cultural pressure on future fur town. Get no slaves, despite town being 5 population.

IBT: Settlers Ho! Razings bring out some settlers in the north and east.
I notice 2 new colors in the south, maybe new enemies? No, just ones not seen in awhile, Korea and England.
Rome Knight=>Knight.
Salamanca Pikeman=>Settler.
Veii Knight=>Knight.

Turn 5, 870 AD: Horrible RnG continues, 2 Knights retreat, 1 dies on a Sword and Pike.
Finally get a leader from an MDI killing a 2hp sword. Becomes Knight-15th. Load 1 knight in, 2 more next turn.

IBT: Still getting lots of Sumerian and Celt units. French threaten empty Tyendanaga. Aztecs and Spanish want to talk. No!
Berlin Settler=>Knight.
Ta-Tu Settler=>Settler.
Alexandria Settler=>Settler.
Cumae Knight=>Knight.
Reykjavik Barracks=>Trebuchet.
Brundisium Knight=>Musketman.
Tyrus Trebuchet=>Trebuchet.

Turn 6, 880 AD: Quiet turn (for AW), lose an eMDI and a Crusader to 2 vMDIs up north.

IBT: Lots of movement, as usual the real threats are in the north.
Viroconium Knight=>Knight.

Turn 7, 890 AD: Lose an eMDI to a 2hp Impi…Elites are so fragile lately!
Otherwise, more pest removals.

IBT: Settler pairs start moving in. Some units show interest in old Egypt.
Thebes Pike=>Musketman.
Trondheim Pike=>Musketman.
Memphis Settler=>Settler.
Caesaraugustus Knight=>Knight.
Heliopolis Settler=>Settler.
Knights Templar recruits a new Crusader.
Frankfurt Settler=>Settler.
Pisae Knight=>Knight.
Nicomedia Knight=>Knight.
Seleucia Knight=>Knight.
Londinium Settler=>Settler.
Eburacum Settler=>Settler.
Gordion Settler=>Settler.

Turn 8, 900 AD: Lose the obligatory elite MDI, this time in the west.
Armies do horribly everywhere, Knight army at Athens loses 15 hp on 2 regular Hoplites, Legion army loses 13 on 2 regular JTs at Chichen Itza, Legion army loses
13 on 2 Swiss Mercs. Do better with individual units this round.
Settle Teurnia, Augustodorum, and Curia.

Civilian units:
Settlers 5
Workers 6
Slaves 188

Military units:
Warriors 1
Archers 3
Spearmen 2
Horsemen 1
Pikemen 25
Longbow 1
Catapults 23
Trebuchets 2
Knights 30
Armies 15, 7 Legionaries, 2 MDI, 6 Knight
Legionaries 42
MDI 24
Ancient Cavalry 7
Crusaders 3

Unit Support:
Total Units: 204
Allowed Units: 192
Support Cost: 12 gpt

Research:
Chemistry, 3 turns, 60gpt, 94 in the bank.

Sliders:
Research 60%, Luxuries 10%, Taxes 30%.



The save:
 
DWetzel-
Kulko-
TheOverseer714- just played
CommandoBob - up
Vmxa - on deck
Rodent (MIA)
 
Got it. I'll try to sneak into this evening.
 
Monarchy
30% Tax
60% Science
10% Luxury

94 gold, +60 gpt

Chemistry in 3 turns.

Military
  • 005 Settlers
  • 006 Workers
  • 188 Slaves
  • 001 Warriors
  • 003 Archer
  • 002 Spear
  • 001 Horse
  • 025 Pike
  • 001 Longbow
  • 044 Knights
  • 023 Catapults
  • 015 Army
  • 042 Legionary
  • 024 Mace
  • 002 Trebuchet
  • 003 Crusader
  • 007 Ancient Cavalry
    • Current Units: 204
    • Allowed Units: 192
    • Support Costs: 012 gpt

02 Saltpeter
05 Iron connected.
04 Horse connected.
01 Furs connectd
10 Dyes
03 Incense connected.
02 Ivory connected.
01 Gems connected.


Pre flight stuff:

AI City Count
  • 77: Rome
  • 13: France
  • 11: Celts
  • 10: China
  • 10: Japan
  • 10: Sumeria
  • 09: Greece
  • 08: Arabia
  • 08: Spain
  • 08: Russia
  • 08: Zululand
  • 07: America
  • 06: England
  • 06: Hittites
  • 06: Inca
  • 06: Korea
  • 06: Netherlands
  • 05: Aztecs
  • 05: Maya
  • 03: India
  • 03: Portugal

We have yet to meet:
Carthage
Byzantines
Ottoman
Persia
Babylon

Overview
We are three turns away from Leonardo's Workshop in Antium. However, the Celts are building that Wonder, too.

In the northwest we have an odd shaped front. The Greeks have no Wonders, so any city that might be captured will be razed.

In the east we have a better defensive setup. Here the land narrows to eight or so tiles, which is good for us. We can build a wall of cities and kill the AI as they come to attack. However, the land is wet, with lots of jungles and marshes. Wines are here too, and will soon be connected to Rome.

Also in the east are Wines and they will be connected very soon.

In the south we have a very long, porous border. The length we cannot help, but the gaps we need to address.

We can't build Pikes anymore, so our default defender is the Musket.

Cycle Through the Cities
Fire a geek in Grand River, settler in 5 not 9.
We will build an aqueduct in Artaxata, we'll follow with a market.
Fire the clown in Ulaanbaatar it can grow slowly.
Change Giza from settler in 21 to worker in 1. City will grow in 9.
Fire the geek in Arretium so that the city will grow.
In Pompeii taxman becomes geek.
We have a BG to mine near Hippo Regius.
In Tyendenaga fire the geek to let the city grow.
Akwesasne works the irrigate plain and not the forest. City will make a good science farm.
We're building a courthouse in Tarentum when it has only 2 shields of 9 that are corrupted. Since it has an aqueduct, change to market. If it lacked an aqueduct the new build would be a library.

But mostly were making Settlers and Knights.

[IBT]
Lots of movement but no attacks.
Rome vKnight -> vKnight in 4.
Karakorum vKnight -> vKnight in 9.
One Ancient Cavalry.
Artaxta aqueduct -> market in 17.
Giza worker (Egyptian) -> worker in 10.
Hispalis vKnight -> vKnight in 6.

1 0910 AD

Around the Empire
Two Jap Swords molest Bergen while two other bypassed Bagacum; Hittite Mace at Elephantine; Korean Sword and Hittite Mace at Mediolanum; Hittite Pike at Cattarugus; two Zulu Horses at Tyendenaga. Outside our borders, well, the biggest threat are the Aztecs to the east.

The Swords at Bergen are heading for a stack of roading slaves. We lose a Crusader, but the Swords are ploughed under. Another is done in at Bergen (3 of 4).
We leave the rSpear at Bergen alone; to kill it would expose our unit to counterattack.
At Elephantine the newly arrived catapults get a double hit on the Mace and the eKnight delivers the last hit (4 of 5).
At Mediolanum we ping the Mace in the jungle and ride down the Korean Sword in the grass, promoting our Knight to Elite (5 of 6).
At Cattarugus catapults redline the Pike and then an eMace mashes it (6 of 7).
Knights-9th (10/13) zaps both Zulu Horses at Tyendenaga (8 of 9).

Chichen Itza (8), with The Mausoleum of Mausollos in it, the capital of Maya, is captured and razed (11 of 12).
Rotterdam (7) is razed, as Knight-14th runs over an Atzec Sword and two Swiss Mercs (14 of 15).
Legion-7th defeats an Aztec Sword in the jungle and Knight-10th tramples an Aztec Sword and Spear nearby (17 of 18).
We impale an Indian Spear (18 of 19).
We lose an eKnight to a pinged Aztec Spear, but an eMaces does the job (19 of 21).
Legion-6th kills someone to occupy the mountain near Tonawanda, which will let the Sumerians move into open ground (20 of 22). We move an ePike onto the other mountain they could reach.
We step on an Amercian Sword between Cattaraugus and Orenburg (21 of 23).

Coca-Cola is founded 2NW of Heliopolis.

Leonardo's Workshop in 2.
Chemistry in 3; 153 gold, +60 gpt.
[IBT]
Inca wants some face time; we're too busy.

We lose an eLegionary (21 of 24).

Veii vKnight -> vKnight in 5.
Kazan settler -> settler in 30.
Ulaanbaatar barracks -> vMukset in 60.
Neapolis settler -> settler in 8.
Pompeii vKnight -> vKnight in 8.
Lutetia vKnight -> vKnight in 7.
Byzantium vKnight -> vKnight in 6.

2 0920 AD

Around the Empire
Arab Archer and Celt Pike near Reykjavik two Spanish Spears at Vladivostok; five French Swords at Tyendenaga and the Sumerians are in the grass at Tonowanda.

We ping two French Swords at Tyendenaga, Knight-9th (7/13) destroys one and moves back into the city and then Legion-1st moves in and fillets another Frenchie (23 of 26).
At Tonowanda Legion-6th buries an EW and vSword leaving the way for an eLegionary to safely trounce on remaining rSword and promote to *LegionaryTS21*.
Trajan has a long walk to find a barracks; none are nearby.
At Reykjavik the Archer and Pike are dispatched by vKnights (25 of 28).

Knight-15th surprises a Mayan Sword in a mountain (26 of 29).

Dr. Pepper is built on a jungle tile east of Heliopolis.
Dr. Pepper connects Wines to Rome (6th native luxury).
East of Dr. Pepper we deal with a Chinese Spear and Aztec Mace (28 of 31).
Knight-11th slaughters the Spanish Spears at Vladivostok.

Oil Springs worker in 2 -> settler in 22. City is at size 1, needs nine turns to grow.

Trajan will head to Cyrene to form his Army.

Leonardo's Workshop in 1.
Chemistry in 1; 214 gold, +65 gpt.
[IBT]
Frechie dies at Tyendenaga (29 of 32).

We learn Chemistry, start on Metallurgy, 9 turns at 60%.

Small, but Wonderful News
Spoiler :

920_LeonardosWorkshop.jpg



Antium Leonardo's Workshop -> vKnight in 4.
Syracuse settler -> settler in 30.
Asyut harbor -> settler in 30.
Corfimium barracks -> vKnight in 70.
Ravenna vKnight -> vKnight in 8.
Nicopolis settler -> settler in 30.

3 0930 AD

Around the Empire
Celts and Arabs place 9 units outside of Reykjavik. Celts: 3 Pikes, 3 Mace and 1 Longbow. Arabs: 2 Horsess. At Bagacum, a Japanses eSpear* (!) trespasses. At Utrecht (undefended) a Hittite settler pair wander by. A Korean Sword is bypassing Pi-Ramesses and a Hittite Mace approaches Mediolanum.

Hitting Backspace moves the unit option button the side of the screen. Interesting.

At Tyendenaga the French retreat but the Zulu advance, 2 Horse and 1 Archer.

Trajan arrives in Cyrene and forms Knight-16th, which is filled with vKnights.

At Reykjavik, the ACs go 3 for 3 but we lose 2 Knights to Celt Pikes. Knight-12th, from Bergen, takes out 2 Pikes and a Mace. The last three Knight attacks do well (38 of 43).
At Tyendenaga all three catapults hit ZUlu targets; Legionary-1st unseats the Zulu Horses (40 of 45).
eKnight from Pi-Ramesses smites the Hittite rPike near Utrecht and promotes to *KnightTS21* (41 of 46) and gains two slaves to boot.
The Slaves help clear jungle.
Hadrian is a long way from Thebes, the closest barracks.

vKnight retreats from Hittite Mace at Mediolanum.

Knight-10th boredly whacks an Aztec Spear east of Dr. Pepper (42 of 47).

Pepsi is bottled 2SW of Mediolanum.

Legion-2nd roots out 2 Sumerian units in a fores (44 of 49).

Metallurgy in 9; 279 gold, +64 gpt.
[IBT]
Korean Sword get stuck on a Pike (45 of 50).

Cumae vKnight -> vKnight in 6.
Centralia barracks -> vMusket in 60.
Brundism vMusket -> vMusket in 5.
Jersualem vKnight -> vKnight in 9.
Treven barracks -> vMusket in 30.

4 0940 AD

Around the Empire
NW: Around Reykjavik, the Celts send three units. Greek Mace by Bagacum, Greek Mace and Jap *Spear near Bergen, Jap rSpear 1S of Lauriacum, on a mountain.
East: Dutch settler pair and lone Mace.
SE: Russian Spear and Settler pair approach Utrecht, still undefended and still rebellious.
S: Hittite Mace bypasses Mediolanum for Memphis (undefended); American settler pair 1S of Orenburg; Indian Spear at Vladvostok; Tyendenaga faces 2 French Swords and 2 Zulu Horses.

Hadrian goes to Berlin, which is more central than Thebes and forms Knight-17th.


At Reykjavik, eAC, vLegionary and vKnight put down Celtic Horse, Mace and Longbow (48 of 53).
vKnight retreats from Mountain Spear, but eKnight prevails (49 of 55).
At Bergen eLegionary squares off agaisnt the Celtic Mace and stuffs him. And promotes to *LegionaryTS21_Two* (50 of 56).
Move Maximus into Bergen and build Something-18th.

Move *KnightTS21* into Utercht to fend off the Russians.
At Giza, gang together 24 slaves to do jungle clearing duty. It will take this stack two turns to clear a jungle tile.

Legion-1st and Knight-10th combine for five kills on French and Zulu units (55 of 61).
At Vladivostok, eAC mauls an Indian Spear and promotes to *Ancient CavalryTS21* (56 of 62).
Germanicus waits outside Vladivostok.
A&W Root Beer is built on a hill between Vladivostok and Centralia.
Germanicus can move into Centralia, which has a barracks, but has no movement left to do anything. He started on an unroaded tile.
1S of Orenburg an American settler is double-pinged by a vKnight (57 of 63).
Knight-13th moves from Frankfurt to take care of the Mace next to Mediolanum (58 of 64).
Legion-6th steps on a Celt Warrior guarding a settler (59 of 65).
An English Archer get stuffed near Oil Springs (60 of 66).

Knight-10th pounces on a Dutch settler pair and a Mace (62 of 68).
Move the Pike in Giza into Utrecht.

Metallurgy in 7, 342 gold, +62 gpt.
[IBT]
India wants to waste our time. Not now.
Portuguese people pestering; pass.

Russian Archer attacks the road at Utrecht.

Rome vKnight -> vKnight in 4.
Grand River settler -> settler in 15.
Anjar granary -> settler in 5.
New Crusader.
Viroconium vKnight -> vKnight in 6.
Avaris settler -> settler in 15.

Celts are building Sistine Chapel (Theology).

5 0950 AD

Around the Empire
NW: Two Arab Archers at Reykjavik; Jap settler pair 1SW of Bergen and two Greek Maces.
East: Aztec Sword and Dutch Spear appear in Dutch territory.
SE: Russian settler pair moved 1North; four Indian units at Pi-Ramesses.
South: Korean Spear at Vladivostok; three Zulus at Tyendenaga.
SW: Enkidu Warrior is 1SW of Tonowanda.

Move Germanicus from Centralia to Nicomedia (8 road tiles) and forms Knight-19th.

In Bergen wake Something-18th and load with 4 vKnights.
Two Greek Maces, Japanese Spear, two Arab Archers and Arab Spear cost us an eKnight(68 of 75).
Lose a Cruasder to a lone Greek Mace (68 of 76).

Legion-7th and Legion-3rd combine to attack, capture and raze Groningen (Dutch) (70 of 78).

Seven-Up is built on a hill between Dr. Pepper and the ruins of Groningen. The land is 5 tiles wide at this point.

Knight-14th mowes down the Aztec Sword and Dutch Spear inside the Dutch borders (72 of 80).
eKnight from Elephatine retreats from the Russian settler pair outside Utrecht. *KnightTS21* completes the deed (73 of 82).

At Vladivostok Knight-11th stifles the Korean Spear and an Impi (75 of 84).
At Tyendenage, all three catapults ping their Zulu targets. Legion-1st (12/18) hamstrings on Zulu Horse, eMace and vKnight slice and dice the remaining Zulu (76 of 85).

Neat. We declare war on the Otttomans just before we attack their Settler pair with an eLegionary (77 of 86).
And *LegionaryTS21_Three* and Claudius. Claudius heads to Corfinium to build an Army.

Mountain Dew is built between Tyendenage and Oil Springs.

Legion-2nd and Knight-15th skewer 4 Sumerians defending Erech (8). Erech is razed (81 of 90).
Knight-13th irradicates an Indian Spear (82 of 91).

Did not bother to attack the Enkidu Warrior at Tonowanda. All four defenders are Elite.

Metallurgy in 6, 407 gold, +67 gpt.
[IBT]
Bad IBT; we lose 4 of 7 attacks, but no cities (85 of 98).

Berlin vKnight -> vKnight in 7.
Tonowanda worker (Iroquois) -> settler in 30.
An Ancient Cavalry is produced.
Pi-Ramesses Worker (Egyptian) -> worker in 10.
Akwesasne barracks -> vMusket in 60.
Orenburg barracks -> vMusket in 60.
Agrippina settler -> settler in 10.

6 0960 AD

Around the Empire
NW: Arab Horse and Celt Mace cross the line at Reykjavik; around Bergen are a Jap Sword, Greek Mace and Greek Longbow. Both Japan and Greece dropped off one unit invasion forces near Trondheim.
East: An Aztec Sword and Settler Pair might die this turn in Dutch land; at Utrecht a Russian Mace and Archer bother us; Korean Sword at Giza; two English Swords at Elephantine; and an Indian Archer at Pi-Ramesses.
South: Brave Impi at Vladivostok that fought the road and won remains to die; French Sword approaches Mountain Dew; Zulu Archer and Horse chase after workers; Enkidu Warrior ignores Tonowanda for Bonampak, three tiles away and empty.

Claudius moves into Cyrene, where he forms Knight-20th.

In the Northwest we remove all five intruders with no loss (90 of 103).
Legion-5th pillages two tiles around Corinth that connect to Bagacum and then moves onto a mountain.
Knight-18th (was Something-18th) pillages two road tiles between Corinth and Bergen and joins Legion-5th on the mountian SE of Corinth.
In the jungles to the Southeast, the English Sword, remaining Indian Archer, Korean Sword and the two Russsians at Utrecht are trampled without loss (96 of 109).
Knight-14th crushes an Aztec Sword in Dutch and then moves into Seven-Up, to entice the Dutch settler pair to venture forth (97 of 110).
Knight-19th is loaded with 4 vKnights.

Mr. Pibb is bottled in between Oil Springs and Centralia.

Legion-1st, though yellowed a bit, spits a French Sword at Mountain Dew and then moves into the city to heal for a bit (98 of 111).
eMace in Tonowanda mauls the Enkidu Warrior (99 of 112).
Knight-9th fries a French Spear and Sword (101 of 114).
Knight-15th discovers the Mayan capital of Lazapa (2) and removes a spear (102 of 115).
Legion-6th and Knight-16th run roughshod over the three defenders in the Mayan city of Quirigua (2) and raze it (105 of 118).
MDI-8th, at Vladivostok, mangles the nuisance Impi to the southeast (106 of 119).
Knight-20th, empty at the moment, moves from Cyrene to Artaxata, well almost, move two of the three tiles.

A Crusader takes out the Greek Mace near Trondheim; the Japanese Spear remains (107 of 120).
Metallurgy in 5; 479 gold, +73 gpt.
[IBT]
Lots of movement, but no attacks.

Ta-Tu settler -> settler in 10.
Veii vKnight -> vKnight in 5.
Antium vKnight -> vKnight in 4.
Resistance in Utrecht ends.
Utrehct worker (Dutch) -> worker in 10.
Pisae vKnight -> vKnight in 7.
Hispalis vKnight -> vKnight in 6.
Seleucia vKnight -> vKnight in 7.

7 0970 AD

Around the Empire
NW: Arab Horse and Archer at Reykjavik; a Celt Knight is 2NW of that city; the Japanese Spear near Trondheim moved to the mountan between Trondheim and Hispalis (two tiles from either city).
East: Dutch settler pair are within range; followed by Ductch Archer. Land narrows to a 3 tile choke point, excellent place for a city.
SE: Hittite Mace threatens Frankfurt (undefended); several others are just outside our borders but in singles, not as a group.
South: France and Zulu stay outside the dotted lines.

At Reykjavik, Legionary and AC subdue the Arab pair (109 of 122).
Knight-18th and Legion-5th handle the 3 Hoplites in Corinth (6) before they raze it (112 of 125). Bagacum now has its full nine tiles.
Musket arrives in Bagacum.
eMace from Bagacum displaces Celt Longbow (113 of 126).
eKnight hacks a Celt Knight and becomes *KnightTS21_Two*, with Anthony (114 of 127).
Anthony moves into Reykjavik and forms Knight-21st.
Move Knight-12th and Knight-18th to cover our exposed units.
Move AC out of Reykjavik to pillage a tile and he can't come back. He is next to an Arab city of Khurasan, defended by an rSpear. And our AC is also adjacent to a Celt Archer and two Maces.
Knight-15th and Legion-? maul three Mayan units in Lazapa (2) and raze the current Mayan captial (117 of 130).

We see a Persian Immortal but don't talk to him, not yet.
Nothing definite in the game thread, not on the first page, so I talk to Persia.

Persia
Spoiler :

970_Persia.jpg






They have 10 gold, The Republic and Theology. We have 555 gold and Gunpowder.
We declare war on Persia.

Maya has two cities left but France is a closer threat.
Knight-16th mangles two French Maces and finds Avignon, rSpear defending.
Legion-6th finds Yaxchilan of France, rPike defending.
Knight-9th frolicks on the graves of two French Swords and captures a settler (118 of 131).
Knight-19th outhits two Hittite Maces wanting to visit Frankfurt (120 of 133).
Legion-7th deals with the Dutch settler pair and the Archer behind them (122 of 135).
Legion-3rd finds Amsterdam, the Dutch capital. Knight-10th and 14th quickly follow.

Japanese rSpear on the mountain defeats a Crusader but dies to an AC (123 of 137).

Japan built Yokohoma to the NE of Bergen.
We have a Hittite Mace at Mediolanum, in the jungle. He'll either attack the Pike in that city or move onto grassland.

We have too many cities on our borders in the south. And we still have some gaps.

Metallurgy in 4; 555 gold, +67 gpt.
[IBT]
We split a pair of attacks on the IBT; lose an AC and defeat a Hittite Mace (124 of 139).
We lost the two slaves that we got when we reduce Corinth. I thought they were safe.

Caesaraugusta vKnight -> vKnight in 8.
Vladivostok Worker (Russian) -> settler in 30.
Byzantium vKnight -> vKnight in 6.
Palmyra vKnight -> vKnight in 12.
Eburacum settler -> settler in 10.
Tyrus trebuchet -> trebuchet in 10.

8 0980 AD

Around the Empire
NW: Celt Mace bothers Bagacum; four Greek Maces are between Bergen and Lauriacum Furs; not sure of their destination. Plenty of other targets, too.
East: some minor Dutch activity around Amsterdam, with a Chinese Spear thrown in for fun.
SE: from Centralia eastwards to the Dutch border we face a multitude of enemies, mostly in ones and twos. Spain has 4 Swords, but they are outside our borders. The Russian Spear at A&W Root Beer is heading for our interior.
SW: doesn't look like anything changed.

Musket fortifies in Bagacum.
eCrusader crushes the Mace that took our Corinthian slave booty (125 of 140).
Legion-5th moves to block the mountain road that would allow the wounded Crusader to be counterattacked.
Knight-18th, though yellowed, snuffs two Japanese Swords (127 of 142).
eAC disposes of Arab Horse (128 of 143).
Knight-12th reduce the Greek Maces to three in the trees (129 of 144).
Wake vPike in Lauriacum Furs and move to mountain 1S of the city, the next good move for the Greek Maces.
eLegionary is redlined in trimming the stack to two Maces, but is protected by Knight-12th (130 of 145).
*KnightTS21_Two* joins Knight-21st; a vKnight joins the Army; it is understrength but viable.

At Amseterdam, Legion-7th dices a Dutch Mace outside the city. Legion-3rd manhandles two Swiss Mercs. Knight-10th clears out a 3rd Swiss Merc and a Spear. Knight-14th spikes two more Spears, leaving on an Archer in defense (137 of 152).

Knight-15th and Legion-4th both heal in the field.
Legion-2nd idly slices a Sumerian Sword (138 of 153).
Knight-16th razes Avingon (139 of 154).
Legion-6th pulverizes the Pike defending Yaxchilan, leaving a Spear (140 of 155)..
Legion-1st fells a French Sword outside Tyendenaga (141 of 156).
Knight-9th (9/13) heals in the field.
*KnightTS21* loads into Knight-17th at Pi-Ramesses.
Knight-13th trounces a Hittite Mace (142 of 157).
eAC skewers a pinged Russian Spear (143 of 158).

Metallurgy in 3; 623 gold, +61 gpt.
[IBT]
We lost an open catapult in the SW to Maya.

England wants to meet face to face. We don't.

Rome vKnight -> vKnight in 4.
Neapolis settler -> settler in 10.
Lutetia vKnight -> vKnight in 7.
Brundisium vMusket -> vMusket in 5.
Warwick settler -> settler in 30.

9 0990 AD

Around the Empire
NW: 2 Arab Horses by Reykjavik; Portuguese Archer at Bagacum; two Greek Maces leave the forest for open ground; Greek Mace moves to the mountain 1N of Lauriacum Furs.
East: Amsterdam is not reinforced, though Aztecs Swords move around it. Both Dutch and Aztec are orange colored, though there is a slight difference in the tint.
SE: Empty Giza is drawing the AI past Pi-Ramesses, though an English Sword and Indian Warrior are in open ground. Frankfurt is the focus of two Hittite Maces, though they have not crossed our borders yet; 4 Spanish Swords at Cattaraugus.

Knight-12th greets one Greek Mace, an eKnight falls to a 2/3 Greek Mace and Knight-12th rolls the welcome-wagon over the wounded Mace (145 of 161).
eKnight and eAC despoil the Arab Horses at Reykjavik (147 of 163).
eLegionary takes down the Portugues Archer at Bagacum (148 of 164).
Legion-5th pillages a mountain road that leads into Bagacum and then moves to protect our worker stack in the trees NW of Bergen.

Knight-14th nukes a Dutch Spear and Archer to capture Amesterdam (150 of 166).
We raze Amsterdam (8), destroying The Colossus as we do so.
The other 3 Armies in the area get rid of 5 units, mostly Aztec (155 of 171).
At Pi-Ramesses, eKnight, vAC and Knight-18th clear the air with three straight wins (158 of 174).
At Cattaraugus we load a 4th Knight into Knight-11th and then slam-dunk 3 Spanish Swords (161 of 177).
eHorse routs a double-pinged Russian Spear at Orenburg (162 of 178).
In the Southwest, out beyond our borders, we backhand an Immortal, EW, two Swords and a Spear (167 of 183).
Legion-6th (8/18 ) surprises two French Spears in Yaxchilan and razes the city (169 of 185).
Knight-13th engages an English Sword at Elephantine and then punches the ticke of a Hittite Mace at Pi-Ramesses (171 of 187).
An eKnight has a bungle in the jungle with the last Hittite Mace at Pi-Ramesses (172 of 188).
eMace spits on the last Spanish Sword at Cattaraugus (173 of 189).
Redlined and exposed to counterattack, the eMace is covered by Knight-19th, who also spits on a Spanish Sword (174 of 190).
Legion-1st best one EW in Akshak of Sumeria, SW of Tyendenaga and Knight-9th bests the remaining one, destroying the city (176 of 192).
Knight-16th moves to defend Legion-6th, now at 5/18 and redlined.

Metallurgy in 2, 684 gold, +58 gpt.
[IBT]
We lose one Knight on the IBT (176 of 193).

Karakorum vKnight -> vKnight in 9.
Bergen settler -> settler in 10.
Heliopolis worker -> worker in 10.
Anjar settler -> settler in 6.
Knights Templar produces a Crusader.
Cumae vKnight -> vKnight in 6.
Arretium settler -> settler in 30.
Pompeii vKnight -> vKnight in 8.
Cyrene trebuchet -> trebuchet in 10.
Nicomedia vKnight -> vKnight in 10.
Londinium settler -> settler in 10.

10 1000 AD

Around the Empire
NW: Two Celts Maces and a Pike occupy two tiles at Reykjavik; the Greek Mace on a Mountain bravely fights the road and wins; three Portuguesse Archers are in the hills NE of Lauriacum Furs.
East: We spotted the Dutch city of Eindhoven (6) last turn. It is defended by a vSpear, but all the armies are yellowed, so we may not attack this turn. At most we could launch two attacks on the city. Otherwise, there is one Dutch Archer that we will probably ignore so we can heal.
SE: Three units are moving towards Pi-Ramesses, but the jungle is slowing them down. None have crossed our border yet.
Southish: one Hittite Mace is eyeing empty Frankfurt, but vKnights are not far away. Frankfurt (empty) and Orenburg (vPike) seem to be the focus of the Hittites and Americans. A Spanish Sword is aiming at A&W Root Beer.
SW: At Tyendanaga, a Zulu Archer is ready to attack the city, while two Zulu Horses are trying to hunt slaves, as are the French units, I think. Further West things are rather quiet, with no borders in danger at the moment.

Drop science down to 40%; Metallugry in 1, +176 gpt.

At Bergen we chop and road the forest/former forest NW of the city. Yes, that is 14 slaves in one stack.
At Reykjavik, three Elites eliminate the three Celts (179 of 196).
At Lauriacum Furs, eMace and eAC thin out the Portuguese Archers; city will face only two attacks on the IBT, with three defenders (181 of 198).
Knight-21st slips westward and trounces 2 Arab Spears in Khurasan (4). Knight-20th shows up to pummel the Archer left behind (184 of 201).

Canada Dry is built on a roaded hill, SW of Copan. It is four road tiles from Copan, a bit far, but denies much of the already built road network in the area.

Legion-1st and Knight-9th do a tag team on the two Zulu Horses outside Tyendanaga, then we add a 4th vKnight to Knighth-9th, and then do away with a French Sword (187 of 204).
eAC gives the Zulu Archer its final agony (188 of 205).

Out in the wastelands of the Southwest, Knight-16th strikes down an Immortal and Ottoman settler pair (190 of 207).
Legion-6th (5/18) heals.
Legion-2nd whallops a Sumerian Sword and EW (192 of 209).
Knight-15th slams two Immortals and then scampers out of Persian land (194 of 211).
vKnight hammers the Hittite Mace gazing at Frankfurt (195 of 212).
Knight-11th gains a Hittite settler pair (196 of 213).
eAC in Cattaraugus charges a Hittite Mace and keeps on going into the marshes! (197 of 214)
Knight-19th helps an American Sword buy the farm in a marsh (198 of 215) and moves towards Orenburg.
MDI-8th shatters the Spanish Sword at A&W Root Beer.

Metallurgy in 1, 755 gold, +179 gpt.
[IBT]
 
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