Turn 170 (550AD)
Looks like we are in a good position.
Battle for Babylon: 5/5 sword vs unfortunately newly spawned 3/3 spear - win, -3hp. Capture city. 5 Resisters (of 5). Set to a worker.
Move settler into place to the southeast of Babylon.
Need to get rid of the muskets so 12/13 GSA vs 4/4 musket - win, -7hp. 5/13 GSA vs 3/3 musket - win, -4hp. GSA is now 1/13.
Vs Ashur cats go 2/9. Not good at all. Reveals at least 3 pikes.
Cats go 1/3 vs Mayan knights. 13/16 AC vs 3/4 knight - win, -1hp. 12/16 AC vs 4/4 knight - win, -6hp. Pull all units in the area back into the stack to heal.
Battle for Ashur - 16/16 AC vs 3/3 pike - win, -6hp. 10/16 AC vs 3/3 pike - win, -3hp. 4/4 MDI vs 3/4 pike - lose, -2hp. 4/4 horse vs 3/4 pike - flawless retreat. Decide to stay up for this turn until cats can do more damage to remaining 2 pikes or AC army heals.
Swap some knights to Conquistadors for a Conquistador army.
Go to Arabia to ally them against the Mayans and . . . they don't know the Mayans.

How is that even possible?
IBT - The Chinese send out a settler. Bet they've been waiting a long time to do that. The Dutch send a ship our way. The Mayan galley is still cruising around.
Turn 171 (560AD)
Found Logrono. Start a settler. Swap some Treb builds to settlers.
Units in the west (by the Mayan) rest and heal.
2nd Battle for Ashur - cats go 3/9 and reveal 3 pikes. Damn. 7/16 AC vs 2/4 pike - flawless win. 7/16 AC vs 2/4 pike - win, -3hp. 4/4 sword vs 2/3 pike - flawless loss. 4/4 sword vs 2/3 pike - win, -2hp. Options are not the greatest. I capture the city for now. 5 Resisters (of 7). Starve the city. Put units in the city to attempt to quell the population while it starves but no unit will remain there. Need to finish off the Babs once and for all.
IBT - For some reason the Babylonians send out a settler covered by a pike and a lone pike. They must not have noticed all the Spanish troops in the area?
The Mayans want to talk now that we've destroyed their entire invasion force and a few hundred shields worth of units. The good news? They are saving some unit maintenance costs. I decline. I don't want to talk to those losers.
Mayan ship continues around our southern seas. A Mayan knight appears by Ninevah.
The Dutch are building Magellan's Voyage.
Turn 172 (570AD)
Madrid: Conquistador=>Knight
Quell 3 resisters in Ashur but the city riots.
Bombard one wayward pike, cats go 2/4. 5/5 AC finishes him off, -1hp.
Cats go 1/6 vs Mayan Knight. 12/16 AC vs 3/4 knight - win, -5hp.
Everyone else rests.
IBT - The Dutch demand our dyes. Here we go. The Dutch are average to us but their lands are scattered. They have knights. Okay, let's dance, William. Actually, it is William that dances - away from us as fast as possible.
Turn 173 (580AD)
Pharsalos: Settler=>Settler
Argos: Settler=>Barracks
Santiago: Conquistador=>Knight
Battle for Samarra: cats go 2/4 and single pike is readlined. 5/5 AC vs 1/3 pike - flawless loss. 4/5 AC vs 2/4 pike - flawless retreat. Whatever.
Cats then go 1/4 vs exposed pike.
Create conquistador army. Load 2 conquistadors.
IBT - The Mayans buy the Dutch in against us.
Babylon deposes us again.
Mayan galley moves up our coast. Mayan knight and a musket/settler pair appear.
China establishes and embassy with us.
Turn 174 (590AD)
Madrid: AC
Barcelona: Conquistador=>Knight
Delphi: Pike=>Knight
At Samarra our cats go 3/4. 9/16 AC vs 1/4 pike - win, -1hp. Capture city, sink galley. Babs are down to 2 cities (counting flipped babylon).
12/13 GSA vs 3/3 spear - win, -1hp. Capture city.
Cats hit healing pike 1/1. Now pike is 1/3. 5/5 sword vs 1/3 pike - flawless win, 2 slaves.
Cats hit Mayan knight 3/4 and drop it to 1/4. Cats miss musket 0/2. 12/16 AC vs 1/4 knight flawless win. Load the final Conquistador in our army. Conquistador army moves to support final attack on Babylon.
We've got a problem with this dumb ships circling us. I send the new AC south even though I want him north.
Arabia does know the Dutch so I ally them against the Dutch. Give them Theo for 8gp to make the deal. That should keep the Dutch busy.
IBT - the babs want to talk. Nah. We're good.
Dutch ships can really cruise, they are now to both the north and south.
Maya signs the Chinese into the war against us. It is a world war now.
We get a palace enhancement - build steps, add a building and 2nd floor.
Turn 175 (600AD)
Battle for Ellipi - 12/12 Conquistador vs 3/3 pike - flawless victory and GA. 12/12 Conquistador vs 3/3 spear - win, -1hp. Capture city and 2 slaves.
Babylon is destroyed which will free up a lot of our resources. China has already DOW on us so we don't need to worry about that part.
Cat misses Chinese settler/spear/archer stack.
Cats redline Mayan musket. 4/4 MDI vs 1/4 musket - win, -2hp. 2 slaves.
Settle Valladolid in an open place to close some gaps. Start a worker.
Put everyone back to work. Metal in 3t.
Armies remain in place to heal this turn.
IBT - China loses a 4/4 sword to a 4/4 spear, -2hp.
Ships continue to sail around.
Mayans advance a knight because they love to waste units.
Netherlands advance a MDI & Swiss Merc.
Turn 176 (610AD)
Madrid: Knight=>Knight
Athens: Settler=>Settler
Knossos: Settler=>Barracks
Santander: Treb=>Treb
We get a palace expansion, add east wing.
Armies are healed and most resisters are nice people now.
Cats redline invading Chinese. 15/16 AC vs 1/3 spear - win, -3hp. 5/5 sword vs 1/4 archer - win, -1hp, 2 slaves.
Cats go 2/7 against Mayan knight but now 2/4 on a mountain. I'll let him retreat.
Our Conquistador Army invades China to disconnect their salts.
IBT - a 2/4 Mayan knight kills a 4/4 spear (-1hp) and reclaims 2 slaves.
Dutch & Mayan boats continue to sail around.

Large Dutch stack of SM, MDI and a knight moving on Barc.
Turn 177 (620AD)
Salamanca: Library=>Market
Zaragoza: Knight=>Knight
Conquistador army pillages Chinese salts, iron, plains (x2), hills before coming up behind the Mayan knights.
Cats do a great job redlining all Mayan knights n the area! 5/5 sword vs 1/4 knight - win, -2hp. 12/13 Conquistador vs 1/4 knight - win, -1hp, recapture lost slaves. 16/16 AC vs 1/4 knight - flawless win. See two Mayan muskets escorting a settler.
Move units around Barc so that only approach is via flat land. GSA and an AC move into the area along with a few trebs.
Science down to 40%, Metal still in 1t @ +74gpt.
IBT - Lose a spear to a Dutch knight, -2hp. Lose a pike flawlessly to an attacking MDI. An MDI holds off a Dutch knight and a Chinese MDI.
Dutch land a knight and SM in our soft underbelly from one of those damn ships. I don't know that we can repulse the attack with any local forces. Spread too thin.
Another Mayan knight appears along with the muskets/settler.
The Chinese are advancing some units, but they can't have much to send with only three cities.
Turn 178 (630AD)
Metal=>MT in 8t (70% science) -10gpt.
Zues is obsolete.
The Dutch are going to take either one or two cities next turn and I can't stop them. Gather units to try to repulse them.
Build Gem City.
Trebs redline SM by Barc. 12/16 AC vs 4/4 MDI - win, -5hp. 7/16 AC vs 1/3 SM. Flawless win.
Cats redline Chinese spear - 16/16AC vs 1/4 spear - win, -1hp. Cats redline Mayan Knight. Don't have the units to take him down just yet.
Send Conquistador Army to kill a 2/4 Dutch knight, -6hp. Grr. GSA is sent to deal with eastern fleet of ships that is gathering just in case they land. Send lots of units to deal with landing Dutch forces.
Hurry a MDI at Corinth for 44gp.
IBT - This is going to suck. Dutch knight captures Athens. Dutch knight flawlessly kills 4/4 archer in Jaen and captures the city.
Dutch stack moves against Barc.
New Dutch Caravel is moving along our northern coast.
Turn 179 (640AD)
Madrid: Knight=>Knight
Corinth riots. Make a clown. It is now cut off.
Seville: Knight=>Knight
Akkad: Temple=>Walls
Pamplona: Settler=>Courthouse
Battle for Jaen: 4/4 knight vs 4/4 knight - win, -1hp. Capture city and sink a caravel that pulled into port.
Advance many units on Athens. GSA continues to shadow the fleet in the (now) Northeast.
Cats by Barc take 2hp off each SM. 7/16AC vs 2/4 SM - win, -2hp. 5/16 AC vs 2/4 SM - win, -2hp. 4/4 knight vs 4/4 MDI - win, -1hp. One MDI left. 5/13 Conquistador vs 3/3 MDI - win, -2hp. Invading Dutch stack is dead. Armies need to heal, move all into Barc (barracks) to heal.
Move newly created knights to shadow the new Dutch caravel until the Athens situation can be resolved.
Cats redline a Chinese sword and reduce another to 2/4. 15/16 AC vs 1/4 sword - win, -1hp, capture 2 slaves. 4/4 MDI vs 2/4 sword - win, -2hp.
Cats take a point off 2 Mayan muskets escorting a settler. 14/16 AC vs 2/3 Musket - win, -1hp.