First, the
save
Despite how thin we are being spread, i must admit that i thoroughly enjoyed this turn-set. I like this variant because you are forced to keep scrambling along, ready or not.
650-800
Inherited Turn
Although we have a nice little collection of macemen and catapults in Roman territory, we will soon need to attack Ragnor, so as our northern cities build an army for Roman territory, our southern cities will have to supply the forces required to start a war with the Vikings.
All builds look alright. I move the axe that is fog-busting in the west and realize the barb city is guarded by archers, so I decide not to produce a settler for now. We will take the barb city and reclaim our foreign trade routes via military. Part of the reasoning is that building a road to our new city could have been quite expensive (worker turns) as well.
While examining my processors efforts, I notice (and am impressed by) the fact that all cities with barracks are building an offensive army while those without are building archers. This is perfect.
Lastly, I see that Utica does not have a maximum number of specialists assigned. I assign a second librarian despite it causing some starvation. But thats okay- it will toughen those ol Utica boys.
Research
All our rivals have machinery already except for Saladin so I trade him machinery for feudalism and the rest of literature and some cash.
We finish literature and I set us towards paper. We are one turn from completing paper and
the next player should use the great scientist to hurry education along.
Civics
We revolt to vassalage near the beginning of my turn set to better fight wars and afford a larger army.
Diplomacy
The Americans demand engineering. This is our monopoly tech. Carthage does not negotiate with bullies. I send him packing.
War
In 695AD we take Arpinum (northern Roman lands) which retains a lighthouse, forge and granary after conquest. It will make an excellent whipping center for a little while anyway. Soon afterwards we take Cumae- it was barely defended- and find it still has a lighthouse and a forge. I set it to build a granary so we can whip the Romans.
In 800 AD, the romans have two cities left (i think). The good thing is that we started with his established cities with good production and are now facing his lighter cities. Also, because he still has horses he is throwing expensive horse archers at our pikemen and this is great for us.
In 710AD (sorry, there is no 700AD), we declare war on Ragnor. We are not at all in any shape to attack yet, but rules are rules and his time has come.
We have 3 macemen outside of the barb city and can take it next turn.
Economy
I had to upgrade a pikeman to take care of a horse archer so that cost some money and I upgraded an axe to a mace and that was a little more money, so now we are broke and losing money quickly but I think we all knew that would happen. We arent really in a position to push economic builds either. I foresee great fires sweeping Ragnors lands so we can keep pushing our war-machine.
State of the World
Rome has two cities yet. We have no armies on Ragnars borders. Our cities all have extensive war weariness and we want to rejoin the homeland and whip unhappiness. Production is based on the whip and we have many immature cottages. Its best just to have a look at the save probably. It looks bad but its probably not as bad as it seems. I forgot to trade for resources but we may be able to alleviate some unhappiness with some trades. The next player should explore that possibility.