550AD (210):
Preflight check. 4 Spears, 3 Axes, 3 Chariots, a Cat and a Phant sit in Navajo waiting for Alex's attack. We also have a couple of spears protecting the road outside. Meanwhile, Alex has 3 Spears, 3 Catapults, 4 Chariots, and a Phalanx that have a good probability of coming after us next turn. I'm somewhat concerned about his massed cats, but we look like we can hold if we hit his stack as it comes to us. Najavo also has walls which are nice if we need to buy some time, but I'm hoping we won't. Doesn't have a Barracks and I notice that we were building one at some point. Oh well.
Note that my wheat was never hooked up, but that's largely irrelevant now, due to happiness being our cap.
Two unmoved workers head further into our territory to chop more jungle.
565AD (211):
Peace ends with Alex, and his previously mentioned stack of units (minus one fortified spearman), move to the border.
A bunch of stuff finished building this turn, and went back to domestic matters. Since we're going to be fighting, I go to those cities and change them to more military builds. We passed Alex on the power graph this turn.
Navajo: Spear -> Axe
Elephantine: Spear -> Cat
Heliopolis: Cat -> Cat
Memphis: Phant -> Cat
Thebes: Cat -> Sword
Units moving en masse to the front, one move at a time so I don't get them mixed up. Workers who built the pasture in front of Navajo beat a hasty retreat.
580AD (212):
Hilariously, Alex's attack with a Chariot got through before his message did. It died horribly on an Elephant though. Alex also pillaged our fishing boats (boo hoo). Stupidly, he has a work boat right near Memphis and our Galley, so it dies.
Alex settler party is on the move. It's moved off the forest 1NW. Lowest XP Axeman has 3XP. He gets Combat1, and a 50% chance against the Phalanx. He wins! (Takes XP to 7!) Spearman goes in umpromoted with a 98% chance and gets us a free worker.
Now for Alex's intruding stack. It's down a Chariot, but still pretty big. 5XP Catapult promotes double barrage, goes in with 58% chance of withdrawal in Cat vs Cat action and gets away. Dual promotion on second 5XP catapult, same deal, goes in Cat vs Cat, withdraws. Alex's stack is now all damaged except for the lead Catapult. Axeman promotes Combat 1 and Charge, but the Cat then disappears off the stack, to be replaced by the Phalanx. Go in with 85% odds and win.
George Patton born in Amsterdam.
Shock Elephant time!
First shock elephant... gets owned by a spear

But that's ok because the is down to 0.1 health, and Alex is rapidly running out of units which are not chariots. 2nd Elephant only has 3XP so gets combat and mops up the other healthy spear. We are down to 1 healthy cat, 2 crippled ones, the almost dead spear, and the chariots. Spearman gets combat 1 and charge. Fresh cat stays at the top of the defenders (no duh). Only has a 68% chance to win so shrug and charge. Manages to kill the cat (yay).
Only quality units left are the 4 chariots and they all got hit by collateral from the cats. Low XP spearmen from the city get the honours, and all 3 chariots are dead. Remaining 2 cats are free XP for the two CR Axemen in Navajo, and they get mop up duty. 0.1HP spear is taken out with a war chariot, who retreats inside the city.
Total casualty count for this turn: 1 Shock Elephant at good odds

.
Total casualty count for Alex: 5 Chariots, 1 Phalanx, 3 Catapults, and 2 Spears.
Curse, because I forgot to change to Archery on turn 0. Change to it now O.o
No good candidates for a MASH unit yet, so I settle the Great General in Elephantine. We will be getting plenty more soon anyways.
All fighting done for this turn, so get to the cities. Thebes is at the back end of our empire, and Alex's troops in that area have been eliminated for now. Dial up a forge for extra production and happy from our gold.
I REMEMBER that we have a spy in Alex land (he was fortified so I forgot about him). Send him into Athens to see what mischief we can cause (pillaging the copper is useless because Alex has Iron).
595AD (213):
Ok, Spy in Athens, let's see what he can do. We have one option to steal tech. Let's give it a shot.
Well I guess I just wasted a turn of our pitiful research. Spy magically teleports back to Thebes. We were on Machinery before, so I put it back to that.
Ok, sorting out wounded at Navajo this turn. One of our unpromoted 5XP chariots becomes our Medic. Mass waits ordered for healing.
Elephantine starts on our first Horse Archer.
Heliopolis also became pissed last turn because I clearly wasn't watching it closely enough and it grew. Cat done in 1 turn, so I'll look at it after.
I take a look at the damage we did to Alex on the Power graph last turn.
610AD (214):
Ok, cat done at Heli, set it on a Temple.
Mass moving of units this turn, preparing two attack forces, one at Navajo, and one from Alexandria.
625AD (215):
Alex finishes some walls in Pharsalos >.<
Navajo's library finishes, start... uh, a Barracks. Research has to drop to 0%, so I'll have the means to destroy Pharsalos in 2 turns.
640AD (216):
Dump a crapload of units beside Pharsalos. Bleeding 8GPT from supply.
655AD (217):
Random Horse Archer that showed up near Pharsalos gets fragged by a spearman.
Costs rise to 10GPT, and we only have 6 left. Need to take Pharsalos this turn, no matter the casualties (casualties would actually be a good thing, cutting down our costs). Bombard down to 22% defense with our cats (damnit).
Low XP shock phant goes first and dies. Spearman hurt. Next Shock phant kills the other spearman. CR1 Axe against the Phalanx dies, Phalanx down to half health. CR2 Axe has to go up against the archer and wins. Second CR2 Axe up against swords and wins. CR1 Swordsman deals with the wounded Spearman. Catapult comes to the top of the stack, but my Charge Spearman brings up the Phalanx at less that great odds. Give double Combat to a War Chariot, but it dies to the Cat (one less unit we need to pay upkeep on!) Catapult is hurt though. Phalanx is back up and it gets completely trashed by the high XP Shock Phant.
Nothing left in the city except Chariots and the wounded Cat, so easy XP for the Spears. 93 gold in takings and raze Pharsalos to the ground. Surviving chariots start razing Alex's cottages.
Up to 116 gold, losing 4 per turn.
All builds in cities were subbed for infrastructure. Change Civics to Representation, Caste System, and Organized Religion. War Weariness won't be that bad because we didn't start the war, and Alex is the one losing units. We also cannot afford to build any more units. Any angry faces we get from it are easily combated by Representation. Caste System to get some bloody merchants hired, and Organized to speed up those buildings!
Well damn, Heliopolis is our 6th biggest city so gets no help for its angry person from Representation. No other cities are angry about the war yet.
670AD (218):
AP Vote comes up again, and this time we vote for ourselves (no point fooling ourselves thinking we can please Alex).
Mass moving units back into our territory and towards Navajo, so they can head north and raze Ephesus.
685AD (219):
We win the AP. No surprise.
Navajo's border also popped, shortening our supply line. We've back to +5 gold. All units now back within border. I up science to 10%, but that puts our gold to -4. Let's see how long that is sustainable.
700AD (220):
All units skipped this turn in Navajo, and all will be fully healed for next turn, with the exception of one shock phant and one shock spear.
Alex will give us Aesthetics and 45 Gold if we stop kicking his ass. I'll leave that up to someone else to decide.
Roster:
1: Simon_c
2: S.ilver <-- Just Played --
3: Madtown **UP NOW **
4: playshogi <-- On Deck --
5: tiberion02 >>Skip<<