preturn: fire many unnecessary specialists. For example, Thebes still has two of them! Let's be careful with that.
I raise sci to max to get Metallury in 2. We need to get to riflemen asap.
WM to Inca for WM+10g. WM to Korea for WM+4g. TM to Iro for WM+1g.
Where is the freaking Zulu?
I start universities in core cities.
(1)1305AD: I am thinking which one to hit first, Inca or Korea? Korea is easier.
Cancel furs deal with Inca.
2 zerks autoraze the last Zulu town and it's no more.
IBT: Inca drops a MDI next to Umfolozi. Metallury due:
(2)1310AD: What to do with the leader? I buy Music Theory from Inca with 66gpt. Am I crazy? I then rush JS Bach's in Reykjavik.
Now wish me luck: I demand Inca to leave the he does so.
I sell 4 lux to Inca for 54gpt to get most of our gold back. I wish it sneak attack us next turn. To make sure he does so I move the only zerk out of Umfolozi.
I set sci to 80, Magnetism due in 5.
Just found we cannot upgrade trebs to cannons.
IBT Inca declares on us!
JS Bach's due.
(3)1315AD: We take back Umfolozi. I sign MA with Korea vs Inca by Music Theory and also get 43g+7gpt.
Fire all specialists.
IBT WLTKD, people expand our palace. Inca builds Copernicus.
(4)1320AD: Somehow we connected saltpeter somewhere, I immediately pillage it.
2 AC capture Juli. We now control our entire continent.
IBT another palace expansion.
(5)1325AD:
@Ica:
elite zerk 2/4 kills vet musket.
vet zerk 1/3 kills reg musket.
vet zerk 3/3 kills reg musket.
Amphibious attack rocks! (I think it gets some 25% bonus in C3C?)
We raze Ica.
@Arequipa:
elite zerk 0/3 kills reg musket.
vet zerk 0/3 kills reg musket.
We capture Arequipa.
@Centralia:
vet zerk 4/2 loses to reg musket.
vet zerk 1/3 kills reg musket.
vet zerk 1/3 kills reg musket.
The redlined musket is still in.
IBT our redlined zerk is killed by knight.
(6)1330AD:
@Cantralia:
elite zerk 1/3 kills reg musket and razes it.
@Huamanga
vet zerk 4/1 loses to vet musket.
vet zerk 1/4 kills vet musket.
elite zerk 1/3 kills reg musket.
vet zerk 4/2 loses to injured musket and promotes it.
4-hp elite zerk 4/1 loses to musket but redlines it.
3-hp elite zerk 1/2 kills the elite musket and raze the city.
We lost 2 vet and 1 elite, the another elite probably will be killed.
There are some slave workers that we cannot transport, so I create outpost there at least Inca couldn't capture it back.
IBT Inca wants peace, no way. Elite zerk is killed by archer.

Magnetism->ToG in 5 turns.
(7)1335AD: Upgrade 3 galleons. Finally can transport armies!
@Andahuaylas:
vet zerk 4/3 loses to vet musket.
vet zerk 4/1 loses to vet musket.
vet zerk 2/3 kills reg musket.
vet zerk 0/3 kills vet musket.
vet zerk 3/1 kills vet musket and razes it.
Inca has ToG.
IBT Inca captures back Arequipia.
(8)1340AD: We capture back Arequipia. I sell Navigation to Korea for 54g+32gpt (full price). We can get ToG in 3 turns.
IBT our elite zerk retreats a knight.
(9)1345AD: I gift Arequipia to Iros.
(10)1350AD: Armies kill two muskets and we raze Vilcabamba. I move a healthy army to cover another injured army. The injured army should move back to galleon the next turn. The healthy one can go for pillaging.
To next leader:
Our forces outnumber the AIs.

Inca was about our size before the war.
Amphibious attack is very cool. I would just raze coastal cities before we have rifles to hold them (but do not bother with those size-1 cities. Hit the big cities first). Use the healthy armies to pillage resources. The good thing is Inca has only one source for horses/saltpeter and no iron now.
There is a boat with two settlers/one spear going to the little island in the north to claim the territory.
Some units fortified:
Adrianople is the city for reinforcement. It has some zerks, and a setterl/3 workers next to it.
Some zerks/crusaders are going there too.
There are 2 zerks and 1 crusader fortified on a mountain next to
Karistad.
Some zerks are healing in
Umfolozi, the one-city island north to Inca.
We have a 2-zerker army in
Tugela (close to Korea) untouched. Send a boat to pick it up.
We have lots of trebs in
Zimbabwe, but I don't know what to do with them before artillery comes.
We are doing well. Next turn we'll enter Industrial Ages and let's go for Nationalism then Steam Power.
Oh, once we get rifle we can load one into the armies on the Incan land. We don't need to transport them back anymore.
Be aware if AI gets calvary (still a long way) - they may attack army after that. It's important to pillage the horses/saltpeter.
Be stingy to Korea: we need to delay its access to Military Tradition as long as possible. After crushing Inca we'll get to it next.
SAVE
Roster:
SesnOfWthr -
Microbe - just played
Cuivienen - UP
Bede - on deck
grs -
M60A3TTS -