Okay, there is the save.
I played only 9 turns, the next player can play 11, though I suspect most of it will be anarchy.
Turn 0 50 AD
Push science to 80%, for Feudalism in 13 turn.
Start Courthouse in Dasterwall, in preparation for the FP.
What's our priority?
1) Finding the other AI's -- all coastal cities stay on galley
2) Improve our economy -- I'm going to start some core cities on marketplaces
3) the war vs. Babylon -- continue to produce military out of barrack cities.
4) expansion -- actually, more towns will just add to our corruption right now. So our granary town, Hyannis, will be the only one on settler duty. One new town every 6 turns isn't so bad.
I MM the cities a bit, to save a few gold and shield here and there.
IBT: Bab stack of 6 bowmen and 1 spear arrive at our door step. They also have swords.
lost galley.
Turn 1 70 AD
- Hyannis finishes Settler, and starts... well, it's 1 shield short of jag in 2, so it starts a spear first to grow a bit. This city should be operating at size 4-6 with 2 MP's.
- 2 galleys finish, and head towards enbarkment point.
- Battle near Eulbar:
AC retreats
AC loses
horse wins
horse wins and goes elite
horse wins and goes elite
horse wins
army wins, then takes the strategic position outside of town.
IBT: Babs move more troops up. A swords takes a ZoC shoot from our army.
The Dutch are destroyed.
Turn 2 90 AD
- Found the city of Banana Bay.
- Army yellow-lines but ends turn on the Bab Iron. Their horse is also in sight.
- Galley near Bab waters goes North and finds purple border.
- Plymouth: galley->worker, since it's size 6 and running a specialist
- RushPoint: horse->horse
- Mountainview: courthouse->marketplace
- worker start choping forrest to help marketplaces along.
IBT: Babs shift focus, going after our exposed settler? One of their boat also shows up.
Turn 3 110 AD
- Garfaln: horse->courthouse
- I scramble troops to intercept the bab galley. If they land at the perfect spot next turn, we will lose a city.
- Meet the Incans, they are up Mono and Feudalism, plus other optional techs.
- Army pillages and fortifies.
IBT: Bab galley ignores our empty cities and head north.
lost 2 more galleys
Turn 4 130 AD
- Hyannis: spear->jag
- Adrianople: galley->courthouse
- Feudalism drops to 6 turns.
- There is just 1 turn left on the peace with Byzantines, so of course we declare war.
- Change Mountain View to jag, because we need MPs.
IBT: lose a sword in defense near Eulbar
Turn 5 150 AD
- Plymouth: worker->galley
- lose 2 more horses attacking Bab stack near Eulbar
Turn 6 170 AD
- Hyannis: jag->horse
- taking out another bab stack near Eulbar, this time losing only 1 sword
- a few lumber-jacking completes, mostly replace with mine.
Turn 7 190 AD
- Just one bowman for me to kill? Babs must be running out of steam.
Turn 8 210 AD
- The road to Eulbar is finally finished, the workers start clearing marsh for the panama city
- Babs have found a city in our northern jungle.
- Our expedition force march out of Eulbar.
- Feudalism in 2, lower science to 60%.
Turn 9 230 AD
- The catapults finally come into play, they help repel Bab bowmen near our big stack of workers.
- 3 horses were enough to raze the bab city in the northern jungle, they had enough time to rush a spear in there.
- The city of Iron Hill is founded.
I'm going to hand off the game here. With Feudalism due next turn, the next leader will have the choice of revolting immediately or wait for a few items to complete (the settler in Hyannis, for example).
Corruption is killing us. Hopfully the FP will help. The location that I picked for hand-building the FP is Dasterwall (rename it to Forbidden City if you like). This location will make the former Byzantine land more productive. With another MP, it can operate at size 7, and with a mountain mined and the courthouse complete, it could get to about 10 uncorrupted shields.
I did not start the HE, because I think marketplaces are more important. After the marketplace, Cotuit can get started on the HE, or the city could be MM'ed to 10 spt and produce military.