Also, do we raze or capture?
Well, we ended up razing some and then capturing some...
Goz left me with a great setup. We're even in tech with the known world (not much there, I know), and we're actually strong compared to the Byzantines.

We have 12 vet warriors ready to be upgraded into swords, and the SoZ is due in 3. Not much to do except

, is there?
Okay, so I first spend 43 gold to investigate the Great Lighthouse city:
- size 4
- has temple
- defended by only 1 reg spear
- no resource or lux
- 20/80/0 science/tax/lux
- Great Lighthouse in 20 turns, with no chance of getting it any faster
- and, they are in a Golden Age. groucho
Do we need the Lighthouse badly enough to wait 20 turns? No! And Operation Pouty Face is a go.
I upgrade 8 warriors, which uses exactly all of our gold.
I also give Hyannis the wheat tile, and swap it to a settler. It's our only city with a granary, I want to use it.
press enter
Turn 1 730 BC
- units move to the front
- cities swap to horses, since we don't have the gold to upgrade that many warriors
Turn 2 710 BC
- Garfaln: warrior->horse
- Sandwich: warrior->horse. So that's where old Spawn is hiding! Let's send him forward, and see if he has any leadership qualities in him. (he is elite)
- Spread some MP units around to deal with the impending growth.
Turn 3 690 BC
- Hyannis: settler->Jag
- Cotuit:
SoZ->worker
- Move our galley out of Byzantine water... and declare war.
- 6 swords advance on Constantinople
- 3 swords march on Adrianople
Turn 4 670 BC
- Oasis Creek: Settler->worker
- Attack on Adrianople: We lose one sword, kill one spear, and take the city. There are 3 resistors and the city goes on a starvation diet.
Turn 5 650 BC:
- Hyannis: jag->settler
- Cotuit: worker->horse
- Attack on Constantinople: first sword redlines but wins, 2nd wins and we take the city, along with the MoM and 2 slaves. We do, however, lose a sword attacking a warrior afterwards. The RNG is not with us.
Turn 6 630 BC:
- Here's a situation, there is a Byzantine warrior up north, but the only unit we have up there are jags. I empty the MP units in Oasis Creek and send them forward.
- Otherwise, troops rest.
Turn 7 610 BC:
- Near Dasterwall, our force takes out 2 exposed Byz archers. One sword goes elite. Old Spawn wins but fails to spawn a leader.
- Near Adrianople, our force kill 2 more exposed archers, neting one more elite sword.
- Founding Mountain View.
Turn 8 590 BC:
- Forces heal.
- Swords are send in the direction of Nicaea. Horses and our first AC are send east, in hoping that their speed will prevent some auto razes.
- Two warriors makes it into Mountain View just in time to defend it against the Byz warrior, while our jags run away.
- A Byz spear shows up near the Iron. fortify a jag on it, and upgrade 2 more jags nearby.
IBT: the Byz warrior kills one of our warriors in Mountain View.
Turn 9 570 BC:
- Hyannis: Settler->jag
- Cotuit: horse->worker
- Dasterwall and Sandwitch both Horse->Horse
- I use a horse to attack the Byz spear first, he retreats after taking off 2 HP's, that's a job well done. One of the newly upgraded swords finishes the job and goes Elite.
- Taskforce gather near Varna.
- Mountain View needs to hold on for one more turn.
IBT: Our reg warrior in Mountain View holds, winning 2 straight rounds after red-lining.
But our exploring galley loses to a barb
Turn 10 550 BC
- Seige of A... town, well, I don't remember it's name, because it's destroyed.
- Found Old Jungle's Gate, which dispurses a barb camp.
- Rest of the swords gather near the border of Nicaea.
NOTES
- The Nicaea Task Force currently has 5 healthy swords, though you could upgrade some jags in Hyannis to add to that total.
- Our mounted units are in Dasterwall. I'm waiting for Caesarea to grow before striking.
- I've left some units with movement points for the next leader.
- In Old Jungle's Gate, you have the option of attacking or defending against the barbs. If the attack does not go well, the horse near Mountain View can reinforce the town.
- I had been using Hyannis as a 6-turn jag/settler factory, and Oasis Creek as a 4-turn worker factory.
- The forrest near Plainville is getting roaded because doing so should alow it to grow to size 5 (the extra gold makes a difference in lux tax). Though if you found any cities that changes it's corruption rank, you may need to ajust it.
- I didn't research at all, perhaps it's time to start? We can research Currency in 11 turns, and most towns can pre-build the Marketplace with a courthouse.
- Where do we want the FP? Rush Point? Garfaln?
Here's the current situation:
The Pouty Face:
And the
Save