First I loaded CivAssist, as my advisor thought this would help to reduce the micro management required. CivAssist tells us that we have Banking, and the four main Civs have Gunpowder and Magnetism.
T1 1521AD
With Spain we offer our Banking and get Gunpowder, 120 gold and 14 Gold per turn.
We notice (with some pushing) that we don't have Magnetism still. And get that for Banking and 50 gold from Holland.
Gunpowder gives us the Musket, and Magentism allows us to build Carracks and Magellens voyage.
We notice that some cities are not growing so start a worker in Azores.
We switch our science slider to 90% and get colonization in 11 turns. We have 895 gold and lose 24 per turn. We are concerned that we will lose all our goal before its but our maths advisor assures us we will not.
Caravel with two knights and an explorer leaves Lisbon for America.
Second Caravel leaves to explore, but with no units in it!!!
Madeira is changed to build a colonist from a harbor, as we really need colonist
Our MI in Africa is attacked by barb and wins and gets upgraded.
T2 1522AD
Madeira Colonist->Trebuchet because I just want it
Lisbon builds a colonist, but where have all our Carravels gone, so we start to build a Carrack
T3 1523AD
CivAssist tells us that Holland has researched Protestantism, which allows us a new government and a new wonder. We are amazed when we get this technology for our World Map!!!!! We trade this to England for 50 gold.
T4 1524AD
Oporto Knight->Knight as we want to build an army of Knights
CivAssist tells us the Spain have lots of gold and don't have Protestantism, but it appears that Spain are not allowed to have Protestantism in this game. Try explaining that one to your 7 year old.
Next we spend many minutes reading about technolog, and smackster has to be woken from his slumber.
Our Knights arrive in America near Iroquois and it looks like we might have a fight
However, we learn about reputation and decide to first move our Knights out of their land space.
T5 1525AD
We don't have anything to do with our workers, and all our ships are gone?
Iroquois asks our Knights to move, so they leave their land.
We declare war on Iroqoois, and move our Knights next to their city.
IBTSpain declare war on us, and kills one of our pikemen
T6 1526AD
We have two Knights and two pikemen left, between Lisbon and Oporto.
We first ask France to join and alliance and they agree for some technology and 50 gold.
Now we use of our knights to attack Seville, but it retreats without causing any damage.
We send some workers over to the new continent
Our Knights attack Niagra Falls, and one retreats but the other destroys an enenmy spear and gets upgraded to elite
IBT We see France and Spain fighting
Inca want Alphabet and we sell it for 50 gold
T7 1527AD
We now trade Writing to Inca for 111 gold and Mayan contact
Both Oporto and Lisbon are building Knights
The Carracks move very fast and comes back to our land.
We build a new city Bahia, right next to a jungle, and near Sao Paula. We can't build on Jungle so that is all we can do really.
Knight attacks Niagra falls and destroys it.
IBT
Spanish attack France again, and they move a pikeman to our Iron. It takes both our knights to defeat him.
Spain also attack our Knight in America and destroy him.
T8 1528AD
Our Knight advances on Salamanca
Our Caravels are slowly being brought home with a little prodding
Our workers arrive near yes to road the spices. Our coloniser, lands on a one tile island on more spices.
T9 1529AD
Knight attacks Seville across river and dies
Our Colonist can't settle on a forest, and the Carrack has gone away, boo
Our Knight attack Salamanca and retreats. A longbow attacks another Iro horse, and gains elite status, yea.
T10 1530AD
Cape Verde builds a Harbour, now it can grow, grow grow
We move an explorer into the French land and see that they have a Medieval Infantry moving into Spain
We move a Caravel next to Lisbon, and we can upgrade that next turn. There is a colonist there too.
We drop off our colonist onto a gold mine
Our knights stays next to Salamance but needs to move out to heal
Colonisation in 2 turns now.