Preturn:
Give the irrigated wheat from Leipzig to Hamburg. Switch Hamburg to FP. Reduce science.
Switch Frankfurt from coast to whale tile. Galley will finish one turn faster now.
The 2/3 Greek archer may attack our 3/5 archer on plain next turn. I kill that archer with one of our archers from the stack. It is exposed now, but rather loose a vet than an elite. Next archer kills a Persian warrior on the swamp tile and promotes to elite (5/5)! Final archer kills the remaining swamp warrior and promotes as well (3/5). Now the spearman on the wines hill is no longer necessary and can move to the swamp in order to protect the archer there in case the 1/4 Immortal attacks it.
I was thinking very long, whether or not I should attack the Scandinavian 2/3 galley with our 4/4 galleys. But in the end I decided against it. This could well be the only Scandinavian galley, and I don't won't to stop the Scandinavians from sending cheap units to us...
IBT: The Scandinavians unload a swordsman next to Frankfurt.

That's not exactly my idea of a cheap unit and also it's not their usual landing zone!! Who said they shall unload their units on a forest now?
Three Dutch archers appear out of Utrecht, The Hague and Eindhoven. The Greek archer kills our archer on the Dutch wine hill.
Two more Persian archer appear at Eindhoven.
Monarchy comes in. Set research to 0% again. The AIs will certainly provide us with the last remaining AA tech (Currency) soon. Don't revolt yet, because I still want that settler from Leipzig (horses!) and the archer from Berlin (in case the two available archers at Frankfurt are not enough to deal with the swordsman).
Leipzig grows, but the shield on growth is eaten up by corruption.
Turn 1 130BC: catapult bombards Viking swordsman, an archer kills it, but goes down to 1/4. Kill three archers (one each of the Dutch, Greeks and Persians) and the Immortal. Three attacks were elite (one surviving by a hair 1/5), but no leader. Move units into place. Switch Stuttgart from barracks to catapult.
Rearrange some units, so that Königsberg, Leipzig and Hamburg don't riot even at 0% lux.
Turn 2 110BC: Kill 3 more units at no losses. 4 Greek units become visible.
Now I thought for half an hour: revolt or not revolt? A very difficult question, because in Monarchy we would currently pay 22gpt unit upkeep, compared to 0gpt in Despotism. In the end I saved the game, went to bed and slept it over. After a good night's thought, I made my mind up: let the party begin...!
I think the following reasons outweigh the 22gpt we'll have to pay for a short period:
- I said a while ago, that the corruption-reduction of Monarchy would not be enough to make Leipzig a 4-turner again. This is correct. But the extra food we get out of the two wheat tiles would! Because then Leipzig could work the hill tile permanently and still have +5food. And the mine on the hill is about to finish soon, giving 3 shields in Monrachy (only two in Despotism). Overseer, that was a very smart move of you to start a mine on that hill during your turnset!
At first, when I opened the game, I thought, "why is he making a mine there? There are still many unimproved grasslands." But now everything falls into place: the extra food, the extra shields, and then Leipzig should finally become a pretty maintenance-free 4-turner.
- There are quite a couple of other food resources, that would give extra growth under Monarchy: two sugar tiles, two fish, two whales (with harbor) and the plain wine at Amsterdam.
- Consequently we would get a number of towns to size 7 soon. Several more towns will be online soon, so I expect we won't pay the unit upkeep for long. It should be down to 0gpt by the time we start our own research again. (Which I think should be after we get Currency and our free MA tech. Then we should make a quick dash to Invention and upgrade our archers & catapults.)
- Anarchy at this point would prevent a couple of archers from being produced. During anarchy we can hook up the horses, and then when order is restored again, produce horsemen instead of archers. This is good, especially in lieu of our reduced number of free units.
Revolution begins... And of course we get 6 turns of anarchy!!
IBT: Vikings start the Mausoleum. They will really be no threat for us...
The Greeks kill one vet archer.
Turn 3 90BC: Kill Greek archer and warrior. Switch Nürnberg from galley to Library.
IBT: 4 more Persian units arrive at Amsterdam, among them one Immortal.
We learn the Republic from the Greeks and the Aztecs. (Hmm, is this a sign from the civ gods? who knows what I'll do at the end of our anarchy...

)
Turn 4 70BC: Bombard and kill Greek archer and warrior. Two elite wins, but still no leader. Retreat units from the Persian stack. If they follow us, they'll meet our catapults next turn...
Our southern curragh reaches the Persian continent and turns around to explore the other side of the Russian continent. The Babylonians must still be somewhere (they own the Oracle), and they are most probably to be found there.
IBT: The Persians follow us north.
Turn 5 50BC: Three catapults miss, only one takes a hitpoint of the Immortal!! Well, I need to attack anyway, as we can't retreat. Vet archer makes Immortal 1/3, but looses. Now the Immortal is "covered" by a 3/3 warrior. I risk a 3/5 archer and attack that warrior: wins 2/5. Vet archer now kills the Immortal, but goes down to 1/4! Another Persian warrior becomes visible. Cover our archer with an elite spear.
IBT: Another Persian archer and vet Immortal arrive. These guys really mean it. 5 turns have now already passed, and I still didn't manage to fire a single shot on Eindhoven!
Turn 6 30BC: Kill a Persian warrior and archer, get one promotion (3/5).
Not that it would matter much at the moment, but before I forget: switch Amsterdam from warrior to barracks. We'll need a place for upgrading our cats & archers later.
Found Salzburg. Horses now connected. Salzburg starts catapult. Switch Berlin and Köln to horseman.
IBT: Scandinavia wants peace. The Aztecs start the Temple of Artemis.
Turn 7 10BC: Kill Persian archer, warrior and Immortal. Two elite wins, one promotion. No more Persian units to be seen!
IBT: The Netherlands want peace. They are willing to give three towns for it! I don't know the rules: is it allowed to make peace, take the towns and then immediately redeclare? I'll save the game and stop for now, until someone can answer that question for me.
Anarchy is over. I'm very tempted to choose "Republic" from the dropdown list, I almost need to physically force my hand over to the "Monarchy" button and click that... But you are probably right: with that many contacts we would be in war-weariness pretty soon. If we really wanted Republic for a while, we shouldn't have explored.
A Persian warrior and Immortal arrive at Eindhoven. Will this never stop?