Turn 0 1226:
Change Nara to workboat. What this city needs most is food.
Barcelona to barracks. If we are building military here, we should make use of our cheap barracks.
Edo can spare a garrison for Kyoto. Put it on the galley.
Cancel the orders for the Samurai and the horse archer.
BTW don't do this to give orders which go far into the next turn-set, please. I will maybe do the same moves, but it's frustrating if I wanted something else.
Turn 1 1232:
Battle of Madrid.
Very good RNG (I fear the bad will then come soon). 3 cats retreat and I take the city with no losses.
City has Mahabodhi and lighthouse.
Order a Monastery, so it doesn't get forgotten that Buddhist Misionaries are now worth a coin.
But the city is still in anarchy for 7 turns.
Trade our world map for 140g to Mansa and 70g to the Khan.
Rush barracks in Barcelona.
Rush colloseum in Tokyo. Will generate nice overflow.
Turn 2 1238:
Kill a spanish archer with a horse archer near Seville.
Getting thin on barb defense near Kagoshima. Promote the newest horse archer from Osaka flanking II and attack a barb axe at bad odds- retreat
.
In our biggest cities we get war weariness. I ignore the crybabies for now.
Turn 3 1244:
Retake Seville from one archer. Nice of Izzy that she didn't move the second archer in, but had left it outside for the horse archer to take.
More war weariness. Izzy doesn't want to talk, otherwise I would have made cease fire or peace.
I need the troops from Madrid, to get a good kill ratio and that will take some turns.
Rush the market in Kyoto and harbor in Edo to get rid of unhappy pop.
Turn 4 1250:
No hostilities.
Order barracks in Tokyo and Edo. We will rush military at some time.
Turn 5 1256:
Nothing noteworthy.
Turn 6 1262:
Now Izzy comes begging for peace. I decline. The first troops are just now on her border.
Turn 7 1268:
Nothing of consequence.
Turn 8 1274:
Madrid comes out of anarchy. Rush the Monastery.
Attack Cordoba. No losses and raze it. It's a location that blocks several better places.
Izzy is history.
Turn 9 1280:
Not much.
Some troops arrive at the barb town. But this will now need a lot of effort.
Two longbows, an axe and 50% defense. No dice w/o catapults.
This would be again an even turn. Decide to mimick Thrallia
and play a few more rather than less.
Turn 10 1286:
Not much. Peace everywhere.
Turn 11 1292:
A few barb skirmishes.
Turn 12 1298:
About the same, but lose an axe to attacking longbows.
Build academy in Osaka with scientist travelling through my whole set.
Turn 13 1304:
Rush a few things.
Turn 14 1310:
Well, at least a 0 at the end of the year.
Still nothing much happening.
Troops are marching towards barb town, but we really need catapults and strong attackers there before we can do anything.
We should have astronomy soon. Then there is the problem to build ships.
And the other question is: do we want to use astronomy to catch up in tech or not.
This really comes to the question: Can we finish this before the AI gets grenadiers and/or rifles.
If the answer would be yes (I doubt it), we would not want to trade, but stop research until everything upgradable is upgraded.
If no, we would want to trade as well as possible to get us started towards cavalry and/or rifles.
Anyway, we should capture the barb city and build a few more cities. Then we should ship what we have to the other continent.
We get our troops together in Germany and then attack ???
Huyana looks like the easier target, but stopping the tech leader Mansa might be more important.
I don't think we should go for our good friends Bismarck or Hatty first and the others are pretty difficult to reach.
Change Nara to workboat. What this city needs most is food.
Barcelona to barracks. If we are building military here, we should make use of our cheap barracks.
Edo can spare a garrison for Kyoto. Put it on the galley.
Cancel the orders for the Samurai and the horse archer.
BTW don't do this to give orders which go far into the next turn-set, please. I will maybe do the same moves, but it's frustrating if I wanted something else.
Turn 1 1232:
Battle of Madrid.
Very good RNG (I fear the bad will then come soon). 3 cats retreat and I take the city with no losses.
City has Mahabodhi and lighthouse.
Order a Monastery, so it doesn't get forgotten that Buddhist Misionaries are now worth a coin.
But the city is still in anarchy for 7 turns.
Trade our world map for 140g to Mansa and 70g to the Khan.
Rush barracks in Barcelona.
Rush colloseum in Tokyo. Will generate nice overflow.
Turn 2 1238:
Kill a spanish archer with a horse archer near Seville.
Getting thin on barb defense near Kagoshima. Promote the newest horse archer from Osaka flanking II and attack a barb axe at bad odds- retreat
.In our biggest cities we get war weariness. I ignore the crybabies for now.
Turn 3 1244:
Retake Seville from one archer. Nice of Izzy that she didn't move the second archer in, but had left it outside for the horse archer to take.
More war weariness. Izzy doesn't want to talk, otherwise I would have made cease fire or peace.
I need the troops from Madrid, to get a good kill ratio and that will take some turns.
Rush the market in Kyoto and harbor in Edo to get rid of unhappy pop.
Turn 4 1250:
No hostilities.
Order barracks in Tokyo and Edo. We will rush military at some time.
Turn 5 1256:
Nothing noteworthy.
Turn 6 1262:
Now Izzy comes begging for peace. I decline. The first troops are just now on her border.
Turn 7 1268:
Nothing of consequence.
Turn 8 1274:
Madrid comes out of anarchy. Rush the Monastery.
Attack Cordoba. No losses and raze it. It's a location that blocks several better places.
Izzy is history.
Turn 9 1280:
Not much.
Some troops arrive at the barb town. But this will now need a lot of effort.
Two longbows, an axe and 50% defense. No dice w/o catapults.
This would be again an even turn. Decide to mimick Thrallia
and play a few more rather than less.Turn 10 1286:
Not much. Peace everywhere.
Turn 11 1292:
A few barb skirmishes.
Turn 12 1298:
About the same, but lose an axe to attacking longbows.
Build academy in Osaka with scientist travelling through my whole set.
Turn 13 1304:
Rush a few things.
Turn 14 1310:
Well, at least a 0 at the end of the year.
Still nothing much happening.
Troops are marching towards barb town, but we really need catapults and strong attackers there before we can do anything.
We should have astronomy soon. Then there is the problem to build ships.
And the other question is: do we want to use astronomy to catch up in tech or not.
This really comes to the question: Can we finish this before the AI gets grenadiers and/or rifles.
If the answer would be yes (I doubt it), we would not want to trade, but stop research until everything upgradable is upgraded.
If no, we would want to trade as well as possible to get us started towards cavalry and/or rifles.
Anyway, we should capture the barb city and build a few more cities. Then we should ship what we have to the other continent.
We get our troops together in Germany and then attack ???
Huyana looks like the easier target, but stopping the tech leader Mansa might be more important.
I don't think we should go for our good friends Bismarck or Hatty first and the others are pretty difficult to reach.

klarius, I am not good at telling how many turns I've done in game, despite the fact that I take notes each turn, I somehow seem to miss my number by one or two lol
Crazy is how it definitely sounds.
Since you came up with the idea why don't you crunch a few numbers to convince us sceptics? This of course is apart from the practicality of delaying our attack until we have done the research and the AI have had time to upgrade their military.
