OK, I'm getting a little burned out (not too much, this has been fun!), and I wont be able to play another session for at least 24 hours, so I'm handing it over to Mathilda. Here is the turn log:
Turn 0, 1400 AD
Check out situation - we have 66 Cav, 37 Inf and 44 Art, mostly in the Barb territory
Barbs have 80 Inf and 10 Riflemen, 4 Cav and 1 Knight, so mostly defensive, and likely to stay holed up in their cities (about 20-30), very few units to send out. They have some navy - 6 Frigate, 8 Galleons, 10 Ironclads and 19 Pirate ships; we will look for opportunities to whittle them down
We are building mostly Cav; this is reversed IMO; we need stacks of Artillery, guarded by some Infantry, to whittle defenses down, then a handful of Cav per stack to take cities defended by 1 hp defenders. Perhaps stacks of 15 Artillery or so (so we can have 3 stacks right now), guarded by about 5-6 Infantry, with 5-10 Cav per stack. Infantry are also needed to defend important terrain and cities, so number of Infantry is about right. Change Cav builds to Infantry where the number of turns doesn't change, and Artillery otherwise.
Ping on Barb Ironclad off Diamond River, no naval units to follow-up with
Adjust defenses around Chanca2 to try to hold Hill to SW, and move Workers to connect road
124 gpt deal with Maya expires in 3 turns; will wait until then to make gpt deal for Tech
Cash rush Settler at Diamond River to found Adjcent to Furs to get 7th Luxury
(IBT Barbs redline one of their Cavs attacking Diamond River
Barb Inf forces a Cav to retreat from Hill SW of Chanca2, but we hold
Other Infantry move around in interesting patterns
Propaganda Campaign upsets Chanca2's citizens
We renew 4 gpt for our Wines deal with Maya)
Turn 1, 1405 AD
Build Settler, several Infantry, setting builds to 2 Art/1Inf ratio
Found Gloucester adj to Furs
We now have 7 Luxuries, adjust Lux% down to 20 and set some Entertainers in our less productive cities
Research to 60%, Mass Prod still in 2
Elite Cav does in Wounded Barb Cav - no luck
Bombard in the South, Redlining units in 1 city, and wounding those in a 2nd
Use Artillery near Chanca2 to redline all infantry defending the chokepoint
Elite Cav attacks 1 hp Infantry - Luck! We get Wellington, and therefore, a new Infantry Army
Elite Cav wins against 1 hp Inf in Fortifications
Vet Cav takes 1st Fort; 4 1 hp defenders in 2nd fort
Lose 2 Cavs (hmmm); bombard promoted Inf back to 1 hp
Win2, lose 1, Win2 and we own the 2nd Fortification at the Chokepoint
Move InfArmy and CavArmy to consolidate (New Apache is in their sights)
Use Arty and Cav to take care of 3 Infantry that wandered too close (lost 1 Cav)
Ship a Cav Army and a bunch of Cav (plus 1 Inf and 1 Settler) to Gateway to Barbland
(IBT we lose an extended Infantry who got too close to the Barb Guards
Some Barb Naval Units are Sailing up the coast)
Turn 2, 1410 AD
Several more Infantry and Artillery join the ranks; we get a Settler as well, we will need more of these
Set Science to 0 - still learn MassProd in 1
Bombard New Apache and Lupaca 2 to red lined status - Cav Army takes New Apache and Cav/Inf take Lupaca2
We now have control of the chokepoint; move Workers up to RailRoad it
Bombard 2 stacks of Barb Naval Units; destroy 1 stack of 4 units, capturing 1 to be a MoW
Move units up to bomard and attack Anasazi2 next turn
Ship over Infantry and Artillery
(IBT, Several Barb Inf advance; Galleon drops off 4 Barb unit (known as target practice) near Lupaca2)
Turn 3, 1415 AD
We learn MassProd; Motor Transp next, 7 turns at 60%
Maya know Communism - trade Refining and Electricity for Comm
Gpt deals are over; trade SciMeth, Saltpeter and Iron to Maya for 195 gpt; down to -34 gpt with 616 in the bank, so this is doable
Anasazi2 is captured with loss of 3 Cav
Push more Artillery, InfArmy, Inf and Cav forward to attack New Olmec and Chinook2 next turn
Bombard 4 high stack of Barbs dropped off adj to Lupaca2; Use Elite Cav to take them out (lost 1 Cav), no GLs
Push 1 Cav forward into Barb Territory for Scouting
Push Settler and Infantry Stack South of Lupaca2; City founded next turn will allow Bombard of 2 more cities
Load up more troops to ferry across
Split off 2 Galleons and 2 MoW to work in the South
(IBT Swell! Anasazi2 is recaptured by a Cav; Lupaca2 flips
Barbs mount mini offensive aimed at Gateway to Barb)
Turn 4, 1420 AD
London produces another Army
Lose a Cav, and an Infantry, but recapture Lupaca2;keep it for now
Bombard Anasazi2's defenders down to 1 hp
Start Bombard on New Olmec; a Musket is showing! (Musket and Pike is what it has)
Lose 1 Cav, but 2 others succeed and New Olmec is ours (for now)
Bombard Chinook2 (2 Inf and 1 Cav); lose 2 Cav in taking and razing it
Lose 2 Cav but retake Anasazi2; keep it for now
Found Carlisle in the South
Advance Artillery to bombard Teotihuacan2 (Rifle, Musk and Cav defending)
3 Cav take and raze Teotihuacan2, and sink some of the Barbs Navy
Bombard Cherokee2 (2 Inf, 1 Guer, 1 Cav) to 1 hp each; CavArmy and 2 Cav capture (for now)
Just took a Rubber source; it would be nice if this was their only rubber!
Send Cav Army to Leicester to heal
Bombard Advancing Barb Units near Gateway to Barbland
Complete transport of another 20 units
Destroy 2 Barb Inf and 3 Cav that were threatening Gateway; Take out another lone Cav
Move Workers to Apache2, Abandon it, and rebuild Road
Abandon New Olmec2
Move Workers to Chanca2; Abandon it, rebuild Road; Found Ipswich on Road leading to Chokepoint
Pillage Rubber and Abandon Cherokee2; Found New London to open way to New Chinook
Push Settler/Infantry south to found next turn and attack unknown city
Abandon Lupaca2
Cash rush several more Settlers back in the homeland (651 Gold remaining at -13 gpt and 6 turns for MotTransp at 60%)
hmm, decide we probably wont need MotTransp; set Research to 0, +569 gpt
(IBT Maya land Settler/Rifle stack in corner of Barbs South Continent
Turn 5, 1425 AD
Several more Infantry, Artillery and Settlers enter the inventory; start to build more Cav
New York is founded near Carlisle, and Zapotec2 is exposed
10 Bombards leave it with 3 1 hp Infantry; 3 Cavs take it out with no losses
A lot of Barb culture is cleared; looks like 1 city in the Fog to the South of Zapotec2
A Cav goes forward and exposes Teoihuacan, with Rifle defense
6 Bombards leave it with 2 1 hp Riflemen; lose 2 Cav but capture and keep it
Next, New Chinook (near New London)
12 Bombards leave it with 3 1 hp Infantry and 1 2 hp Cav; lose 2 Cav, but capture and raze immediately
Next is Apache2 with no cultural expansion, Rifleman is showing
5 Bombards reduce it to a 1 hp Rifle, 1 hp Musket and 2 hp Cav; lose 1 Cav but capture and keep
Next is New Chanca2, Rifle Showing and no culture expansion
4 bombards reduce to 2 1 hp Rifles; lose 1 Cav but capture and keep
Except for a couple of Island cities; Barbs are evicted from the South of their Continent!!
InfArmy takes out a couple of Cav that tried to penetrate near Ipswich
Clean out 5 Infantry (after Bombardments) that were exposed
Push Settler, Inf Army, several Infantry and a couple Artillery towards North near Diamond River
Push Settler, several Infantry into Barb Territory to West of Bath (I can sense a couple of cities out here!)
Bring over several Settlers, Artillery and an Infantry
Rush several Settlers and a Transport in former Dutch cities (to support going after Western Barb Island)
(Barbs lose a couple Cav attacking our Infantry; capture a couple Workers)
Turn 6, 1430 AD
New Nottingham and New Hastings founded, pushing into Barb territory
Chehalis is exposed to the North as predicted
10 bombards take it to a 1 hp Infantry; 1 Cav Army and 1 Cav capture with no losses
Scouting beyond reveals the next city, but it is too far for bombarding, even with pushing a Settler forward and razing Chehalis
New Teoihuacan is revealed to South of New Hastings
16 Bombards take it to a 1 hp Infantry showing; 3 Cavs perform flawlessly in taking out 3 1 hp Infantry and we raze
No more Barb culture in this area!
Scouting reveals Chinook and New Chehalis, neither can be directly attacked this turn (If I had held onto New Teoihuacan, I could have bombarded from one space; however, I am running out of Cav to attack with)
Bombard and take out 4 Cav and 3 Inf floating around
Push forward 2 Settlers, 1 to the North and 1 to the West; with defenses
Adjust units, ship over more to just off Gateway 2 Barbland, upgrade some Galleons to Transport; upgrade roads to Railroads in places
Abandon Chehalis
(IBT lose a Cav or 2 that were exposed; enslave a Barb ship to the South of our continent)
Turn 7, 1435 AD
Lots of new Cav builds
End of Turnlog
The save is at the beginning of the turn - nothing has been moved! 2 settlers are pushed into Barb Territory; founding with them will expose 3 Barb cities to Artillery barrage, and eventual conquest. There may be an oppotunity to continue expansion by pushing a Settler to edge of newly gained territory, Abandoning just captured city and founding new city; I think that's the case for one more city in the North.
I've been upgrading Galleons to Transports here and there; Science is shut off to raise money - we wont need Tanks (I'm pretty sure).
Two Transports are to the South of our continent (Erech I believe) and I was planning to use them to attack the 2 Barb cities to the South of us (former Dutch island cities).
One Transport is heading from former Dutch Territory to former Southern Barb Territory, to support attacking that one Barb Island to the SW.
I figure our existing Galleons and Transports can take care of the 2 island cities to the NE and SE of the Barb continent.
Most of the usable Cav are in our Barracks city on the Barb Continent, as well as our Settlers.
I think that's most of the subtleties; just be sure to protect the Artillery every round, push forward, keep rushing Settlers, use Workers to build Railroad as necessary. There are more Workers in Carlisle in the South, fortified. And blocking the chokepoint; make sure no one but us can easily get through.
In general I've been razing cities as or shortly after capture; the 3 captured Barb cities in the South have no cultural expansions, so they can be easily recaptured if they flip. Thinking about it, Anasazi2 should be razed - it has culture and might not be easy to recapture if it flips.
Good Luck, Mathilda! We should be able to beat a couple team's dates at least.
1435 AD Save, at start of turn