Preflight checks:
We've explored a pretty good bit of territory. I'd have liked to not see an archer exploring, but oh well. We also have a curragh fortified in the little bay between the Babs and the Chinese. It needs to be out exploring and making suicide runs. In total, we have 4 curraghs. I'd like to see 1, maybe 2, exploring our continent. The rest are going to go find the other landmasses.
Sell granary in Paris for 15 gold. I thought Overseer did this, is this a bug??? Yet now it won't let me sell it again. Weird...
Check Diplo:
We can trade England Writing for 27gp --> Done
Portugal will take either Poly or Currency for their 25gp --> no way
Vikings gives 23gp for CoL --> done.
China gives 25gp for Math --> done.
Byzantines give 13gp for Pottery --> done. Man, they are backward.
Aztecs have nothing but we can give them the boot order...
I want to raise all the gp I can to upgrade our warriors into swords.
Research:
Construction due in 3 turns. CivAssist tells me we are making 125bpt with 293b left on Construction (29% waste). I'll mm that to minimize overrun.
Change science to 60%. Construction still due in 3 turns, but we now make 31gpt.
That will put us into the Middle Ages. I plan on researching Feudalism --> Monotheism --> Chivalry unless trade opportunities pop up. We might think about gifting the Byzantines into the MA and try and get their free tech...
FP Placement:
After review, it definitely suits us best to have the FP in the former Aztec lands. Those lands look the most fertile and would allow us to place some nice cities around the FP. Plus, we are moving that way and might get a leader to rush the FP.
Corruption overall is less than I thought. The highest city has 43%, not bad. According to the hand dandy OCN calculator that I downloaded somewhere from the CFC site, our OCN is 34 cities and we are not even close to that with 15 cities. I think I will continue to let the cities be placed a little further apart so that we can have more production later on. CxxC or CxxxC should be excellent.
Workers:
We have 12 natives and 1 slave for 13 total. Our ration of workers to cities is 0.9, which is not enough.
Culture:
All rival civs are impressed with our culture. We can pretty much capture and hold with impunity: no chance of flipping.
Military:
We have 7 warriors. Not all will be upgraded but some. 4 swords, 3 archers, 1 horseman.
We are strong compared to everyone except, ironically, the Aztecs to whom we are average. Once we upgrade some warriors, I bet we'll be strong to all.
We do have 18gpt in unit support costs, so that's one major reason why our economy is so-so. Well, that's one of the negative aspects of Republic that we'll just have to deal with, One major thing is not wasting support on obsolete mp units!
Cities:
MM all cities for growth, shields, and commerce. Check all worker actions. Fire the scientists and hire IRS agents.
Those wall builds need to be changed ASAP. We need to build offense, not be defensive.
Keep lux at 10% and use some taxmen. Having more production won't help the current builds, so it's better to make money.
Paris --> Market in 2, mm for less waste, more commerce
Orleans --> Market in 2, mm for less waste and more commerce
Lyons--> Change build to Horseman. Change tiles worked for more food and commerce, less shield waste
Rheims --> Change build to settler, change tiles worked. The city is a little off in its settler pattern, so I'll have to work on that.
Tours --> as is
Marseilles --> Change tiles worked to get 10spt. This is a great number for military production. We can make horses from here every 3 turns.
Chartes --> Change build to Horseman, due in 5. Otherwise as is
Evisire --> Change build to Swords, due in 2. It can produce 8spt, making it a good 4 turn swords producer.
Rouen --> as is. It should make workers for a while and do +5fpt, and then it should get a barracks and produce units.
Grenoble --> as is. Next turn change to more food to grow in 2.
Dijon --> Change to work the gold mine so not so much food overrun. Much more commerce

.
Amiens --> as is
Cherbourg --> as is
Poitiers --> Change tile worked to a fp for more commerce and growth. Same production due to corruption.
Toulouse --> Change build to Worker. The temple won't do us much good until we can get some workers to hook up the silks.
ARGGGGHHHH! I just realized that Tolouse is not next to the river. WHY!!!!!
Decide to establish embassy with Aztecs because it's cheap (25 gold). I'm glad I did because they are stronger than I thought--3 spears and 1 more due in 4 turns. They also have 1 settler in there. Iron is hooked up.
I'm going to wait one turn, and then give the Aztecs the boot order and hope they declare. I'll DoW them if not.
During one more check of the military, I discover 2 warriors in Amiens, way up north. Again, this is a waste. I move one toward our core.
I REALLY don't like doubled-up workers, but whatever...
Check the F10 list of opponents (forgot before) by clicking on the space race button. We still haven't discovered:
Inca
Mongols
Spanish
Arabs
Indians
Only one scientific civ in the game..
Summary:
The AI sucks. They are already WAY behind us in pop, production, # of cities, culture, score, you name it. This should be a walkover.
Ok, finally... I press enter for the next turn.
Turn 1 --> 730BC
Lyons: Horseman --> Horseman. MM Lyons to get 4 turn horse while still working the incense for commerce. I keep Lyons at 13 turn growth because we're having trouble keeping our people happy as it is...
Upgrade two regular warriors in Evisire. We know have 6 swords (2 vets, 4 regs) and 2 vet horses camped on the Aztec border. Let's see if they declare...
I give Montezuma the boot order and unfortunately they comply (moving their settlers ahead too! grr). Oh well, I'll just have to DoW them.
Rheims --> Change build to worker. I want to pump out some workers here until I can get workers enough for a forest chop to speed a settler. Otherwise, if I just let the settler build, Rheims will get too large.
MM Evisire for happiness and growth.
MM Dijon for more growth. It can't use the gold hill for now, losing 3cpt.
MM Cherbourg for growth, commerce
Poitiers --> cash-rush warrior for 16gp to prevent any intrepid Byz warriors from getting ideas.
Chartres --> cash-rush horseman for 68gp. I felt that getting one more horseman would be a good insurance unit for the Aztecs and as a roving defender.
Remember that cities in Republic have 3 unit support rather than just 1 for towns, so I'd like to keep a number of the towns at size 7, if possible.
Decide to wait one more turn to attack Aztecs so that my recently upgraded swords can help on the initial assault.
For next turn:
Use Offa's combat simulator to see odds of attacking Tenochitlan. With 2 vet swords, 1 reg sword, and 1 vet horseman, odds of capture are at 56%. Adding one more vet horse puts odds at 68%. Adding a reg swords instead puts odds at 78%. Not great, but decent and I'd like to chance it. Send two swords at Texcoco
IBT
Byz found town near Poitiers.
Curragh west of Byz is lost at sea on suicide run. Aztecs got a settler southwest of Tours, so that'll have to be taken out in the future.
Turn 2 --> 710BC
Paris: Market --> Settler
Orleans Market --> Settler
Chartres: Horse --> Horse
Rheims: Worker --> Worker
Tours: Worker --> Archer (it can't grow fast enough to make another worker just yet
Rouen: Worker--> Barracks (it can make a good number of shields with the mined iron hill and we have enough worker factories)
Poitiers: Warrior--> Worker
Evisire: Swords --> Swords
Toulouse --> Change build back to Warrior. Realize it won't have enough growth to build the worker yet.
Markets aren't adding happiness yet because silks aren't online, but we are getting a nice gpt boost.
MM cities
Move archer from Tours onto hilltop between Orleans and Chartres. It can act as a defense as needed for Orleans, Chartres, or Evisire
Adjust science down to 50% and hire one scientist. We make 40gpt next turn and still finish construction for 0 beakers lost.
OK, now for the show... DoW Aztecs and move in the troops.
Move 1 vet swords and 2 reg swords next to Texcoco. Move vet horse to capture Aztec worker and also in range of Texcoco.
Move 2 vet swords, 1 reg, and 1 horse next to Tenochitlan
Realize I made a mistake in movement. I have only 1 horse between Texcoco and Evisire. If the Aztecs have an archer in there, they might be able to take Evisire next turn, so I move the extra swords up to take Texcoco.
Made one other mistake. We had a curragh in Aztec waters when I DoWed. Crap. That means a rep hit, although because we are intending to conquer all, it hopefully won't matter much. It should mainly affect our ROP rep.
IBT
Our wisemen have discovered a new age...research to Feudalism, due in 13. I might normally pause here for the team's consensus on techs, but I think this one is pretty straightforward. Engineering would be helpful for the river movement and planting forest, but feudalism for the MDI and pikes is too good to pass up.
Turn 3 --> 690BC
Dijon: Worker --> Worker
Marseilles: Horseman --> Horseman
Grenoble: Worker --> Worker
Found Bayonne on the NW coast near the other silks. Build --> worker
We are now up to 17 workers.
Our people expand our palace...thanks guys.
Battle for Texcoco:
v sword vs r spear --> spear wins and promotes to v spear (3/4)

r sword vs r spear --> sword wins (2/3)
r sword vs v (3/4) spear --> spear wins (3/4) DIDN'T EVEN SCRATCH HIM. GRRRR!
r sword vs v (3/4) spear --> sword wins (2/3) and autorazes Texcoco
Battle for Tenochtitlan:
v sword vs r spear --> sword wins (3/4) and promotes to elite

v sword (Louis XIV) vs r spear --> sword wins (1/4) whew, the spear had us red-lined before Louie won three rounds in a row to survive
r sword vs r spear --> spear wins (2/3)
v horse vs r spear --> v horse wins flawlessly (4/4)
and we RAZE Tenochtitlan. It is not well-placed for our city spacing, so I want to raze and replace, then start the FP there.
Overall, through 2 battles we killed 5 r spears and captured 2 workers at the cost of 3 reg swordsman. Reg units really are handicapped in battle.
MM cities. Hire 2 taxmen in Paris to avoid having to raise the lux tax. Because of the many fp, we are still growing there. I'd like to prune back the pop there but keep it at 7.
Adjust science to 70% with Feudal due in 9 turns and gpt of +12. Man, Regent really lowers down the tech costs..
IBT
Aztec settler pair near former site of Tenoch retreats
Aztec archer appears near Chartres
Aztec warrior goes to top of iron mountain.
Aztec settler pair wandering near Orleans. Don't worry, I have troops in the area
Turn 4 --> 670 BC
Rheims: Worker--> Worker
Amien Worker --> Worker
v horse vs r spear --> horse wins (2/4) and captures settler --> two slaves
v horse vs v warrior on mountain --> horse wins (2/4) I wouldn't normally attack on the hill, but the vet warrior could go too many annoying places next turn otherwise
Most swords rest and heal from previous turn's battles.
Decide to bite the bullet and...change the settler build in Orleans --> barracks and the worker build in Rheims --> settler. Orleans will be capable of 3-turn horses or 4 turn MDI, plus Rheims is a solid 5-6 turn settler factory, if not a 4-turner. We can conquer the continent just that much quicker with Orleans building units, I think. Barracks is due in 4 turns.
Currently paying 30gpt in unit costs, ouch. But the commerce bonus of Republic is way superior even still.
IBT
Aztec archer on mountain attacks fortified horseman on mountain near Chartres, horseman wins (1/4). Whew! The combat calculator told me we had a 70% + chance of winning, but that was too close.
Byz settler pair moves into our western-most territory.
Turn 5 --> 670BC
Lyons: Horseman --> Horseman
Evisire: Swords --> Swords
Cherbourg: Worker --> Worker
More swords healing. MM cities
IBT
Aztec settler pair moves close by. More slaves, bring it on, big boy.
Our curragh survives first round of suicide run...
Turn 6 --> 630 BC
Paris: Settler --> Settler
Marseilles: Horse --> Horse
Grenoble: Worker --> Worker
Decide to build embassy with the Vikings. They don't even have their horses hooked up, idiot AI.
Using our shiny new embassy, I get a MA and ROP with the Vikings against the Aztecs, using Maths as the bait. The sweet thing about this deal is that it will disappear as soon as the Aztecs are killed, which should be very soon. Again, normally I would ask the team on this decision, but I think this one is so obvious that I'm going to do the deal without further consulting. Hopefully the Aztecs and Viks will bleed each other so that both will be easier to conquer. Sorry if someone has a problem with this deal.
e sword vs e warrior (and settler) --> e sword wins (4/5) and captures two more slaves.
Switch Evisire to Aqueduct, due in 14 turns. With Orleans coming online next turn to produce units, that frees up Evisire to get the duct, plus a couple of forest chops will speed along the process.
Change build in Bayonne to Galley. We still need to do a lot of ocean exploring.
IBT
Henry gives us a displeased message
Our people love us again and expand our crib
The Portuguese are building the Lighthouse, oh Henry.
Lisbon completes the MoM
Byz and Vikings switch builds to the Oracle
Curragh survives again. Go sailors, go! Find land.
Turn 7 --> 610BC
Orleans: Barracks --> Swords
Dijon: Worker --> Worker
Cash-rush archer in Tours for 40gp. I want to use the archer + 1 warrior and 1 horse to destroy the annoying Aztec city on our west side.
Five units poised outside of Aztec new cap of Tlaxcala, 4 swords head north into the marshes, 1 vet horse puppy-guards for more settler pairs in the middle.
I temporarily raise the lux slider one notch to 20%. That way Orleans can produce 10spt for three turn swords and Paris won't riot.
Wake one wood chopper outside of Orleans so that I don't waste the chop shields. I miscalculated that one.
Trade China Lit for 25gp. They must have popped a barb village becuase that 25gp suddenly popped up. We are still at least 3 techs up on every known civ.
Unit support costs up to 44gpt. We really need to get that silk hooked up and more cities online.
IBT
Lots of movement. Aztec galley moves into one of their cities. Other AI settler-pairs traverse the globe.
Chop adds 10 shields to Orleans swords
Curragh survives round 3. Beating the odds there, but still not even a hint of land
Turn 8 --> 590 BC
Chartres: Horse --> Horse
Toulouse: Warrior --> worker
Tours: Archer --> Worker
Battle for Tlaxcala:
v sword vs r spear --> sword wins (3/4)
v horse vs r spear --> spear wins (2/4) after promotion. DRAT! My horse had him redlined and then loses three straight
v horse vs r spear --> horse retreats at (1/4) and doesn't scratch spear
v horse vs r spear --> spear wins (4/4) after promotion. CRAP, what bad RNG luck. These are reg grass spears in a size 1 city, for Pete's sake.
v horse vs r spear --> spear wins (2/4). Ok, wow. No more for here. We got creamed, losing three horses and 1 redlined.
Enough battling for this turn. The pRNG screwed us.
Adjust science to 50%, fuedal due in 4 with +10gpt.
IBT
Aztecs try end run and land spear / settler pair near Evisires.
Barb fighting over near England
Our intrepid curragh finals succumbs to the waves
Turn 9 --> 570BC
Orleans: Swords --> Swords
Lyons: Horse --> Horse
Rheims: Settler --> Settler
Marseilles: Horse --> Horse
Grenoble: Worker --> Courthouse
Amiens: Worker --> Courthouse
Poitiers: Worker --> Courthouse
Battle for Yochinlo: on hill
v sword vs r spear --> r spear (2/4) after promotes. An archer wounded the sword. Crap, still bad RNG luck.
r sword vs v spear --> v spear wins (4/4). Ok, time to retreat here and build up a few more men.
v horse vs r spear (settler too) --> horse wins (2/5) and promotes to elite. Two more slaves and a little salve on the RNG wounds.
Build in Dijon switched to Aqueduct. With an duct, barracks, and possibly a courthouse, this will be a nice unit producer.
Paris has one citizen switched to scientist to keep make Feudal due in 3. Make sure that citizen stays a geek for a while. Paris already had way too much food.
IBT
Aztecs on the move with one archer. Galley back to their port. Other AI civs still moving.
Turn 10 --> 550BC
Paris: Settler --> Settler
MM cities
I hope this is ok with you guys. There are a number of potentially confusing MM stuff that will be done next turn that I'd like to finish before the next guy takes over. So, I'm going to play one extra turn here.
IBT
Lots of movement
Turn 11 --> 530BC
Rouen: Barracks --> Courthouse. This build order should have been reversed, but I forgot...
Battle for Tlacopan: is a short one:
v horse vs r warrior --> horse wins (3/4) and autorazes Tlacopan. No more annoying Aztec city in the west.
Biscanye is founded, build to Courthouse
e horse on r archer --> archer wins (2/4) and promotes. Man, what a bunch of RNG garbage this round has been.
e sword on r archer --> sword wins (4/5)