LordKestrel
King
Preturn -- 230BC
Ouch. We have a lot of barbs that want to put the hurt on us. We'll likely have a few towns sacked.
Check happiness/research, both fine. Currently at 3/5/2, with 0gpt, and Currency due in 11. Currency and Construction are all that we need to advance to the Middle Ages.
We are up Mathematics and Philosophy on the Russians, and Mathematics, Philosophy and Code of Laws on the Arabs.
Russians still don't have communication with the Arabs.
MM --
Change Ulaanbatar to add +1 food (was at +0 food), so will grow in 10. Still producing 7 shields after corruption, so we should set it to build spearmen, as we'll only waste 1 shield that way. Currently one turn from building a Swordsman, but will waste 5 shields. We should first build a Barracks (20 shields, will take 3 turns).
Erdenet is producing 1 shield due to corruption, but my moving the worked tiles from forest to Ivory produces 2 gpt.
Kazan is producing 7 shields per turn, switch from swordsman due in 4 to spearman due in 2. Like Ulaanbatar, we would be wasting 5 shields per unit (almost a full turn). Plus, it is on the border with the barbs, and spearmen are very useful there.
Ta-Tu is producing 6 shields, switch from spearman to swordsman. No shields will be wasted, and it will take 5 turns per unit as opposed to 4.
Move one of Tabriz's worked tiles from Hill to plains, as we still only produce 1spt, but gain +1 food, for +2fpt.
Move warrior camped on dyes north one square to the mountain so he can see further, and have a larger defensive bonus.
We have two swords that will probably be attacked and die next turn from Arabian swords.
Worker next to Mandaglovi will die IBT likely, as there is a horse 2 squares away.
We have a stack of 8 captured workers standing on a mountain square. I guess they're going to build roads, but they are a tad vulnerable to barbs. I'll wait until next turn to decide if they need to be moved or not.
Tsetserleg has a single regular spearman defending it, and 9 barb horses 2 turns away. This will get messy. It doesn't even have enough population to rush a spearman.
Because we are likely to have several towns sacked, I up our research rate to the max it will go while still keeping our towns happy. Currently at 641 gold, with -14gpt, Currency due in 8. 0/8/2 on the slider. I figure that while the barbs can take our gold, they can't take already completed beakers, and so that is a better place to invest our income.
Hit Enter
IBT --
Both swordsmen are killed, Arabian swords don't lose a hp, and one upgrades to vet. A third shows up next to Damascus (currently occupied by a single Elite Swordsman.
Lots of barb movement. 7 horses move to within striking distance of Dalandzadagan, which is guarded by a regular warrior.
Stack of 9 horses heads more towards Hovd, which is also guarded by a single reg warrior.
Worker next to Mandalogovi dies, and a few more horses appear out of the shadows down there.
1. 210BC
Ulaanbatar complete swordsman, begins barracks, due in 3.
Almarikh completes sword, begins sword, due in 6 (5 spt).
Move vet spear from Kazan to Dalandzadgad, move vet sword into Kazan.
Fortify northern warrior on mountaintop to act as a barb scout/magnet.
Move new reg sword and reg spear north out of Ulaanbatar towards Hovd.
Move new sword south out of Almarikh towards Tabriz, as it is guarded by a conscript warrior, and has several horse nearby.
Move two threatened workers who completed irrigating floodplains south towards Karakorum. Worker who just completed mining hill at Karakorum moves south to irrigate near Almarikh.
Move the 8 slaves east 1 square, as they are threatened. It'll take 18 slave turns to build a road on the mountain, so I'll have 6 start on that next turn, with the remaining two build roads on the grassland.
Cancel the worker mining the iron mountain. There are 16 turns left, and there are horses two turns away. Besides, we'd be wasting the third sheild anyways, as we're still evil despots. Move him towards Ta-Tu to irrigate/road.
I decide that the best thing to do with Damascus is to allow it to be captured, and I attack the vet sword next to it with our lone Elite sword. Elite takes 1hp damage, and kills vet. No upgrade.
Because I won that battle easily, there are only two swords next to Damascus. I expect that one of them will enter the city, while the other will attack our exposed sword. I move all 4 of our swords that are in Kufah north, as they'll either act as bait to not attack our elite, or they'll be able to retake Damascus in 2 turns.
All 6 swords (5 vet, 1 reg) in Medina are healed, so they exit the city to the northeast, and will move to the mountain outside of Mecca, where they'll pillage the Iron there. 2 swords will be in Media next turn, so I'm not worried about counterattacks there.
There is a 3/4 hp sword on forest next to Baghdad. We have a fully healed Elite there, so I risk the attack. We lose 2 hps, and don't upgrade. That sword can not be attacked next turn, so he is safe until I can move him back into the city.
Arabia probably only has 3-4 swords left. They probably have a number of spearmen though, so this could get nasty when taking Mecca.
Keep moving galley north.
Still at 0/8/2, -14gpt, due in 7.
IBT
Damascus captured, the evil Arabs steal 18 gold. I forgot that them capturing Damascus means that they can bring in reinforcements, and a reg sword that came out of the dark kills our 4hp elite. Had 1hp left, but upgrades, and now is a 2hp vet.
reg warrior in Hovd holds off two barb horses and upgrades to vet without losing any hps.
SoD of 9 horses bypasses Hovd, and heads for Ulaanbatar which I just stripped of most of it's defense

Galley is attacked by barb boat, no hp lost.
Barb horse pillages desert square near Kazan.
2. 190BC
I noticed that Najran dropped from size 3 to size 2, so they just rushed something. Quite likely a sword, so I definitely need to pillage that iron.
Karakorum completes sword, begins sword. @16 spt, due in 2.
Kazan completes spear, begins spear, due in 3
Kufah riots, I hire a taxman.
Move 4 swords from Kufah next to Damascus.
Move 6 sword sod north, is now next to the Iron.
Move 2hp elite back into Baghdad to heal.
Rush Temple in Tabriz (should've done it last turn, but missed it). Size 2, growth in 10.
Have 6 slaves build road, due in 3. Move other two to plains to complete the souther portion of the road to Kufah/Damascus.
Change Clown in Baghdad to Taxman.
Move sword/spear that was heading for Hovd back south to cover Ulaanbatar from the 9 horse stack.
Newly created sword from Karakorum heads toward the barbarian menace.
Newly build spear in Kazan fortifies, as there are 6 horses within striking distance.
Noticed that we had 3 workers just build a mine on a hill that can't be worked by any current city. They would've been more useful building roads/irrigation
Move then north to road/irrigate Almarikh.
Keep exploring with the Galley, find a barb camp southwest of the iron mountain.
595 Gold, 0/8/2, -12gpt, Currency due in 6.
IBT
reg sword kills one of our vet swords near mecca, loses 1hp in the process.
3hp vet sword near damascus impales itself on one of our vet swords, upgrades him to elite, 3 hp left.
Both Kazan spearmen are upgraded to elite as they hold off 6 barb horses. The remaing horse decides to pillage another desert tile.
9 horse stack loses 6 to our reg sword/shield before overcoming them, and taking a pair of workers with them.
Horse attacks fortified sword at tabriz, upgrades it to elite.
3. 170BC
Ta-Tu completed swordsman, begins swordsman, due in 5.
Tabriz completes Temple, begins worker, due in 10, growth in 9.
Choybalsan completes warrior, begins worker, due in 10, growth in 1.
Vet sword kills 2hp sword, no damage. Mecca is size 3, being guarded by reg spear. Move rest of stack onto iron mountain.
Vet sword loses 1hp and upgrades to elite while killing one reg sword fortified in Damascus.
3/5 elite drops to 1/5, but kills remaining reg sword in damascus. No upgrade, city captured along with 7 gold. Remaining two reg swords move into and fortify in Damascus.
3/4 sword in Kazan kills barb horse, upgrades to elite.
4/4 sword kills barb horse southwest of Kazan, no upgrade, no damage.
Newly created vet sword in Ta-Tu heads towards the frontier for barb duty. We have 15 swords in/near the Arab territory, so we *should* be able to take them
Galley kills a barb, spots the edge of an island/continent. We will go explore there next turn.
Slider adjusted to 1/7/2, 590gold, -8gpt, due in 5.
IBT
Arabs request an audience. I send the head of their diplomat back in a box
No Arab movement. Perhaps we've killed all their offensive units? Mecca does drop from size 3 to 2, so they just rushed another unit.
4. 150BC
Attack with 4/4 sword on 3/3 spear, win, 2/4.
Attack with 4/4 sword on 3/3 spear, win, 2/4.
Attack with 4/4 sword on 3/3 spear, win, upgrade, 3/5.
3/3 sword defending now
Attack with 4/4 sword on 3/3 sword, win, 3/4.
Capture Mecca along with 4 workers.
We have 5 elites, so from now on, I'll do all the attacking with them. It'll take longer, but all we'll be facing is archers/warriors/spearmen.
Kill a few more barbs, the threat is mostly gone.
Reach the new island, find a nice cow/wheat spot, and a goody hut. We should grab that once we get a chance.
1/7/2, 591 gold, -9, due in 4
IBT
barb movement, warrior in Ulaanbatar holds off another barb, upgrades to elite 5/5.
fscking barbs pillage another square, this one at Karakorum.
No Arab movement.
5. 130BC
Kazan completes spear, begins sword 8spt, due in 4
4/5 elite attacks 3/3 spear in Basra, wins, 3/5.
3/3 spear still defending Basra.
Kill pillaging barb, and another one near Dalandzadgad. There is a 1/2 horse still in our territory, and 3 horses outside our cultural boundaries.
Currently, all of the captured towns are set to build Temples, the next player up can change that as they wish, although there really isn't much else to build. Perhaps we can build/rush temples, and then build/rush courthouses, as they are all 1spt towns.
Move elites towards the front.
IBT
2 horses suicide, upgrade a spear to elite 3/5
Basra may have built a second spear, as the visible one performed the fortify animation, which I generally only see when a new one is built.
6. 110BC
Karakorum build sword, starts sword. sword heads south, heading for the Russian front.
Move elites towards the front, start healing 3/5 elite.
Start moving more units out into the frontier to remove the fog, and kill barbs. We want to have every camp removed before we enter the Middle Ages.
1/7/2, 573 gold, -8gpt, due in 2.
IBT
barb movement
7. 90BC
Almarikh completes sword, starts galley, due in 5, 6spt.
Tabriz expands cultural boundaries.
Ulaanbatar completes spear, starts harbor, due in 6, 7spt.
5/5 sword attacks 3/3 spear, wins, 2/5
3/4 sword attacks 3/3 spear, wins, 3/4. <- I though he would lose, but injure the spear, allowing the 3/5 elite to finish him off.
Basra autorazed
Start moving some vet swords towards our Russian border towns.
Move troops on the frontier.
1/7/2, 577, -8gpt, curency in 1
IBT
Arabian galley heads north out of their remaining city.
8. 70BC
Complete research on Currency, start working on Republic, as we need to get out of Despotism, and this will give us a chance to control the barbs to prevent an uprising at the start of the Middle Ages.
Karakorum completes Swordsman, begins Marketplace, due in 7. This is our most productive city, and has a lot of rivers. A marketplace will generate a lot of gold here. Plus, we'll get an extra happy face, which will let us reduce the luxury slider (it's this high for Karakorum only, which is 6/1/5 happy/content/unhappy).
Ta-Tu complete Swordsman, begins Swordsman, due in 5, 6spt.
Hovd complete Barracks, begins worker. Due in 5, growth in 4.
Kazan changed from Sword to Marketplace, due in 10, 8spt. This city is 2nd behind Karakorum in commerce generated, so a Marketplace is worth far more than another sword.
The Russians are building the Hanging Gardens.
5/5 sword against 3/3 spear, wins, 1/5
Kill a healing barb horse.
Slowly moving elite swords towards Najran.
2/6/2, 569 gold, -2gpt, Republic due in 16
IBT
Arabian Galley heads south down the eastern coast, which means that in about 6-8 turns, they'll contact Russia. I'll try and finish them off before then.
Russian Settler/Spearman move north out of their city that we can see. I'll try and block it.
A few more barbs die on our walls.
9. 50BC
Dalandzadgad builds Barracks, begins Spearman.
Tsetserleg build Spearman, begins worker (stuck at size 2, due in 10)
4/5 sword attacks 3/3 spear, wins, 3/5.
Najran captured, we've destroyed the Arabians.



I set several of our swords on automove to Tabriz.
2/6/2, 603 gold, -4, due in 15.
IBT
Russian spear is taken to 2/3 by barbs. Hopefully he'll head home to heal.
Mandaglovi becomes very popular, and there are 4 horses and a warrior near it.
10. 30BC
Not much, mostly sword movement towards the frontier and Tabriz.
Currently at 2/6/2, -4gpt. 599 in the back, and Republic due in 13.
Our scout galley has found several camps along the coast, and we'll really want to take care of them before we acquire Construction.
Russia has managed to do some research, as we are only up Mathematics and Currency on them. They still have Monarchy on us, but there is no way we should or even could trade for it. I never saw anywhere I could make a good trade, so I held off on my 10 turns.
I've uploaded the map, and will attach fancy pictures sometime after I wake up this afternoon. It's currently 4am local, so I'm off to bed
Sometime to remember -- I have a number of cities that I wasn't sure of what to build, so are set to temples. So of them we'll probably want to build temples in, as we want the culture expansion, and happiness is always good.
Also, I have two of the former Arab cities set to tax collectors. Feel free to change them to regular workers, as we no longer need them to be happy. However, we'll lose 2 more gpt if you do. Najran must keep it's tax collector though, as the Arabs whipped the hell out of it, and it'll take a long time for the unhappiness from that to go away.
http://www.civfanatics.net/uploads5/TGPython30BC.SAV
Enjoy
Ouch. We have a lot of barbs that want to put the hurt on us. We'll likely have a few towns sacked.
Check happiness/research, both fine. Currently at 3/5/2, with 0gpt, and Currency due in 11. Currency and Construction are all that we need to advance to the Middle Ages.
We are up Mathematics and Philosophy on the Russians, and Mathematics, Philosophy and Code of Laws on the Arabs.
Russians still don't have communication with the Arabs.
MM --
Change Ulaanbatar to add +1 food (was at +0 food), so will grow in 10. Still producing 7 shields after corruption, so we should set it to build spearmen, as we'll only waste 1 shield that way. Currently one turn from building a Swordsman, but will waste 5 shields. We should first build a Barracks (20 shields, will take 3 turns).
Erdenet is producing 1 shield due to corruption, but my moving the worked tiles from forest to Ivory produces 2 gpt.
Kazan is producing 7 shields per turn, switch from swordsman due in 4 to spearman due in 2. Like Ulaanbatar, we would be wasting 5 shields per unit (almost a full turn). Plus, it is on the border with the barbs, and spearmen are very useful there.
Ta-Tu is producing 6 shields, switch from spearman to swordsman. No shields will be wasted, and it will take 5 turns per unit as opposed to 4.
Move one of Tabriz's worked tiles from Hill to plains, as we still only produce 1spt, but gain +1 food, for +2fpt.
Move warrior camped on dyes north one square to the mountain so he can see further, and have a larger defensive bonus.
We have two swords that will probably be attacked and die next turn from Arabian swords.
Worker next to Mandaglovi will die IBT likely, as there is a horse 2 squares away.
We have a stack of 8 captured workers standing on a mountain square. I guess they're going to build roads, but they are a tad vulnerable to barbs. I'll wait until next turn to decide if they need to be moved or not.
Tsetserleg has a single regular spearman defending it, and 9 barb horses 2 turns away. This will get messy. It doesn't even have enough population to rush a spearman.
Because we are likely to have several towns sacked, I up our research rate to the max it will go while still keeping our towns happy. Currently at 641 gold, with -14gpt, Currency due in 8. 0/8/2 on the slider. I figure that while the barbs can take our gold, they can't take already completed beakers, and so that is a better place to invest our income.
Hit Enter
IBT --
Both swordsmen are killed, Arabian swords don't lose a hp, and one upgrades to vet. A third shows up next to Damascus (currently occupied by a single Elite Swordsman.
Lots of barb movement. 7 horses move to within striking distance of Dalandzadagan, which is guarded by a regular warrior.
Stack of 9 horses heads more towards Hovd, which is also guarded by a single reg warrior.
Worker next to Mandalogovi dies, and a few more horses appear out of the shadows down there.
1. 210BC
Ulaanbatar complete swordsman, begins barracks, due in 3.
Almarikh completes sword, begins sword, due in 6 (5 spt).
Move vet spear from Kazan to Dalandzadgad, move vet sword into Kazan.
Fortify northern warrior on mountaintop to act as a barb scout/magnet.
Move new reg sword and reg spear north out of Ulaanbatar towards Hovd.
Move new sword south out of Almarikh towards Tabriz, as it is guarded by a conscript warrior, and has several horse nearby.
Move two threatened workers who completed irrigating floodplains south towards Karakorum. Worker who just completed mining hill at Karakorum moves south to irrigate near Almarikh.
Move the 8 slaves east 1 square, as they are threatened. It'll take 18 slave turns to build a road on the mountain, so I'll have 6 start on that next turn, with the remaining two build roads on the grassland.
Cancel the worker mining the iron mountain. There are 16 turns left, and there are horses two turns away. Besides, we'd be wasting the third sheild anyways, as we're still evil despots. Move him towards Ta-Tu to irrigate/road.
I decide that the best thing to do with Damascus is to allow it to be captured, and I attack the vet sword next to it with our lone Elite sword. Elite takes 1hp damage, and kills vet. No upgrade.
Because I won that battle easily, there are only two swords next to Damascus. I expect that one of them will enter the city, while the other will attack our exposed sword. I move all 4 of our swords that are in Kufah north, as they'll either act as bait to not attack our elite, or they'll be able to retake Damascus in 2 turns.
All 6 swords (5 vet, 1 reg) in Medina are healed, so they exit the city to the northeast, and will move to the mountain outside of Mecca, where they'll pillage the Iron there. 2 swords will be in Media next turn, so I'm not worried about counterattacks there.
There is a 3/4 hp sword on forest next to Baghdad. We have a fully healed Elite there, so I risk the attack. We lose 2 hps, and don't upgrade. That sword can not be attacked next turn, so he is safe until I can move him back into the city.
Arabia probably only has 3-4 swords left. They probably have a number of spearmen though, so this could get nasty when taking Mecca.
Keep moving galley north.
Still at 0/8/2, -14gpt, due in 7.
IBT
Damascus captured, the evil Arabs steal 18 gold. I forgot that them capturing Damascus means that they can bring in reinforcements, and a reg sword that came out of the dark kills our 4hp elite. Had 1hp left, but upgrades, and now is a 2hp vet.
reg warrior in Hovd holds off two barb horses and upgrades to vet without losing any hps.
SoD of 9 horses bypasses Hovd, and heads for Ulaanbatar which I just stripped of most of it's defense


Galley is attacked by barb boat, no hp lost.
Barb horse pillages desert square near Kazan.
2. 190BC
I noticed that Najran dropped from size 3 to size 2, so they just rushed something. Quite likely a sword, so I definitely need to pillage that iron.
Karakorum completes sword, begins sword. @16 spt, due in 2.
Kazan completes spear, begins spear, due in 3
Kufah riots, I hire a taxman.
Move 4 swords from Kufah next to Damascus.
Move 6 sword sod north, is now next to the Iron.
Move 2hp elite back into Baghdad to heal.
Rush Temple in Tabriz (should've done it last turn, but missed it). Size 2, growth in 10.
Have 6 slaves build road, due in 3. Move other two to plains to complete the souther portion of the road to Kufah/Damascus.
Change Clown in Baghdad to Taxman.
Move sword/spear that was heading for Hovd back south to cover Ulaanbatar from the 9 horse stack.
Newly created sword from Karakorum heads toward the barbarian menace.
Newly build spear in Kazan fortifies, as there are 6 horses within striking distance.
Noticed that we had 3 workers just build a mine on a hill that can't be worked by any current city. They would've been more useful building roads/irrigation

Keep exploring with the Galley, find a barb camp southwest of the iron mountain.
595 Gold, 0/8/2, -12gpt, Currency due in 6.
IBT
reg sword kills one of our vet swords near mecca, loses 1hp in the process.
3hp vet sword near damascus impales itself on one of our vet swords, upgrades him to elite, 3 hp left.
Both Kazan spearmen are upgraded to elite as they hold off 6 barb horses. The remaing horse decides to pillage another desert tile.
9 horse stack loses 6 to our reg sword/shield before overcoming them, and taking a pair of workers with them.
Horse attacks fortified sword at tabriz, upgrades it to elite.
3. 170BC
Ta-Tu completed swordsman, begins swordsman, due in 5.
Tabriz completes Temple, begins worker, due in 10, growth in 9.
Choybalsan completes warrior, begins worker, due in 10, growth in 1.
Vet sword kills 2hp sword, no damage. Mecca is size 3, being guarded by reg spear. Move rest of stack onto iron mountain.
Vet sword loses 1hp and upgrades to elite while killing one reg sword fortified in Damascus.
3/5 elite drops to 1/5, but kills remaining reg sword in damascus. No upgrade, city captured along with 7 gold. Remaining two reg swords move into and fortify in Damascus.
3/4 sword in Kazan kills barb horse, upgrades to elite.
4/4 sword kills barb horse southwest of Kazan, no upgrade, no damage.
Newly created vet sword in Ta-Tu heads towards the frontier for barb duty. We have 15 swords in/near the Arab territory, so we *should* be able to take them

Galley kills a barb, spots the edge of an island/continent. We will go explore there next turn.
Slider adjusted to 1/7/2, 590gold, -8gpt, due in 5.
IBT
Arabs request an audience. I send the head of their diplomat back in a box

No Arab movement. Perhaps we've killed all their offensive units? Mecca does drop from size 3 to 2, so they just rushed another unit.
4. 150BC
Attack with 4/4 sword on 3/3 spear, win, 2/4.
Attack with 4/4 sword on 3/3 spear, win, 2/4.
Attack with 4/4 sword on 3/3 spear, win, upgrade, 3/5.
3/3 sword defending now

Attack with 4/4 sword on 3/3 sword, win, 3/4.
Capture Mecca along with 4 workers.
We have 5 elites, so from now on, I'll do all the attacking with them. It'll take longer, but all we'll be facing is archers/warriors/spearmen.
Kill a few more barbs, the threat is mostly gone.
Reach the new island, find a nice cow/wheat spot, and a goody hut. We should grab that once we get a chance.
1/7/2, 591 gold, -9, due in 4
IBT
barb movement, warrior in Ulaanbatar holds off another barb, upgrades to elite 5/5.
fscking barbs pillage another square, this one at Karakorum.
No Arab movement.
5. 130BC
Kazan completes spear, begins sword 8spt, due in 4
4/5 elite attacks 3/3 spear in Basra, wins, 3/5.
3/3 spear still defending Basra.
Kill pillaging barb, and another one near Dalandzadgad. There is a 1/2 horse still in our territory, and 3 horses outside our cultural boundaries.
Currently, all of the captured towns are set to build Temples, the next player up can change that as they wish, although there really isn't much else to build. Perhaps we can build/rush temples, and then build/rush courthouses, as they are all 1spt towns.
Move elites towards the front.
IBT
2 horses suicide, upgrade a spear to elite 3/5
Basra may have built a second spear, as the visible one performed the fortify animation, which I generally only see when a new one is built.
6. 110BC
Karakorum build sword, starts sword. sword heads south, heading for the Russian front.
Move elites towards the front, start healing 3/5 elite.
Start moving more units out into the frontier to remove the fog, and kill barbs. We want to have every camp removed before we enter the Middle Ages.
1/7/2, 573 gold, -8gpt, due in 2.
IBT
barb movement
7. 90BC
Almarikh completes sword, starts galley, due in 5, 6spt.
Tabriz expands cultural boundaries.
Ulaanbatar completes spear, starts harbor, due in 6, 7spt.
5/5 sword attacks 3/3 spear, wins, 2/5
3/4 sword attacks 3/3 spear, wins, 3/4. <- I though he would lose, but injure the spear, allowing the 3/5 elite to finish him off.
Basra autorazed
Start moving some vet swords towards our Russian border towns.
Move troops on the frontier.
1/7/2, 577, -8gpt, curency in 1
IBT
Arabian galley heads north out of their remaining city.
8. 70BC
Complete research on Currency, start working on Republic, as we need to get out of Despotism, and this will give us a chance to control the barbs to prevent an uprising at the start of the Middle Ages.
Karakorum completes Swordsman, begins Marketplace, due in 7. This is our most productive city, and has a lot of rivers. A marketplace will generate a lot of gold here. Plus, we'll get an extra happy face, which will let us reduce the luxury slider (it's this high for Karakorum only, which is 6/1/5 happy/content/unhappy).
Ta-Tu complete Swordsman, begins Swordsman, due in 5, 6spt.
Hovd complete Barracks, begins worker. Due in 5, growth in 4.
Kazan changed from Sword to Marketplace, due in 10, 8spt. This city is 2nd behind Karakorum in commerce generated, so a Marketplace is worth far more than another sword.
The Russians are building the Hanging Gardens.
5/5 sword against 3/3 spear, wins, 1/5
Kill a healing barb horse.
Slowly moving elite swords towards Najran.
2/6/2, 569 gold, -2gpt, Republic due in 16
IBT
Arabian Galley heads south down the eastern coast, which means that in about 6-8 turns, they'll contact Russia. I'll try and finish them off before then.
Russian Settler/Spearman move north out of their city that we can see. I'll try and block it.
A few more barbs die on our walls.
9. 50BC
Dalandzadgad builds Barracks, begins Spearman.
Tsetserleg build Spearman, begins worker (stuck at size 2, due in 10)
4/5 sword attacks 3/3 spear, wins, 3/5.
Najran captured, we've destroyed the Arabians.




I set several of our swords on automove to Tabriz.
2/6/2, 603 gold, -4, due in 15.
IBT
Russian spear is taken to 2/3 by barbs. Hopefully he'll head home to heal.
Mandaglovi becomes very popular, and there are 4 horses and a warrior near it.
10. 30BC
Not much, mostly sword movement towards the frontier and Tabriz.
Currently at 2/6/2, -4gpt. 599 in the back, and Republic due in 13.
Our scout galley has found several camps along the coast, and we'll really want to take care of them before we acquire Construction.
Russia has managed to do some research, as we are only up Mathematics and Currency on them. They still have Monarchy on us, but there is no way we should or even could trade for it. I never saw anywhere I could make a good trade, so I held off on my 10 turns.
I've uploaded the map, and will attach fancy pictures sometime after I wake up this afternoon. It's currently 4am local, so I'm off to bed

Sometime to remember -- I have a number of cities that I wasn't sure of what to build, so are set to temples. So of them we'll probably want to build temples in, as we want the culture expansion, and happiness is always good.
Also, I have two of the former Arab cities set to tax collectors. Feel free to change them to regular workers, as we no longer need them to be happy. However, we'll lose 2 more gpt if you do. Najran must keep it's tax collector though, as the Arabs whipped the hell out of it, and it'll take a long time for the unhappiness from that to go away.
http://www.civfanatics.net/uploads5/TGPython30BC.SAV
Enjoy