Turn Log:
Turn 0 (50 A.D.)
Due to impending revolution, decide to change all the builds in our 3 cities over size 5 to settlers, we'll need them eventually and they will do a better job of reducing pop than a worker, plus they will all finish within 3 turns, so revolt will happen in 3.
Turn 1 (70 A.D.)
Turn the animation of our units off. Change Smelly Sticks to a library, wack 3 barbs, but 4 others appear out of the fog to the east near Mayhem City.
Turn 2 (90 A.D.)
Venerable Valley and Harriet Bay complete settlers, start VV on a barracks and HB on a library. Tynendenaga finishes worker, start it on archer. Greeks are the prize winners of the first to settle in our east. Wack a couple more barbs, Babs have invention since they just started Leonardo's.
Turn 3 (110 A.D.)
Salamanca and Bedeville both complete settlers, start them both on Mounties since we just lost one to a barb horse. All settler builds are now done, so:
Cross fingers, eyes, arms, legs, toes, say a few prayers to the almighty RNG gods, and we get
8 turns of anarchy. Have to hire a specialist in Salamanca, so make it a scientist so that we at least get a little research done...
Turn 4 (130 A.D.)
Anarchy plus barb wacking, during the IBT on of our mounties holds off 3 horsemen and promotes, but it will probably die next IBT. Take out the barb camp up north.
Turn 5 (150 A.D.)
Because Caughnawaga was waiting on growth to pump out a worker it finishes it. Wack a few more barbs, move settlers around. Amazingly our 2 hp elite mountie is still alive.
Turn 6 (170 A.D.)
Forgot to tell CAII to be showing alerts

, so miss HB growing to size 5 and it riots (not that it matters in anarchy) During the IBT we got another mountie promoted to elite. Dig back into the archives for Bede's dotmaps of the east...
Found North Pole:
Start it on barracks.
Turn 7 (190 A.D.)
Lose a mountie in the northeast to a stack of about 8-9 barbs. Keep moving settlers towards their positions.
Turn 8 (210 A.D.)
Keep moving settlers.
Turn 9 (230 A.D.)
Found Farm1:
Start it on a worker, then I assume it will just produce wealth.
Turn 10 (250 A.D.)
The Oh crap alarm goes off as I see several Egyptian MDI's move towards us, but closer examination reveals that they are just settler escorts. Found Farm2:
Start it on a worker. Found Farm3:
Start it on a worker. wack a couple barbs off the 6 horse stack just to the north of Farm3.
I think this pic about sums up all Eotinb needs to know:
Engineering due in 22, there's "only" 5 barbs visible in the northeast, but I'm guessing there may be at least that many in the fog. Babs and greeks have been settling on the coast in the east/northeast, as will be shown in an ammended dotmap in the next post.
The Save