Turn Log:
Executive summary: Hammi's colonies are mostly toast, and he's begging and pleading for peace but won't pay for it.
Turn 0 (650 A.D.)
Look at things, and realize that Metallurgy could be quite useful in buying in Egypt and Greece, so decide to wait for 2 turns to declare on Hammi.
Turn 1 (660 A.D.)
Farm3 builds Treb, start it on a Treb, Clever Springs finishes Mountie, starts Knight. Turn the science slider back for the last turn.
Turn 2 (670 A.D.)
Metallurgy comes in, will look at trades and if I can pull Astronomy via trading will start Nav. Bedeville finishes FP, starts Knight, Mayhem City finishes Knight, starts another, Farm2 finishes Court, starts cannon. Dial up Persia, and get Astronomy, Democracy, 304 gold, and 15gpt for Metallury + all our contacts. No one else has any money, so don't bother selling our contacts around. Dial up Hammi and point a mountie at him and he responds with this:
Of course there's only one course of action to be made to this response:
Dial up Greeks:
Dial up Egypt:
Start on navigation due in 6 at -2gpt 80% research, of course this is going to change in a turn or 2... Sign ROP with Cleo to speed the invasion up. Capture a worker at Zamua, Elite Mountie kills a reg Spear in Zamua and:
Navigation now due in 4 at +12 gpt. Kill the elite spear that was the other garrison in Zamua and raze, netting 1 slave, change Cronetown to settler to claim the area. Knights take out 2 more spears at Carcemish and raze it, netting yet another slave. That area is going to become greek at some point in time since anything we put down there will be too high of a fliprisk. Kill ratio: 4-0
Turn 3 (680 A.D.)
Eotin Bay finishes market, starts barracks, Kiohero finishes worker, starts harbor, Smelly Sticks Musket>Musket, Caughnawaga same. Shuffle units around, change Owego to settler in anticipation of razing Nimrud.
Turn 4 (690 A.D.)
Cronetown Settler>Knight. We lost a mountie during the IBT to a longbow (4-1), but our fortified galley defensivly sank a bab galley (5-1). Raze Mari netting 2 slaves, kill a spear in Nimrud, but there's still a pike and another spear in there. Kill a spear escorting a settler North of Nimrud for 2 more slaves, and take out 2 longbows by Izibia, but the 6 mountie stack that was headed that direction has to turn back to heal. Kill ratio 11-1.
Turn 5 (700 A.D.)
Salamanca University>Knight, Harriet bay Knight>Coppernicus's Observatory (prebuild for Smith's), Scoutsville Market>Barracks, Napa Valley cannon>Court, North Pole Aquaduct>Court. Turn back the science slider for last turn of research. Lost another mountie during the IBT to a longbow (you'd think they'd have the sense to retreat...) 11-2. Upgrade several Mountie's to Knights. Further bombardment of Nimrud reveals a minimum of 3 defensive units in there, so that city will have to wait until I can get a few more knights up there.
Turn 6 (710 A.D.)
Bedeville Knight>Knight, Owego settler>library, Clever springs Knight>Knight, Smelly Sticks Musket>Knight. Get Navigation, start on Economics due in 4 at 70%. Hammi builds Coppernicus's, so switch HB to Magellans to keep the prebuild going. Do the rounds on trading, and discover that Xerxes has MT, so trade him Navigation for MT, with us throwing in Silks, Incense, WM, and 75 gold. Now we can fight Hammi on his own terms

Navigation and our WM go to Shaka for Spices, Gems, and 6 gold. Invest some gold in public relations (embassies), screenies to follow in the next post. Shuffle some units around, upgrade a Knight and a Mountie, and kill a longbow by Sipar (12-2).
Turn 7 (720 A.D.)
Mayhem City Cavalry>Cavalry. Get the 4th palace expansion I've gotten this turn set so far. Lose a Knight to a spear in Izibia (12-3), then kill the 2 spears garrisoning it and raze to net 1 slave (14-3). Kill 1 spear in Zariqum, but there's another one at least in there (15-3).
Turn 8 (730 A.D.)
Caughnawaga Musket>Market. Zariqum and a TON of workers are now Greek

Found Farm6 in the NE. Kill 2 spears at Nimrud, lose a Knight to a pike, but then kill the pike and yet another spear to raze the city (19-4). Change Farm4 and Farm5 to settlers to get them ready to fill the area in.
Turn 9 (740 A.D.)
Salamanca Cavalry>Cavalry, Venerable Valley Cavalry>Market, Scoutsville Barracks>Library, Tynegada Market>Library, Farm2 cannon>Library, Farm5 Settler>Wealth since we really don't need artillery right now (rename Farm2 to lurkersville since its actually a decent city). Refound Farm2 in the NE, both it and Farm6 are on harbors. Take out a musket in Sippar and come to the conclusion that city isn't falling until I get some Cav's down there (20-4).
Turn 10 (750 A.D.)
Bedeville, Caunawaga, and Smelly sticks each finish a Cav and start another, Panama City finishes harbor, starts Library, Farm4 builds settler, set it on wealth. Babylon came begging for peace, they have Physics now, but since I value our rep I tell them to take it elsewhere. Economics comes in, start on Physics due in 4 at 52gpt 70%. Switch HB to Smiths. Found Farm7 in the NE, start it on Harbor.
Trades: We are up at least 1 or more tech's on everyone but Hammi, and we can't sign peace with him for another 12 turns unless Greece and Egypt sign first.
Military: I have a SOD of 2 Cav's and 3 Mounties headed towards Lagash, the settler in the farms fields is headed to settle on the forest directly to the east of him, I'm building up a SOD of cavalry in Clever Springs, and there are 3 red-lined Knights running scared from the Sipar region in the SW, of which I'm guessing we are going to lose at least 1. Also, keep our galley on our east coast near lagash running in a general northernly direction, he's being pursued by at least 1 bab galley. I would be in favor of keeping Lagash if it doesn't auto-raze, its low flip-risk since its so far from the rest of Hammi and saves us having to build another settler.
Research: Physics due in 4 at positive research which is needed since we need cash to keep upgrading knights to cav. I would go for magnetism next so we can get decent ships. We have 12 turns left on our GA, so we will get Physics and Magnetism no problem before the GA ends. I would not trade Economics until we are within 1 turn of finishing Smith's so that we guarantee that we get it.
The Save