Bede said:
Drop a town 2SE of Tiwanaku on the river.
There's a settler just S/E of Tiawanku for you to guide there. With no roads directly west, the shortest route was more of a counter-clockwise circle that led to Tiwanaku.
OK! Finally!!!
Preturn 350bc - Don't see anything that needs changing. Hit enter.
IT - People want to build Heroic Epic. Goc GS -> GS, Camoludenum archer -> archer. Incas have built the GLib for us in Cuzco. Carthage starts Sun Tzu's. 2 Incan archers move next to Tiwanaku, Incan spear moves S/W.
1. 330bc - Found Forward Post east of Tiwanaku -> cat. Move slaves to safety. Attack Inca spear losing an archer, but kill spear with GS. Move other archers and GS forward. Use army to kill the 2 Incan archers at Tiwanaku. Move cats, army and 2GS toward Vilcas. Not sure what galleys were meant to do, but try to position them to ferry troops as needed.
IT - 1 resistor quelled in Tiwanaku. Archer moves out of Vilca. Scoutsrest GS -> GS, Richborough GS -> GS, Harrietsburg archer -> archer. Babs start Sun Tzu's.
2. 320bc - Move troops forward as possible, but Bab and Hittite units are in the middle of the roads. Army takes Vilcas with 42g, 2 slaves and 5 resistors...keep city as we have no war settlers...start temple. Kill Inca archer outside Vilcas with GS, losing 1hp. Send last GS back to reinforce Tiwanaku, which has 2 archers 2 tiles away. Army down to 2/13 and healing in Vilca. various worker moves. GOC unhappy, so hire scientist.
IT - The 2 Incan archers move next to Tiwanaku. Hammi asks us to move our boat...sure. TJville GS -> GS, Camulodenum archer -> GS. Incense deal runs out.
3. 290bc - Renew incense with Hammi for Dyes and 95g. Skirmish with archers outside Tiwanaku, losing 1GS, 1GS redlined killing 1 archer and 2nd archer killed flawlessly with 3rd GS who promotes to elite. Move cats, army and a 4/4 GS back to Tiwanaku, leaving a 3/4 GS to heal in Vilcas.
IT - Bab troops heading north. GOC GS -> GS, Mayhemium rax -> archer. The people love us and build us a throne room.
4. 270bc - kill 2 archers outside of Tiwanaku. Was going to move troops outside, but cats have no movement left. All civs now have Republic and Feudalism, Babs and Hittites also have Engineering. Babs have lots of gold, over 2000. They will be a power house, and I'm wishing I hadn't renewed the deal for incense.
IT - Bab spear kills Incan archer, but is then killed by another Incan archer. Lots of Bab troop movement.
5. 250bc - Move all troops out of Tiwanaku. Bombard and RL Inca archer, kill with elite GS, but no leader. Shuffle troops and workers. No more resistors in Tiwanaku and only 2 left in Vilcas, but 3 tax collectors in each city...flip risk gradually going down.
IT - Hittite MDI heads toward Inca territory. Scoutsrest GS -> settler, Lurkersville GS -> GS, Harrietsburg archer -> cat
6. 230bc - Huge counter attack from 1 lone Inca archer, RL'd by cats and killed flawlessly by vet GS, but no promotion. I'd like to head west now, but our army is still healing at only 8/13. worker moves. One less resistor in Vilcas, so 1 more taxman.
IT - Hittite MDI takes out lone Inca archer, 2 more Hittite MDI and a spear head west into Incaland. GOC GS -> GS, TJville GS -> GS, Camulodenum GS -> settler, Richborough GS -> GS, Mayhemium archer -> GS, Cronium rax -> GS, Mistburg archer -> cat
7. 210bc - Army is healed, so head west, leaving 2 archers in Tiwanaku to keep the Hittites from getting any funny ideas. Can see Cuzco now, but the Hittites are a tile closer. more worker moves.
IT - Incas want peace, but only offer Engineering and 40g.
8. 190bc - Move all troops just outside of Cuzco...it is size 12. Hittite MDI is just outside Tiwanaku, so move a wounded GS in and move up a healthy GS from our core. Put scientist in GOC back to work, change Rathaus from rax to harbor, Cronium from GS to harbor, Mistburg from cat to harbor, Richborough from GS to lib, TJville from GS to lib.
IT - Bab and Inca sign peace. Hittites attack Cuzco but cannot take it and move in more MDI's. Scoutsrest settler -> lib, Bugsrest rax -> harbor, Bede's Abbey rax -> harbor. Next player can change builds as none will complete on my turns. Babs start Leo's.
9. 170bc - head settler from Scoutsrest west. Begin attack on Cuzco. Cats go 2 for 4. Army kills 3 spears and retreats, (no elite GS's) 4 vet GS's redlined and retreat, 3 GS's each kill spear and retreat, next GS killed by spear, next GS kills last spear and Cuzco is ours with 43g, 1 slave, The Pyramids and The GLib. There are 10 resistors!!! and one clown. Start temple. Move 3 wounded GS into Cuzco.
IT - We learn Republic and Feudalism. Our Domestic Advisor asks if we want to revolt to Feudalism...ha, ha! Fat chance!!! We learn Engineering and Invention. With our new knowledge GOC produces an MDI -> MDI (Bede can change any and all builds, as I'm not sure what's coming next.) Camulodunum Settler -> Market. The people love us and plant a lawn before out one-room castle.
10. 150bc - Send Camulodunum settler N to GOC, other settler still heading west (need some roads that direction), worker moves. Fortify units to heal.
After Notes: MapStat tells me that both the Babs and Inca know Mono, so we should get that on the IT. Research is set to Gunpowder, but we have only this turn invested. The troops and cats all have movement, but so much healing is needed I didn't want to start them on a new conquest...that could still be done. I completely forgot about our galleys as they weren't needed to ferry troops and could have been exploring. Sorry!
I'm pretty pleased with the results, but must give most of the credit to Bede and Scout who were so generous with their advice.
Pics to follow.
