Turn log
Executive summary: Things were going well, then the RNG decided to hate me.
Turn 0 (50 A.D.)
Take a look around, and decide to spend some money, 420 gold goes to archer upgrades, and 80 goes to rush a settler out of Cuzco so that we have a saltpeter thief avaliable. Upgrade all the GC's that I can to MDI's, the ones in tolosa don't have a rax to upgrade them, so keep them as GC's so we have a few fast units.
Turn 1 (70 A.D.)
*bows to hammi* "Why thank you so much for saving us having to build it ourselves"
Cuzco finishes settler, starts another to be short rushed next turn. Carthage starts on Leo's and Abe starts Knights Templar.
Turn 2 (90 A.D.)
Hitties start both Leo's and KT, Hammi starts Sistine. Richborough finishes MDI, starts another. Cash rush settlers in Cuzco and Curovernum, which will take care of the penninsula and take care of any lingering flip risk in Cuzco.
Probably Japan judging from F10.
Turn 3 (110 A.D.)
Cuzco finishes settler, starts treb, GOC finishes library, starts MDI, Curvonernum finishes settler, starts treb, Scoutsrest finishes pike, starts another. Abe starts Sistines. Meet Japan, he's down invention and chivalry on us.
Turn 4 (130 A.D.)
Theology comes in via TGL. Incense deal with Hammi runs out, I checked the happiness right after it expired via the click on the advisor method, and everything was fine, and then all our big cities decide to riot anyway. Bump
lux to 20%. Give Hitties the boot order and this time they declare

Kill the spear that was the cause of the whole thing, (1-0) and use the cats to bombard the stack of 5 MDI's they had outside our borders to try to keep
casualties down. Found Isca and North Pole on the penninsula, start both of them on trebs. Troops go into action against the now yellow lined stack of 5 Hittie MDI's: Army takes care of 3 at the cost of 2 health bars, a MDI takes out another losing a health bar, and a GC is redlined killing the last one. (6-0)
Turn 5 (150 A.D.)
Order is restored everywhere. Troops move into hittite territory. Pull the pike out of Neinausus to help act as a meatshield for the stack as another 5 MDI SOD has been sited on the other side of Ollatoohardtotype. Hunker down and prepare to take a few casualties.
Turn 6 (170 A.D.)
Pulling the Pike out turned out to be a good move, the stack bypassed our SOD and went for the almost empty Neinausus instead. Carthage completes Leo's, and bunch of people start Sistenes. Cats redline both pikes in Olly, then the army flawlessly kills both of them and I temporarily take the town getting 3 slaves in the process to get our settler into position to poach the salt. (8-0) Start working on eliminating the SOD: Elite GC redlines, but takes out a MDI, MDI flawlessly kills another and promotes, another MDI redlines but kills another, yet another yellow lines while killing another, the next one flawlessly kills another, next one loses a health bar while killing yet another, next one flawlessly kills one and promotes, and then a redlined (passed the army twice) longbow is killed to send the kill ratio to 16-0.
Turn 7 (190 A.D.)
GOC finishes MDI, starts another, Tiawanku finishes treb, starts another.
*bows to Mursillus* "Why thank you so much, mind if we borrow it in 50 turns or so?"
Found Salt Poach 3 squares SW of TJville, will abandon Olly next turn.
Turn 8 (210 A.D.)
Soutsrest finishes Pike, starts another, Richborough finishes MDI, starts another. Move the troops into position to attack Aleppo on turn 10.
Turn 9 (230 A.D.)
Edumacation comes in via TGL, so turn the science spigot back on via turning taxmen into scientists, working on Chemistry. Camalodunum finishes aquaduct, starts rax, Mayhemium finishes courthouse, starts library. Hitties put a MDI on a mountain, and he redlines while taking out two vet MDI's and an elite GC before a vet MDI finishes him off (17-3). Move the stack across the river to attack Aleppo next turn.
Turn 10 (250 A.D.)
Hittite Knight and MDI show up near Aleppo, but don't do anything thanks to the army. GOC finishes MDI, starts another. The siege of Aleppo: Treb's knock 1 Hp off of each of the 5 muskets defending, then the troops go in: MDI flawlessly kills wounded vet musket, next MDI dies but redlines another vet musket, army kills anther vet musket losing only 2 hp's, then the RNG decides to hate me as the army dies while only taking 1 hp off of a wounded reg musket
![Pissed [pissed] [pissed]](/images/smilies/pissed.gif)
, yet another MDI dies while only taking 1 hp off a wounded reg musket, next MDI redlines, but finishes off a badly wounded vet musket, elite MDI loses 1 hp while finishing off a redlined musket, GC falls attacking a redlined musket which of course promotes to elite, next MDI kills the musket and razes Aleppo netting 4 slaves. (22-10 army counts as 4) Attack the reg MDI that the hitties sent in and of course lose a MDI to it before taking it out with another even though it had no defensive bonuses (23-11). MDI flawlessly kills the hittite knight (24-11).
Notes:
Hitties will take a peace treaty and throw in some (3) gold while their at it, I would take it, but if Scout decides not to he will have to figure out a way to convince Hammi to let us go through his territory, and the elite GC in the north is dancing with a pair of galleys to discourage amphibious landings up on the penninsula. We should probably think about upping our science, currently its at 0 with scientists providing the only beakers. Our military took a pounding from the RNG on my last turn, it will need to be rebuilt significantly before we even think about Hammi and it is going to be VERY painful to attack Hammi since we don't have horses.
The Save