Pre-turn
Everything fine. Let's start.
Build embassy in Persia for 65 gold. Temple there, have Iron. Since England are already at the end of the Ancient Age, I see no problems in giving Xerxes Literature and Currency for MA against Russia and his 2 gold pieces...
Build embassy in France for 92 gold. She's building the Heroic Epic, and she's already at war with Russia.
Ops. Did I spend too much?
Attack Spanish Spearman.
Horseman 1 gets redlined and retreats
Horseman 2 wins unscathed. We get two workers.
Reposition the troops near Munich to leave the Germans room to escape with a Settler...
Disband some warriors
Turn 1 - 640 AD
Fourth: University - Horseman (the Palace would be built in 15 turns only, and we will get Engineering in 12)
Our people admire us. I take the liberty to add a slightly off-topic touch to our Palace...
Attack Spanish Archer. Veteran horseman manages to get himself killed.
Elite Gallic wins.
Galleys move around. One of them feels compelled to try a suicide run across the Ocean. Her name is Kami Kaze...
IT - Kami Kaze righteously dies in deep waters.
Turn 2 - 650 AD
Let not the Spanish grow too much... We raze Sevilla without losses and move troops outside Salamanca, to wait for a Settler (I loved this idea).
Turn 3 - 660 AD
Fourth: Horseman - Horseman
Disband Horseman in Three
Rebuild Colony on Gems
Increase science to 60%, Engr due in 8 at -15 gpt
Sell WM around for a meager 12 gold
But... wait. Joan has 361 gps left. I decide to sell her Monotheism for all her cash. With the other AI broke, she won't get too much benefit from it, and we can speed up research a little bit now: set science at 60%, Engr in 8 at -14 gpt
Turn 4 - 670 AD
Worker movements
New Hope ventures into deep seas.
Turn 5 - 680 AD
Fourth: Horseman - Med Inf
Disband Horseman somewhere (can't remember)
IT - New Hope sinks. Tough luck this time with Galleys.
Turn 6 - 690 AD
Moved some units
Build Embassy in England for 62 gps.
Since Elizabeth has some money, I give her too Monotheism -for 47 gps and MA versus Russia.
Russia won't talk peace with us.
Turn 7 - 700 AD
Fourth: Med Inf - Med Inf
Turn 8 - 710 AD
First: University - Horseman
IT - Persia declares war on England.
Turn 9 - 720 AD
Second and Three: University - Horseman.
Fourth: Med Inf - Horseman
Turn 10 - 730 AD
Nothing much.
We discover Engineering. Set to Invention (but can be changed without wasting anything).
Sistine is due in two turns, I haven't used the Great Leader.
I used a few workers to build outposts and remove some wandering units.
A Spanish archer is in the forests south of the Gems; they also have a Galley to the east.
We could get Republic from Carthage for Monarchy. We could make the deal, but then we would have to make peace with Germany and Spain, or remove them from the map. And maybe disband a few units (talking about units, I have built some for a later disbanding, rather than setting cities to wealth).
Switching government to Republic, research to Astronomy and rushing Copernicus (or prebuilding for it) might be the way to go to speed up our research (the AI are already completely useless).
I didn't take this initiative as I could not discuss it with the rest of the team, so I stayed in Monarchy and at war with Germany and Spain -without getting too much out of it anyway.
The Item