Pre-flight:
Switch Reykjavik to Galley.
Switch Oslo to Archer and set it up for +5fpt. Archer will still finish in 2 turns, as we'll pick up a forest on growth.
Set science to 0%
Sell Math to Russia, Byzantines and Ottomans for a total of 91g, including RoP for Russia and Ottomans. They both go to "polite".
Turn 101, 530BC:
The Byzantines start SoZ
Trondheim: Settler -> Settler.
Road connection to Amsterdam gets finished, so we sell furs for silks and 8g. Reduce Lux to 0%.
Move Archers towards the advancing Arab Spear. I'll just block it from now and send him around in circles, until the first horse is ready?!
Turn 102, 510BC:
Bergen: Worker -> Worker
Oslo: Archer -> Worker
Turn 103, 490BC:
Forest chop finishes Barracks in Stockholm, start an Archer.
Russia starts SoZ, the Arabs start the GLib.
Aarhus founded by the Whales, starts Harbor.
Stavanger founded, starts Worker.
Oslo needs a little cash rush to finish the Worker, as a shield is missing this turn.
Sell the Osmans Writing for 15g.
Turn 104, 470BC:
Bergen: Worker -> Worker
Oslo: Worker -> Worker
Amsterdam completes the Great Lighthouse!
Turn 105, 450BC:
Trondheim: Settler -> Settler
Reykjavik: Galley -> Aqueduct
Birka: Barracks -> Horseman
Turn 106, 430BC:
Montezuma calls us and is willing to make peace, if we give him Mathematics. Yeah, fat chance...
Interturn some fighting happens, the Arab Archers kill some Dutch Warriors, but remain wounded within the rage of our Archers, and a Dutch Horseman comes along and kills that Arab Spear, that started to become annoying...
Bergen: Worker -> Worker
Oslo: Worker -> Worker (meanwhile the last missing irrigation for Oslo had been finished, so Oslo now has enough shields to operate as 2-turner proper.)
Vet Archer kills 1/3 Archer and promotes to elite.
El Archer kills 4/4 Archer.
Odense founded, starts "something".
Sell the Osmans Philo for 15g.
I need something for barb control in the tundra, so I rush the Horseman in Birka for 116g. The two Galleys are set up so they can transort the horse next turn from Copehagen to Reykjavik or Odense as needed:
Turn 107, 410BC:
An Aztec Galley sinks our 1/4 Curragh, oh well.
Birka: Horseman -> Horseman
Carthage knows Currency, But as I first want to extinguish the southern barb camp, I don't trade yet.
Turn 108, 390BC:
Bergen: Worker -> Worker
Oslo: Worker -> Worker
Two Archers (el and vet) attack two 3/3 Arab Archers. The elite wins, the vet dies.
Turn 109, 370BC:
Bergen: Settler -> Settler
Sell the Osmans Iron Working and Code of Laws for Monarchy and 16g.
Darn, our planned fish town side is blocked by a barb horse.
We can't wait any longer, as the risk of getting our Rep/Lit pair invalidated gets too high, so I now make the deal with Hannibal. We'll have to use the "party-town approach" for getting us through the uprising...
Buy Currency for 432g + 26gpt.
Gift the Osmans up: they get
Monotheism.
Sell/gift the Russians the missing techs for 15g: they get
Monotheism!
Sell/gift the Byzantines up: Feudalism...!
However, they are not yet willing to sell.
Buy Monotheism from the Osmans for Republic.
Mono+Mona+Lit still not enough to buy Feudalism.
I sell Hannibal Monotheism for 451g and 17gpt.
Theodora still not willing to sell Feudalism for our techs and all our gold.
But no big deal: we'll now dash for Engineering, and that - being monopoly as well - should then be enough to buy Feudalism.
Research to 100%, Engineering due in 11 turns.
Turn 110, 350BC:
Bergen: Worker -> Worker
Oslo: Worker -> Worker
Engineering drops to 9 turns.
The Arabs will have to deal with one half of the uprising...:
Unfortunately the other half will hit us down in the tundra. If the barbs go for empty towns, like the AI does, they will hit Odense and leave Reykjavik alone. So we'll lose a bit of gold and that's it.
eArcher attacks Arab Archer and generates our first MGL: Healfdene!
Good that my turnset is over now, so we can discuss in detail, what we are going to do with it... There are several options:
- Rush the Forbidden Palace in Stavanger, Oslo or Stockholm.
- Use it immediately for a Horsemen Army and take Kufah.
- Keep an empty Army for a land-based Berzerk Army later.
Handover notes:
- Don't worry about the 24 barbs in the tundra. They'll go for Odense, as it is unprotected and lies on their "axis of evil". Just don't remove the defender from Reykjavik. In Odense they'll take away a few coins or destroy the currently accumulated shields (3-4 so far). But if the enter Reykjavik, they could kill several citizens and destroy a half-finished Aqueduct!
- They Aqueduct in Copenhagen will finish exactly in three turns at 3x8. I didn't even need cash for it. In the interturn, three roads and a mine will finish, and then there are 6 workers ready to mine the three grasslands in a single turn each, giving more production to Copenhagen and Birka. The very turn that the three grasslands are done, the road on the hill will finish, so the 6 Workers can then complete the mine on the other hill in two turns. Then Copenhagen should have everything it needs for 15spt (2-turn Horsemen, or later 2-turn Galleys... )
- The Workers between Trondheim and Aarhus will finish their roads interturn. Then 4 Workers are ready to irrigate the BG in one turn. Trondheim can take that BG and give it's current irrigated BG to Copenhagen for faster growth! Once Copenhagen hits size 7, we need to think: hire a scientist and do Horsemen at 3x10, or increase lux spending, join Workers and go for Horsemen at 2x15? Probably we can't keep enough citizens happen for the second option, so we'll need to wait a bit more till other towns are also ready to be pushed up.
- The current Settler can be planted near the two wheats. It was too unsafe down in the tundra, but the barbs and the Arabs near Kufah should kill each other, and we have enough troops there to deal with the survivors, so be the time the Settler gets there, it should be safe.
- Also, as we don't have further safe settle locations, we could think about now doing a few Workers from Trondheim, so we can later push it together with Copenhagen (and possibly Reykjavik)? Or keep going with Settlers, as there are two more reasonable locations by the wheat and between Aarhus and Kufah. (Especially if we go for the Army, it should be no problem to settle there. And the tundra should soon clear up as well, after the big party in Odense...)
- The Workers near Reykjavik will finish their mine interturn and then probably need to be retreated behind Reykjavik because of the barb threat. Perhaps they can road another forest there for more production. (Or chop and replant a forest, once Engineering comes in?) We need a few roaded forests there for production, so don't chop them too early.
- Reykjavik can reach size 7 in 10 turns, and the Aqueduct should also finish around that time. It's currently making 6spt, Aqueduct due in 13 (remember: the mine that's about to finish interturn is already contributing). With the next citizen and also the fisherman set to forest temporarily, that'll be 10spt. Just even out the shields via Granary or Courthouse, and the Aqueduct will be done in no time.
- I moved Healfdene into safety and so that he can reach Stavanger, Oslo and Stockholm next turn. If we decide to set up the FP in any of these towns, the next player should cash-rush the current project there, before clicking <enter>, so we can then rush the FP next turn. But a Horsemen-Army would also be quite nice...
- Strange: the tiles between Birka and Yekaterinburg switched to us for a short while, during which I started a road there, and then switched back to Russia?! Just let the the improvements finish, we'll get it rather sooner than later. It would be good to have two irrigated grasslands for Birka's growth there.
- Oslo needs attention every turn: the lake tile (2/0/3) needs to be alternated with the irrigated plains (2/1/2) as otherwise corruption would not leave enough shields for 2-turn Workers. If you are unsure, whether you'll remember to do that every turn, better keep it fixed on the plains tile. We'll lose a coin every other turn, but that's better than forgetting and getting the WF out of tact...
- The returning Galley can heal in Copenhagen and then help with Settler transportation.