Ok well thats pretty much a consensus.
Turn 2 (continued) - our stack of 15 artillery redline the 3 infantry defending Tarsus and our 3 cav armies succeed in
capturing Tarsus. Opt to keep it as it fits in nicely with our 3-tile placements,
probably won't flip (we wont be in the city long anyway so it shouldnt be too bad if it does) and will be a great sink... also on culture expansion it will give us access to incense! Would suggest sticking a rifle army on it and building a fortress there. Pick off intruders, and get revenge on the ironclad that killed ours in the interturn (24-1). Move some redlined dudes around to mp in cities where i moved out the infantry (to cover our attacking arty stack so the infantry army can go in the city for defence).
IBT - Watch our infantry army kill 19

cavs of various nationalities. Wow. I had no idea we were up against that many cavs... (43-1). Lots of ship movement, suspect greece are about to drop some guys on our homeland.
Turn 3 - A lot of builds finish, including the Intelligence Agency. Start by managing to plant spies everywhere but Greece, which fails (apparently Alex is 'not happy with us'

)
Pick off all the intruders (well all the ones that arnt infantry on mountains...) including those around Tarsus (56-1)
Here is the list of enemy military units at the end of turn 3 (greece not included).
China:
15 workers
11 muskets
2 rifles
18 cavalry
57 Infantry
2 cats
4 arty
2 frigates
4 galleons
7 ironclads
Status: Given the size of their empire, almost every infantry not in our territory must be in defence. Their cavs are a bit of a worry given how many i killed last turn... they have no rubber so we dont need to worry bout infantry for a while, ill see if i can disconnect either horses or saltpeter with our pillaging army.
Persia:
1 settler
15 workers
1 cavalry
21 Infantry
1 cannon
a artillery
1 galleon
Status: Pathetic, they are gassed and a half.
Aztecs:
2 workers
2 Spears
1 Sword
7 Pikes
1 Longbowman
1 Galleon
Status: They are still alive???
IBT - Lose 2 galleons to chinese ironclads (56-3), kill a 3rd ironclad on defence, also kill 6 cavs (retreat 5 more) at Tarsus (all chinese, no news from ne1 else... (63-3)
Turn 4 - Found Jaipur2, kill intruders. (72-3) pretty bogstandard turn really. However in a rare stroke of brilliance (well I thought it was pretty clever anyway...) I steal China's world map safely for just 240gold! Suddenly we can see where all nations strategic resources are... booya! Found Hyderbad2
IBT - No attacks this interturn but a force of 19

chinese cavs are ready to hit Banglore2
Turn 5 - use cavs and arty to pick off 8 of the stack and redline the rest (so hopefully they will retreat). (80-3) Move dudies around. Switch a few important cities (liek Indus and Capital City) to factories, saving up money for steals. SHould have the cash in 3 turns for a careful steal.
Move our 3 cav armies and a stack of 15 arty (all covered by a rifle army and 2 infantry) into a position to bombard and attack shangai next turn.
IBT - As expected the redlined cavs retreat. A few persian infantry show up.
Turn 6 - After a brilliant performance in redlining all intruders our arty then fail abysmally at shangai succeeding in dropping 2 hp all up, 3 sizes and destroying the university and barracks. Clear out the intruders (88-3).
IBT - Watch the parade of Greek cavalry go past Tarsus... where are they going?? China drops off 2 cavs by capital city.
Turn 7 - much the same as last turn, arty brilliant in defence but woeful against shangai... put the attack on hold yet again. Clear out the intruders (95-3). There are less and less guys coming into our territory each turn. I think they might be getting gassed, at last. Things are getting real quiet, but without effective artillery barrages we cant actually advance
IBT - Ok maybe I spoke to soon... with Persia and China now minus rubber a LOT of cavalry show up. No attacks but I'm gunna need all our artillery to handle this.
Turn 8 - Oh yeah, Tarsus expands its culture btw and
now we have incense connected! Drop the lux slider 10% AND fire a lot of specialists. We are now at +450gpt.
Carfully steal medicine for 1899gp from Persia set research to Sci-Method. We could research it in 8, or steal it in 5. I recommend goign for the steal. Riskier but potentially better returns. I've had horrible luck this turnset for leader (just 1!) so I decide to rush the factory in Indus and will risk a prebuild for ToE there, as noone esle has started building it. We are down to 36gp and income dropped to +403gpt (because of Wall Street... damn stock market crashes

)
Now onto the military (this is AW after all!).
Start with the battle of Shangai. Artillery this time do brilliantly, only fight 1 battle with each cav army (want to be able to retreat them to safety) and they all win (1 is reduced to 2hp though...) then send in a vet cav and the city is ours! Or is it? Nope the flip risk would have been astronomical, and it would take far too long to eliminate the nearby cities. JS Bach's wouldnt be that good anyway as half our productive cities are on another continent. Shangai burns long into the night...
Now to clear our lands. Artillery are brilliant as always and cavs and infantry pick off the invaders one by one. (111-3)
IBT - lose our Shangai-killing Cav. Kill 2 greek cavs on defence. China drops a lone infantry at the very north of our homeland (right besides our arty... silly, silly puppy). Everyone else retreats. We can do this forever but we'll have to kill those guys 1 day...
Turn 9 -
Capital City starts work on Military Academy as prebuild for ToE. A pretty residual turn really, just clear out some guys, 4 cavs n 2 infantry, big whoop. (117-3). Nothing else really just MM tiles n the like.
IBT - Some guys show up, lose an ironclad to a greek ironclad. Kill a greek ironclad on defence an promote to elite (118-4).
Turn 10 - this will be a quiet one me thinks. Move the rifle army and arty stack (for takign cities) into bombard range of Xianjian for next turn. Pick off half a dozen cavs (124-4).
Notes for next player:
The rifle army covering our arty stack should start bombarding the crap out of the Chinese city. When the cav armies are healed have them join the rifle army on the hill for a turn then attack the city in the following turn (after bombarding first obviously). Capital City is working on a prebuild for ToE. If we get a leader so 3-4 turns before ToE would be finished then save the leader to rush hoovers. We already have lots of armies. The pillaging army in China is headed toward the rubber source a few tiles from wehre it is now, make sure you pillage all the tiles it passes along the way. Cities producing more than 13-14 uncorrupted shields should get a factory when possible (dont switch all the builds at once, do it as feasible). Indus will finish its factory in 5 i think. At the conclusion of that it will have over 30spt and should build a temple, when the temples built fire the taxman and put the citizen to work. The factory n temple should finish 2 turns before the city would starve if my calculations were correct.
There is an infantry sitting in the middle of a tundra near the front, thats the suggested site for the next city we found (really just to up unit support).
If we happen to get ToE in the next turnset make sure that when we get sci-method we are running 0%science with Atomic Theory as the tech being 'researched', no point putting beakers into something we're goign to get for free with ToE. Also we need to decide what continent to put Hoovers on. My suggestion would be the homeland. I'd also consider stealing Communism in the not-too-distant-future as the police stations are great for managing corruption. Particualrly in places like Delhi and other 4th-or-so ring cities.
Can't think of anything else now, if I do I'll post it, but its very very late and im quite tired.
Good luck Lboogie13!!
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