(0) wake an axeman in Novgorod that didn't have an excuse for sleeping on duty. He's sent to the ferry terminal. I also don't see a reason to have an injured greek horse archer standing next to Thermopylae. A horse archer takes care of it, then I notice the hill, and send a spear to cover it from the elephant. If that one attacks the city now, we lose a catapult, but can take down the elephant afterwards.
Religious advisor says Confucianism is already existant, so I go for CoL instead of compass.
IBT - Elephant kills our catapult.
(1) ok, that was stupid. If I had put the spear on the hill, that had blocked the road and prevented the elephant from attacking both the elephant and the city. It's almost uninjured, I can't even take it down now. Net result: 1 horse archer for our catapult.
Have a look at our cities...lots of weird things going on...
2 cities build military without a barracks: switch those to forge/barracks respectively.
2 barracks cities build aqueducts, although they can't grow anyway for happiness reasons. I switch to swordsmen.
our pillage horse archer kills an archer and runs out of range of the elephant.
IBT - Elephant commits suicide on our spear.
(2) our now uncontested horse archer pillages his horses. Looks like I forgot to stop Vladivostok from growth, it's now over its happiness limit. A little more healing and we can go for Sparta. Since we need a settler to replace it, I switch St. Peter to build one. Lots of city switching lately...
(3) Oh, that's sweet! I didn't even notice this city before:
Our pillaging horse archer kills an explorer. He's seen healthier days though...
(4) Our people are a bit upset about the war. Culture to 20%, science down to 30%. Our forces move towards Sparta. Oh right, and Hanging Gardens finish.
(5) we get CoL. Start on Engineering, sacrifice Archimedes for almost the whole beakers necessary. Due next turn.
(6) Engineering. Choices are Meditation, Poly (both out), Compass and Civil Service. CS takes long and has no real use for us, while Compass leads to Optics to get us to other parts of the world. I queue those two up. Running a deficit of -15 at 40%, due in 5 turns.
(7) Sparta's defense at 24%.
(8) Sparta at 8%.
Unpromoted sword gets City Raider I, and goes in. Loses, archer at 0.5.
Combat I horse archer kills next archer.
Our by now healed pillage hero (Medic, Combat II) kills another archer.
Axeman kills that pitiful rest of an archer and razes Sparta!
We're on the way to Athens, defended by four archers.
(9) The other two are on library. St. Peter finished the settler, now on forge. We have 12 cities, out of which 10 are building forges.
(10) Bombardment of Athens begins. Two more turns, then we can hopefully walk in with healed forces into an undefended city.
Delphi might even flip by itself some day, but I guess by then their capital will be there, so we can't get it that way. Anyway, maybe we can send some knights later for an amphibious attack; I'm afraid horse archers would result in too many losses.
Alex offers Meditation, 80g and 1gpt for peace now. Take the rest of the mainland, then we can make peace I think.
When the forges finish, we should also get some (like 5 or so) more cities on our continent, now that we have courthouses and FP available.
In the galley near greece there's a settler, to replace Sparta. Either on the original location or one north, I think.