Preturn: London starts a trireme, I think 2 will do for a start.
The situation at the front is a mess and after shuffling some units around, I upgrade 2 NE's to cavs.
During these movements, we happen to kill an archer, a catapult and a pike. Many units can only move on turn,
So this will be slow.
We have 2 generals, I might use one of them for a golden age, we'll get another one soon enough IF we even need that.
Turn1: Delhi is annexed and we jump to 15 happy, from 6! Start a library there.
Sort out moves and upgrade another NE, decided I'm gonna use that general for a golden age next turn. Our other general
is in a nice position to help out 5-6 units with a move in between potshots.
Artillery takes a shot a Thebes only to see how powerful it is, 5 damage. Move a couple more arties closer
and some other stuff.
Oops, forgot to make the trades the turn before, but we get the same result.
Japan 3 luxes for 327g and Lizzy another two for 218g. Sully deal expired and sell him a lux for 228g, all he had.
I'm not going to make any deal with America or Russia from now on even if they're friendly.
Turn2: London builds a trireme, starts another. I send this to check out stuff, thanks Lizzy for building
The Great Lighthouse.
The next one will find the hidden CS and both will be back to be upgraded in time.
Crunchtime: Nope, didn't quite get it...Thebes still have 4hp because of all those hills, a couple arties couldn't get a
clear shot this turn. Next turn you will get a screenie.
But since we have Chichen Itza, I pop our second general for a 10-turn Golden Age!
Our gpt skyrockets from 108gpt to 203gpt.
Turn3: Cities are growing, but no immediate danger yet, we just went from 13 to 11 in happy.
Sukhothai builds a double promoted rifle -> Taj Mahal!!!!!!! in 7 turns, with a chop coming, can I time it to 6 turns?
Muang builds a single promoted rifle -> starts Observatory in 6 turns. A rifle or a cav is still 6-7 turns, I could build
Armory, but choose not to...15 extra beakers can shave a turn on any tech.
Ok, what's next?
Right, Egypt...I have upgraded what we 've got to Drill and here is a rifle with a shock promotion, he get Shock2.
Can be handy to deal with different terrains later.
I shell the city with a couple of arties and let a cav take it:
Shell some other units around because I can, they still have a fair few units around. Heal for a turn or two.
Turn4: Forgot to say: Thebes have a bank and a market, together with a lighthouse, aqueduct and colloseum.
They also have Colossus and The frigging Forbidden palace!!!! What a treasure! This city must be annexed soon!
No reason to stop growth just yet, we're 12 happy atm, with 2 theatres online next turn. Good call I say.
Make that 17 happy, found the worker and finished his tile.
London builds another trireme -> caravel in 4 turns. That should make Optional shut up!
Elephantine is also a good city with: market, wat, aquaduct, library, lighthouse and colloseum.
Ok, on to the game.
SiSatch Theatre -> stable
Hastings theatre -> aqueduct
I'm not afraid of growing yet, we are getting happy with every city we take, so I'm going to take all Egypt.
Shuffling, killing an archer and a pike. Just to tell you, next general is from 383/800 to 441/800 in one turn.
Getting sick of it. Sell marble to Japan for 109g, that's our future of trading, take what you can now.
And with that I buy a caravel in London and we're building another in 4 turns too.
We have the same money as when I started, so no real loss as our economy is building up every turn by 200.
Spank me later!
Turn5: A unit dies, have no clue of what unit, because of quick combat...but I guess it was a rifle by a caravel.
Nevermind, on to next city, massing forces and healing at the same time, very tricky.
Delhi monument - Wat. I built more stuff, but will NOT telling anymore, bloody hell, just making a report kills you!
But as I said, the new roads and theatres makes us plus 20!
Turn6: I started a double attack on Egypt's last two cities, they killed 2 of our cavs. No matter what, we are in control.
Can't even be bothered telling what we built, but all was good stuff.
Change science back to Navigation, one turn left on Acoustics, but want to upgrade our two triremes next turn.
Turn6: We get a new unit from some CS, a cavalry which gets 2 promos and just sit there for now.
Damn and curse me, I forgot we are still at war with Genoa, Indias ally so I end it now.
I was so pleased that we got Budapest as an ally as I requested, so now I give A 1000g to Bucharest too,
which was my second CS-state to get. Not just because I can, but they give us 6 iron!!!
Just bad they we're allies to the Ottomans, Suleiman just have to live with it.
We can't upgrade bloody triremes without iron!
Now we can.
I don't have time for more fancy stuff, but I give you this.
Turn7: Egypt is done for and I keep all. Now to get some replacement cavs, no cav survives 2 archers and 3 stabs from pikes.
That happened twice and that is why I keep animations on, on my games. I hate just getting a message: Your unit died!
What unit? and where?
Heliopolis, the city that we might burn have Colloseum and Stoneworks, and the placement is great for the future wars.
Did I mention we met Edinburgh north of India and we will meet the mystery pink/purple? CS soon.
Our new cities will take 4-6 turns to get out of revolt.
Made peace with Lhasa, Egypts ally, no need to have them throwing spanners in our machinary later.
I go through our cities trying to optimize them with slow growth and strong production.
Cap is ok as it is right now, we might want to swing it further growth soon.
Why am I building a mint in SiSatch? No hammers invested and change to barracks.
Muang will finsih Observatory next turn, set queue to Armory next, it still need a bank too!
Hastings is building a cav, swap that to armory first and cav in queue. No dudes in the wat here, but it'll
grow next turn, I'll check again then.
London will finish a caravel next turn, I'm gonna set it to workshop in 5 turns.
Delhi is building a wat 2t, will grow in 11t and have a guy in the workshop, I'll check in 2 turns.
That's it.
Apparently I upgraded our 2 triremes to frigates last turn, so now we have some naval power too.
Found that we have a spare ivory, sell it to Sully for 202g and 1gpt.
Turn8: We research Acoustics -> Scientific Theory in 6t.
A couple of buildings are done, continue on the path as described above.
Otherwise, units healing and others moving to the front, it's still jammed but I want a couple of rifles up the near the next front.
George is guarded, thinking we are a war menace blablabla. As he been warring all this time with others, I do as Optional
suggested and denounce him.
Turn9: On this turn we build another wonder for 4 happy and 15 turns of more golden age!
Sully likes our denounciation of America.
And we have another GSci, just waiting to pop something nice.
We meet Dublin. Moving stuff, it's almost impossible to get it right.
Turn10: I leave it this, not very easy to move 20 units in this terrain.
Optional, you will have to figure out a way make the units get to their places (which are none basically)
Free worker if you start right away, by killing a settler.
I slowly moved rifles to the new front, with the general, but man...the traffic!
But on a good note, me burning a general, we're at 597/800 now, so if you start killing we'll get another one
within half of your turnset.
I wasn't going to show demographics, but you'll love it:
Good luck!