Inherited Turn 600AD
Everything looks good, we've had excellent discussion from team members (sorry if I've been a little quiet!) and our strategy is well thought-out and consistent. My vote would be to kill the Inca asap and expand onto their continent. The aim of the game is conquest though, so when we attack other continents we will be razing rather than capturing. For now, I think we need to consolidate a little, build the important infra that bihary mentioned (granaries, courthouse + forges especially), and improve our economy before we finish settling our own continent and the one we're about to kick the Inca off.
Only change I make is to move Tundra Guard and Real Shocker towards the siege area.
Turn 1, 620AD: moving units around.
Turn 2, 640AD: Horse Island's borders expand.
Turn 3, 660AD: Sheepcoast completes work boat (sent to Horse Island's crabs) and starts another. Mahavira is born in Tenochtitlan and joins the city as a super-specialist (tech offer was monotheism). Whip courthouse in PigRice and start bombarding Cuzco's defences.
Turn 4, 680AD: PigRice completes courthouse, starts granary. Spend another round bombarding Cuzco, will attack next turn.
Turn 5, 700AD: Cuzco now has a settler in the city - can you say free worker?
First cat bombards - Cuzco's defences are now 10% and the odds are in our favour. Second cat suicides (15.6%), dies but collaterally damages 2 units. Third cat bombards (no need for suicide). Jag (84.6%) kills archer, axe (99.5%) kills spear, axe (99.1%) kills archer and RAZES Cuzco, picking up a free worker.
I razed Cuzco because it's one tile off the coast and because we don't need the additional drain to our coffers at the moment.
Oh look, another free worker
Before:
After:
Turn 6, 720AD: alphabet researched, start literature. Tenochtitlan completes market, starts granary.
Turn 7, 740AD: Sheepcoast completes work boat (for East Coast's fish) and starts granary (we've previously been whipping here without a granary?!). East Coast's borders expand. Whip Gem City's courthouse.
Turn 8, 760AD: IronField completes library, starts forge. Gem City completes courthouse, starts forge.
Turn 9, 780AD: Ollantaytambo's turn. Cat suicide attacks (22.9%) to protect the rest of our forces, collaterally damages 1 unit and withdraws, what a bonus! Axe (71.0%) kills Incan axe. Axe (98.5%) kills archer and I decide to capture Ollantaytambo (on the coast, immediate access to resources, nice base).
Turn 10, 800AD: literature in, start music (somebody say they wanted a culture bomb?
). Tenochtitlan completes granary, starts Great Library.
Turn 11, 820AD: healing troops for Tiwanaku next.
Turn 12, 840AD: it appears there is another Incan city apart from Tiwanaku, it is further to the west and has expanded borders.
Turn 13, 860AD: resistance ends in Ollantaytambo, begin courthouse.
Turn 14, 880AD: SheepCoast completes granary and has a shot at the Colossus (11 turns).
Turn 15, 900AD: PigRice completes granary, starts forge. Pillage Incan ivory and bombard Tiwanaku. Rather than hand-off in the middle of a city capture, I'm gonna play 1 extra turn for a better handing-off point.
Turn 16, 920AD: cat suicide attacks archer (23.7%), dies but collaterally damages 2 units. Axe (87.0%) kills archer. Jag (99.6%) kills quecha. Real Shocker (100.0%) kills archer and razes Tiwanaku (1 tile off coast).
Here's how the front looks:
Might want to mop up those archers when they move to flat ground before going after the last Incan city.
Colossus and Great Library are due in 9 turns. Music is due in 3 turns at 100% science, assuming bihary was correct and Homer was born as a result of the Parthenon, then we should pop an artist which can be used for a culture bomb wherever required.
I went easy on the whip to allow cities to grow, the next player can use it more liberally if you wish.
I had us on infrastructure this round, once we have key buildings we can have a big settlement drive.
Nad...just played
M60A3TTS...UP NOW
jameson...ON DECK
ThERat
katank
bihary
10-15 turns per player, as you wish.