Yes turns as seasons is working fine.
I actually reported the wrong Dates

, (1546AD when Iriquois conquered, 1556AD Montezuma conquered). Current game date is 1564AD Fall.
There is still plenty of land left in S. America. Hyuan is claiming the mineral rich western coast line now. My S.A. cities are growing slowly it seems but that's just really getting used to marathon game speed.
I think Louis lost his settler early. He's still listed as active but I just can't find him.
I got 2 Galleons to start the game and 1 caravel. So I had 2 settlers. I got lucky and out of a goody hut got a 3rd settler.
Then I conquered 2 barb cities in the 1st 20 turns. So I had 5 cities by then. Of course Colonists take longer to build so that began to slow down my expansion. I finished Replaceable parts several turns back and so it's now Pioneers.
Since I protected Sitting Bull he now has a large number of cities, but they are not that big and he's behind Pacal, Hyuan, and the former Monty in unit progression. They all have Macemen. Pacal now has Musketmen since I traded him sulfur for gold, potatoes, and silk plus 8 gold per turn. Pacal will probably be my next target for the Natives. While Ragnor is just wasting space I could put to better use than he's doing. Sitting Bulls is mostly Dog Soldiers , Archers, and catapults. He's kinda backwards there. I could take him out rather easily, but I'm saving him for later.
As for the map, there is at least one river in New England that ends in a 1 tile lake, 1 tile from the ocean. Was this intentional, or an oversight?
Shifting the map eastward to allow Alaska would add more land mass too. Just a suggestion.
It's really too bad CIV does not allow mining in Mountains. I know they are supposed to be impassable but......still later techs could allow tunnels for Travel and mining.
As for tech advances: my 1st tech was originally listed a 200+ turn to completion. But as I got the 2nd and 3rd cities established it began to start dropping. Now techs range from 12-15 turns to 30+. As I've been concentrating on unit building any tech that boost production is what I've focused on until I got the English Stock exchange. Money was always in the red until just a few turns back when I got most cities courthouses and jewelry/bazaar's built. Now I've finally turned the corner on finances. (crosses fingers on that one) Up till now selling lower level tech was what produced my revenue stream.
Main land units are Grenadiers, Cannon, Musketmen and now Redcoats. Seafaring are Galleon and Frigates.
I also have Christianity as State religion but have founded Islam and conguered The Greek one (name just faded away) :/. I think Monty has one too but as I'm sending Christian Missionaries to every city It's not much of a concern at the moment.
Watermills dominate over Farms and Lumbermills at the current level of tech.
Ironworks is completed, along with Treasury. I've kind of been forced to leave wonderbuilding alone for the most part. But that is slowly changing as my city numbers increase. Chicago is actually out producing Jamestown (1st city founded) now. Monty's former capital will soon start picking up speed too. It dropped to a pop of 7 before I got it stabilized. I pillaged every tile around it to keep his unit production at a crawl.
Overall out of a 1-10 ranking I give it a 7+ for a 1st attempt.
Thanks for making it zappara!
JosEPh
