IamJohn
(was)?
Pre-turn
Alright, if its peace we want, its money were going for. I rearrange some citizen placement for more money/science, change a macemen build for a market, some other miscellaneous stuff.
Turn 1
Really boring...
Turn 2
Just nothing...
Turn 3
-Barb HA attempts to suicide on a pike, but fails and runs away.
-So we have a 60-something chance for a merchant. You know what we get? A great spy. Yeah. I move him towards the front where we can figure out where we want him.
-Our spy in zululand hits 50% discount, we get calendar! The citizens rejoice we anticipated happiness, the workers gripe about the extra work...
Turn 4
-Barb HA attempts to suicide on our pike, this time with better success.
-Kill a random AI spy near Ulundi, our spies mocking them all the way to the gallows.
Turn 5
Universal open borders passes with our vote, our income goes up significantly.
Turn 6
We kill another enemy spy, HC builds Notre Dame for us (well us eventually...)
Turn 7
We hit -50% for a spy in Surys territory (were essentially out of points in shakas, and the only tech he has Sury has). We roll the dice and make a go for Philo and get it!
I consider our options and switch to Pacifism, as we go from a high maintenance civic to a no maintence civic, as well as rolling in the GP points from all our specialists.
Turn 8
We hit 50% on another spy, so make a roll for music (90% odds). The spy is discovered, but we still get music.
-HC is the first to discover lib.
Turn 9
-Sury builds Hagia Sophia, Toku messes around with his civics, nothing threatening.
-We hit 50% on a spy, steal Theo from Sury successfully.
Turn 10
-Nothing really of note.
Turn 11
-We finish forbidden palace! Our finance people breathe a giant sigh of relief. We are actually positive by 5 gold now at 30% science...
Turn 12
-Another courthouse comes in, were at +11 gold now.
-We suffer a diplomatic faux pas with the zulu, no one cares.
Turn 13
-Toku demands Drama, its outdated enough I figure its worth it, even though hes toku, and the diplo boost probably wont matter.
-Toku is the only one without music, so I do this:
Turn 14
IBT: Our spy in Surys territory is discovered.
-We discover guilds.
-We finish a courthouse in gems city, our finances are good enough that we can go to 40% science at only a -4gpt loss.
Turn 15
-Were only at -2gpt at 40%.
-Spy in Surys land hits 50% discount, we go for Banking and are successful.
-Shaka is attempting to play hard ball culturally, but it shouldnt do any good unless he doesnt something unexpected...
Turn 16
-Nothing major.
Turn 17
- Busy IBT:
I stick engineer west, building a wonder could do us some good perhaps.
Turn 18
-Havent done this in awhile: We meet Hannibal! He looks to be a fairly minor player however, pretty low in score, he lacks several of our techs, only thing he has on us is optics, but he wants too much for it to be good for trade.
Turn 19
-New election for religious UN, we vote for HC for the diplo boost, Toku wins.
-We hit up Toku for optics, trade for philosophy which only he and shaka lack.
Turn 20
-Nothing much
Turn 21
-Kill a random spy.
Turn 22
-Finally get a decent random event.
Turn 23
-HC gets a Great Prophet.
Turn 24
-HC uses it to build Church of the Nativity.
Turn 25
-Nothing huge.
Finances:
-Were at -1 gpt at 40%. We have very little in the bank, so we may want to stop for a few turns to get some cash after we research education.
-We had a spare settler floating around, I used it to build Red dot in the south. Its making money with the trade it has, but the maintance is 7 commerce per turn.
-HC is becoming a monster in GNP, he may be where we want to settle our great spy.
-We do have a great engineer ready do to build whatever whenever we want.
-Were six turns away from education.
-I built a caravel, he just started moving east, hes on auto-move till he hits the unknown.
Thoughts? This was a (very) quiet turn, but were looking quite a bit better financially, and once we start getting banks online, and finish building harbors and other financial buildings well be looking even better.
The Save:
Alright, if its peace we want, its money were going for. I rearrange some citizen placement for more money/science, change a macemen build for a market, some other miscellaneous stuff.
Turn 1
Really boring...
Turn 2
Just nothing...
Turn 3
-Barb HA attempts to suicide on a pike, but fails and runs away.
-So we have a 60-something chance for a merchant. You know what we get? A great spy. Yeah. I move him towards the front where we can figure out where we want him.
-Our spy in zululand hits 50% discount, we get calendar! The citizens rejoice we anticipated happiness, the workers gripe about the extra work...

Turn 4
-Barb HA attempts to suicide on our pike, this time with better success.
-Kill a random AI spy near Ulundi, our spies mocking them all the way to the gallows.
Turn 5
Universal open borders passes with our vote, our income goes up significantly.

Turn 6
We kill another enemy spy, HC builds Notre Dame for us (well us eventually...)
Turn 7
We hit -50% for a spy in Surys territory (were essentially out of points in shakas, and the only tech he has Sury has). We roll the dice and make a go for Philo and get it!

I consider our options and switch to Pacifism, as we go from a high maintenance civic to a no maintence civic, as well as rolling in the GP points from all our specialists.
Turn 8
We hit 50% on another spy, so make a roll for music (90% odds). The spy is discovered, but we still get music.

-HC is the first to discover lib.
Turn 9
-Sury builds Hagia Sophia, Toku messes around with his civics, nothing threatening.
-We hit 50% on a spy, steal Theo from Sury successfully.
Turn 10
-Nothing really of note.
Turn 11

-We finish forbidden palace! Our finance people breathe a giant sigh of relief. We are actually positive by 5 gold now at 30% science...
Turn 12
-Another courthouse comes in, were at +11 gold now.
-We suffer a diplomatic faux pas with the zulu, no one cares.

Turn 13
-Toku demands Drama, its outdated enough I figure its worth it, even though hes toku, and the diplo boost probably wont matter.

-Toku is the only one without music, so I do this:

Turn 14
IBT: Our spy in Surys territory is discovered.
-We discover guilds.
-We finish a courthouse in gems city, our finances are good enough that we can go to 40% science at only a -4gpt loss.
Turn 15
-Were only at -2gpt at 40%.
-Spy in Surys land hits 50% discount, we go for Banking and are successful.

-Shaka is attempting to play hard ball culturally, but it shouldnt do any good unless he doesnt something unexpected...

Turn 16
-Nothing major.
Turn 17
- Busy IBT:

I stick engineer west, building a wonder could do us some good perhaps.
Turn 18
-Havent done this in awhile: We meet Hannibal! He looks to be a fairly minor player however, pretty low in score, he lacks several of our techs, only thing he has on us is optics, but he wants too much for it to be good for trade.

Turn 19
-New election for religious UN, we vote for HC for the diplo boost, Toku wins.
-We hit up Toku for optics, trade for philosophy which only he and shaka lack.

Turn 20
-Nothing much
Turn 21
-Kill a random spy.
Turn 22
-Finally get a decent random event.

Turn 23
-HC gets a Great Prophet.
Turn 24
-HC uses it to build Church of the Nativity.
Turn 25
-Nothing huge.
Finances:
-Were at -1 gpt at 40%. We have very little in the bank, so we may want to stop for a few turns to get some cash after we research education.
-We had a spare settler floating around, I used it to build Red dot in the south. Its making money with the trade it has, but the maintance is 7 commerce per turn.
-HC is becoming a monster in GNP, he may be where we want to settle our great spy.


-We do have a great engineer ready do to build whatever whenever we want.
-Were six turns away from education.
-I built a caravel, he just started moving east, hes on auto-move till he hits the unknown.
Thoughts? This was a (very) quiet turn, but were looking quite a bit better financially, and once we start getting banks online, and finish building harbors and other financial buildings well be looking even better.

The Save: