preturn: ok so I see Delhi is about to build the mids (a must have for us) and it's population intact.. meh.. ok well no forests to chop for great lighthouse hehe.
I stop the pre chop near VJ because it's a non riverside grassland,... that VJ is working it as a forest is an indicator of where it gets it's hammers.
I change Vara from monument to workboat as it is gonna get hinduized in a moment.
Ok so 2 turns before another civic change upon which rep time!
I see bombay is already making a missionary.. good deal. First goes to VJ.
also move the non hurt axe down to vara for garrison.
monty doesn;t want to talk hehe.. go figure. that wimp will take peace in a bit
Also don;t need to be starving Delhi anymore so move work from a hills to a farmed fp. So sad the farmed fp's are better than that rice tile.
a mere 8 points from a GG.
[1]75 BC and...
The single most important wonder for Gandhi. GG people. I cannot change civics for one more turn.
Delhi now has 61 extra hammers, a wasted forest =/ so I place them into a settler
Code of laws in 27 turns at 20% science then settle the academy Code in laws in 20 turns.
I notice patalwtf aka 'patty' is making a settler at 2 population, since gems are nice commerce I change that to a library. we cannot afford to expand quite yet hehe.
put science to 0% for +2 gold a turn.. oh boy. Code laws at 33 turns hehe go go specs.
[2]50 BC
Bombay spits out missionary and can build the temple of artimis in 22 turns... I take it as we can use the cash or the wonder.
Revolt to rep and code of laws goes from 32 turns to 14 rofl. Change build from settler to missionary to hit up vara.
[3]25 BC
Seems Delhi is 4 under happy cap (lol) so I move off a plains hill to work all the farmed FP's
Cutting this close people hehe 0 gold a turn at 0 science....I use the missionary on Vijay and our gold at no science is now +1.
Troops are all healed up and ready for the next monty archer stack hehe. nice to see that warrior medic =)
vara should be hooked up to trade route then realize am missing a bit of road hehe. meh/
[5]50 AD War is over hahaha.
What a wimp.
no techs to extort anything for peace BTW.
that's power curve for last 50 turns.
Revolt to rep and missed screen shot, code of laws sooner than 30+ turns now hah.
[6]75 AD Vijay finishes library and goes for a 4 turn temple hehehe I love that.
varas city maint is 2.9 gold btw, not much at all. delhi went from barely 7 population to 2 turns from size 9.. lots of happy left.
[8]125 AD gold is hovering around 0 per turn at 0% science do delete the 3 spearmen in Vijay.. they were all 3 exp from barracks so no lost combat experience.
[9]150 AD Delhi's missonary is done so I start on an aqueduct in 10 as its at unhealty cap, can sink hammers into the hanging gardens after this completes as well. Delhi grows to 10 in 2 turns hehe. Still under happy cap.
+5 gold so turn science to 10% code in 5 rofl. this from 33 turns before rep.
I put the missonary on auto to vara.. that's where it's gonna get it's culture bounce.
Confusion founded in a distant land, oh well.
Vara grows to size two so I prompty whip the workboat to save 6 turns. it has a high happy cap hehe.
I missed it but monty got hinduized in 100 AD, see he's good for 2 gold a turn!

+1 relations!
Going to need more military soon Vijay can build it's own defenses after the temple.
hmm a great person in 2 turns... ok going go 11 turns hehe.
[10]175 AD temple comes in for vijay, go for 5 turn walls. Vijay is now pulling in +6 culture a turn so next culture bounce in 4 turns... it's about to get a serious defensive boost.
vara finishes it's workboat with 19 hammers overflow and place them into a granary. Working the fish gives growth in 4 turns, whip that granary out when it able to. It's paying for itself now.
72% scientist 15% great eng both fine, 13% "profit" would be a loss.
[11]200 AD We get the odds on favorite, a great scientist so settle him in athens. next GP in.... 22 turns.. Code of laws in 2 turns now at 20% science. At a mere -2 gold a turn, turning science back off to 0% after it comes in.
A nice milstone.
I 3 pop whip an aqueduct in dehli and cause I was going to try and stall that settler.... and to make sure we do not go bankrupt hehe.
[12]225 AD
Vara gets hinduized for more gold and code of laws in 1. Bombay is gonna get confused looks like, Vijay doesn;t have a chance. we are gaining culture on vijay's rice... yay.
[13]250 AD Code of laws comes in! no confusion but that's not why we went for it.
I set science back to 0% and choose currency in 12 turn for a several things, not optional hehe.
we have 12 gold saved and +3 gold on 0% science.. currency does serveral things, first and foremost +1 trade routes. That's a whopping +1 commerce per town basically but hey it's free!
Opens two new buildings, market and grocer.. those add 25% to gold the town creates along with happy and health for various calender resources of which Grocer is the only one we have present...worth +1 health for sugar. Delhi is pulling in 20 gold a turn such that those two buildings are worth +10 gold a turn.. major.
Finally currency lets us build Wealth.. which turns hammers into gold. Plunking a grocer down in bombay is worth 4 gold a turn if bombay builds wealth. For 21 gold a turn.
All in all code and currency are the cure for the mid game Rexing blues. in retrospect should have done currency first but I'm used to MUCH higher maint costs.
bah that effing settler pops move work onto hanging gardens for the cash. Liq sucks tho there was not much else to sink the hammers into.
I put the settler to sleep in patty, We cannot afford another town for a bit. vara though is paying for itself already and isn;t even in trade due to liq's

..
please move that worker near vara up to finish the road connection near vijay. That's worth 2 gold a turn after currency. I am raoding the rice near vara to realize we have one hooked up by athens hehe.
Bombay has a real chance of completing the temple of artimis (9 turns) it's actually not a bad wonder under rep. feel free to whip it to complete it, don;t chop anything.
we can seriously use more workers BTW, vara is not a bad place to do that after it grows a bit hehe. Whip it's granary when you can, double whipping is fine as vara has a ton of happy cap. also once patty grows next turn no worries about going on permanent worker duty for the time being as it will have a 1 food surplus working the grass hill (not good) btw bombay needs some worker attention.
Delhi is on hanging gardens and has no earthly right to ever complete it. when currency comes in move builds to grocer then market.
Next town will be teal dot.. Hooking up those gems is a no brainer hehe. goto ing the settler to vara. teal dot is the one south of vara picking up clams and gems. To prep that town we are going to want a missonary for instant hinduization and that gems hill dejungled. Can escort the 4th worker (whenever it's built) down there to chop that gems jungle away.
monty is finally hooking up that marble, maybe he'll build a wonder for us.
need to leave science at 0% to collect gold then blitz currency when it gets close.
Once currency comes in, we can build up military back up big time. Until then, cash is tight. Oh and welcome to the spec economy.
Cheers!
-Liq