500AD (135):
Preflight check. Switch around Vijay to complete the missionary next turn. We need some irrigation in here to help this town, but that implies Civil, which isn't too high priority before our wonders.
I dial up Alphabet and increase science to 40%. 6 turns.
Bombay is the classic "we don't have enough workers" scenario, with 4 pop working unimproved tiles. Going to have to bandage that, now that we have income to support more units. We are at the health cap there, and it is still growing, so move the grassland citizens to plains to stagnant for 2 extra hammers. I guess we need an aqueduct here too..
Delhi growing in 2 turns. Dialing up a courthouse for the overflow. We will need one there eventually anyways.
Pata swaps from the forest to a cottage, as the settler finishes anyways.
Agra needs an army of workers... We'll deal with that.
Moving Vara's warrior for garrison for teal dot.
520AD (136):
A Prophet and a Scientist are born far away. Ok.
Missionary is done and heads for Agra. Settler done and heading for Teal Dot.
Pata dials for a worker.
Vijay dials a 4 turn Axeman. I contemplated a worker here, but Monty in all honesty has a higher power rating, so we may need more units to get him to sue for peace.
Speaking of which, Monty is doing nothing but sitting in our forests. Ok...
540AD (137):
Taoism FIADL. Not good, because it means the enemy is fairly advanced. I will divert to Liq's wonder techs after this, so we can get rolling on that.
Bombay Axe done, and it can do a worker in 4 turns, so do that, as a worker is needed here.
560AD (138):
Absolutely no movement from Monty this turn. We have pitiful odds to attack him in the forest, so whatever...
Hinduize Agra this turn.
Vara is done a worker, so dial another, in front of the monument. The worker starts clearing some of the jungle for cottages (no hills in this area, so cottages are good).
580AD (139):
Monty still not doing anything. Fortified in our forests. Really does not matter, as he can't pillage them.
Founding Teal Dot... Calcutta!
It dials a granary and is costing 3.75gpt. Luckily, thanks to the river it is on, we are connected to the trade network.
Losing 3gpt, so dial science down 10%, making 2gpt now, no change on Alpha.
600AD (140):
Axe is done at Vijay, and foolish Monty is still not doing anything... Ok... Dial up one more axe, as power is wanting...
620AD (141):
Alpha is in.
Colossus is BIAFL. Great... Ok, dialing Aesthetics for 7 turns, Lit for 5 after that.
Worker done in Bombay, start up Aqueducts. Start cottaging some grassland in Bombay.
640AD (142):
Pata gets a border pop, and a GS is born far away. Monty is STILL not doing anything.
Dialing up one more worker in Pata.
660AD (143):
Nothing this turn except worker actions at Agra. Monty has still not moved for about 6 turns.
680BC (144):
We get a free spread of Hinduism in Calcutta. Yay for saving a missionary.
The Axe is done in Vijay, and I'm at a loss as to what to build. More military is more upkeep, and we don't need much more. The commerce here sucks too... so not a good idea. I can build either wealth or beakers.
I can build beakers to get 10 extra beakers per turn. This equates to 62 beakers, 8 espionage, and 51 gold, overall. Or, I can build wealth, and dial up science 20%. This is 64 beakers, 8 espionage and 51 gold. All this simply means is that the academy in Delhi rocks...
More importantly, it saves us a turn on Aesthetics.
700AD (145):
We get a Great Scientist in Delhi. He bulbs... Aesthetics

. I think the best option is settling in Delhi, but I'll leave it up to the group.
Vara finishes another worker, wants to again build a monument, but 3.59gpt maintenance demands a courthouse. Dial one up, but its expensive, and we have minimal hammers in Vara. Organized Religion also doesn't help us unless we have 4 hammers (+25% production). Let Vara grow to 3 pop, and then work the 3 grass forests for the 4 hammers. Perhaps whip it when able? We have an abundance of food.
Monty still not talking, not sure what's up with him. He has ZERO hope of breaking through at Vijay, and ZERO hope of even any pillaging (flat land means dead Monty). Check back each turn for peace. Must be costing Monty some cash to maintain 6 troops in our territory (unless the AI gets massive discounts there, I dunno).
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