Ok, some feedback on what I saw in the 350 AD sav: First of all, the D-Day fleet has now embarked and a good number of GSs is on the way! A tip for the attack: don't attack too early when dealing with pikes. Nothing is worse than attacking a town, losing a handful of units in the process, red-lining every defender but not killing any of them... Next turn they are completely healed again, you have to start all over the next attack, and basically lost your units for nothing. Attack once you are sure of having a sufficient superiority in numbers to actually take that town! So if a town has 3 pikes, wait until you have 9 GS in position for the attack. You may lose 2 or even 4, but you'll take the town. Then wait until you have refilled the ranks with reinforcements and then proceed. There are still a few towns building "Wealth" that could do something useful instead. Don't disdain the totally corrupt 1spt towns! It's still better than 1gpt. For example in Russia you still need 4 settlers and possibly 3-4 temples to grab the last 46 tiles: Yakutsk, Axima, Glevum and Macao can use a temple. And the following settlers should be built: In your past spoilers (and especially in the current one) I have occasionally noticed events like "Tatung riots", "Isca riots" etc. This probably happens because you have units in the town to heal and/or quell resistors, and then during the interturn the quelled resistors turn into unhappy faces and make the town riot, before you get the chance to interfere in this process. I know this from own experience, and always found it quite annoying, because often you want to rush something urgently (like a worker or settler in order to reduce the population, or a unit to fend off an expected counter attack, etc) and then you often lose two valuable turns, so that the rush takes 4 turns instead of 2: You've made sure the town doesn't riot and will produce its one shield, but during interturn a few resistors are quelled, the town goes into riot and the shield box is still empty. In the second turn, you restore order again by turning every non-resistor into an entertainer, then the last resistors are quelled and the town goes into disorder again. So even though the town is now resistor-free, you still can't rush (even if you would be willing to pay the full price that comes with an empty shield box...) Third turn you restore order, and finally the first shield is produced. In the fourth turn you can then rush at half price. Recently someone told me a trick how to avoid this. When capturing the town, first thing contact the governor and then activate the following flag: After setting this flag to "Yes", the governor turns the newly quelled resistors automatically into entertainers right in the interturn, and the town never riots! So the first turn produce the first shield and the next turn you can already rush (provided no resistors are left). 2-3 shields here and there may not seem much, but I must say, I've been using this little trick for freshly captured towns in my last couple of GOTMs, and I must say, during the course of a long game, these shields add up and in the end amount to a quite tangible advantage. I noticed you still have all your 3 iron sources connected. Don't you plan on using disconnect/connect? You have now 5700g in the bank account, and I think you need to use to gold in order to win the game asap. But while you are not using the gold, it may be a good idea to turn all your 70 taxmen into scientists and finish Engineering quickly. I did a quick test: if you hire 52 scientists, Engineering will be done in 3 turns. I think it is very likely that you will need Cavalry in this game, but even if it turns out you don't, Engineering is still quite useful for increased speed across rivers and for adding like 5 trebuchets to your attack force. (Usually artillery units only slow you down, but in this case, when fighting pikes or even muskets with GS, it may make sense to use them to minimize losses?! Sometimes you will need to wait for reinforcements anyway, and then you have time to bring them into position.) If you don't want to use the money for disconnect/reconnect, a different idea might be the following: in the first 3 (connected) beachhead towns on the new continent rush a harbor and 3 barracks and then keep rushing a new GS every other turn. That way you'll get many units right at the front line very quickly!