The post-war turn went very well, with a HUGE increase in jobs for workers, settlers and city founding, and not bad for military too...
The realm is in Anarchy, the people cry out for Brehon Law!!
170 AD (0) - The Charis clan of the O'Saebert line comes once again to power.
Their survey of the realm starts quite strong. The island is theirs, and theirs
alone. He makes plan to insure it STAYS that way. With their berzerkers the
dominant force of their time, finding another land to conquer would work
well (hehe, we ARE expansionist and militaristic). But to do that we'll need:
mapmaking, and better production, so it's a time for building. He awaits the
official installment of his new government and is happy to see in the meantime
that temples are being built. In the meantime he bones up on Brehon Law...
Good efficiency, Pay labor, nuisance corruption, MP of 4 (!), unit support 2/4/8
and draft rate of 1. Compared to monarchy less corruption, more MP, and the
same unit support. (Comment to Shaitan: it "dominates" Monarchy, not really
a good thing. It's better in everyway except draft, no real tradeoffs)
Compared to republic, same corruption and efficiency, much more unit support
and a ton more MP. And no war weariness! (Worse imbalance. Basically it's just
too good. It makes the other two ancient govts useless. If there's a commerce
bonus for Republic not in Brehon, then it only dominates Monarchy. Actually,
this )
Alas, just one problem that Charis O'Saebert sees. We're too soon for Brehon.
That gaggle of temples was just crying out, yearning for a good whipping.
We'll make do, but if we were religious and no anarchy penalty, I would revert
back, whip for about 4 turns, then re-revolt to Brehon

On this difficulty this won't set us back at all, so not to worry.
Oops, sorry, more than one problem. Courthouse being built in a city right
next to our capitol??! As one who has suffered under the influcence, Charis O'
immediately recognizes this as pure weed effect

With so many shields
already done towards it, he shifts it to palace 'placeholder' for a wonder.
Once we get a tech that allows a wonder we want to build, it can be switched
over to that. Looking at how many have already been snarfed, that might not
be until Sun Tzu or Sistine. The courthouse in Hatfield is also useless,
with only 1 gold and 1 shield loss. We take a settler instead, needing about
3-5 more to fill out the island.
BUG REPORT: The shields box for the 'Palace' in Welwyn isn't showing up right.
It's keeping track properly, just showing a 1 column box for some reason.
Oh, now the young celt-turned-essex Charis is going to get chastised for being
far too picky, but... he fires all the governors! Just not good for succession,
the choices are poor- in nine cities citizens needed to be moved, they've all
been smoking weed too!. They would even starve a city to make entertainers that
weren't needed.
190 AD (1) - 230 (3) Not much going on really... London soon goes into troop
mode, one zerker per two rounds, Enfield likewise one spearman per two.
With Brehon's great Military Police rate of 4, we can build up for our
next invasion AND keep the people happy, at no unit support cost

(These cities are chosen both for high shield rate and for barracks. Non-
barracks cities on troops were taken off)
250 AD (4) - Scots finish the Great Wall. (They must all be together on a
continent, their rate of research and getting techs is blowing us away.)
We actually have four stellar production cities, just nothing to produce
in the way of infrastructure yet.
260 AD (5) - Loidos is set up as a "worker farm"!! This is a size 7 city
with a granary and 10 shields per turn. It cranks out literally one
worker per turn. When it does the larger food box of a size 7 city instantly
fills the size 6 box and it grows/produces another worker, cycling again.
These workers can both work the land or join other slow growing cities.

BTW, when the AI assesses your military strength is goes purely
by 'number of units'. That counts workers

By the end of my reign
or next, they will feel true fright of our military might!
300 AD (9) - Fishing/whaling village of Meresig founded. We continue working
hard at a massive road network. It will help our commerce alot, and make
movement over this large island much quicker.
320 AD (11) - Map Making learned, Mathematics started. We've still got ages
to go before temples are done to be able to start on better things.
Southampton gets a Galley queued up after it's temple, in 5 turns.
BUG: Gah, for some reason can't select 'Harbor' for Stanstead Abbot.
It's listed but greyed out. Hmmm... if I right-click on city instead of
zoom, I can (and do!) (I'll try to attached year 310 AD save file to
see palace box and harbor listing bugs). I start the harbor before the
galley because there are a dozen barbarian ships patrolling our shores!
330 AD (12) - We queue up a scout to board the upcoming galley. The people
like the harbor so much they build onto the palace. (Just noticed how far
up the luxury slider is. We'll need yet more MP troops to cut that down)
350 AD (14) - Hyrpis reaches size 7 with a granary and starts a barracks.
It should likely crank troops for a while after that.
Stopping at 14 to get an nice round number for final year. The F11 screen
shows us that we're #1 in population, GNP and productivity, and #2 in land
area. These are VERY good signs! Literacy could be higher (ya, could have
whipped the libraries as well as temples, but we're onto higher forms of
rule by the people now!

)
Tips for next leader...
- Support costs are starting to get to us. May have to stop short the
worker factory (for now) or start adding some workers to the smaller
cities.
- Harbor then Galley in Southhampton. Take a berzerker and a scout on a
long ride and see the world!
- Don't let Welwyn confuse you. Leave its production as it is and someday
we'll get a wonder there.
- May need to, now or soon, cut back science rate to help budget. Can't
turn back luxury rate or London will riot (get a settler from there if
needed)
Good luck,
Charis