pre-turn: 900 AD
Everything looks good ...
where's this settler pair going?
hmm. I'll send him down to green dot; I will not make a city yet, though, as we are only earning 6 gpt and have 16 in the treasury
Markets are in the queue in many towns, machinery due in 9
Turn 1: 920 AD
Lizzy wants to trade again. *stays out of doghouse*
I politely decline.
Madras worker starts on another farm (see notes further down)
Another settler pair.
I head them down south, but again won't create a city 'til our poor economy stablizes (avoids incendiary political comment

)
Turn 2: 940 AD
Hatty offers a tech trade!
Calendar + 120 gp for construction. Calendar is on the same path we are following. The only downside is it obsoletes obelisks, but we can live with that.
This clearly falls within the edict of our founding father, so I agree.
Much needed cash added to the treasury!
Thank you, Hatty.
While covering a worker chopping tundra forests (the nations enviromentalists cringe), an archer unit espies Liz looking to settle the southern frontier
Settler pair moves one more tile to the south; by the time we are ready to settler, there may not be any room left.
Haven't seen any of these guys for a while
(shoot, Indian photographer bungled the photo.
It's a barbarian archer near Green Dot.)
Settler pair and escort hunkers in the forest, horse archer moves back to tackle threat.
Turn 3: 960 AD
Lahore finishes Buddhist temple; monastary in two, or market place?
I adhere to the mission and start a market place. Lahore will grow to be unhealthy in one more turn; hiring specialists increases science beakers slightly .... but ...
Note: Anyone know what 'forced' means when assigning specialist? I don't usually use specialist in small cities, but nor am I faced with health concerns either due to no trading
At any rate I put Lahore back to normal; -1 health won't hurt here.
Barb archer poofs out of existance.
Turn 4: 980
Bangalore finished temple.
Market place in 22 turns, or harbor in 12. Both yield +1 gold (50% trade routes, earning 2; 25% commerce, earning 5. Both = 1, so I build the harbor due much earlier.) Same reasoning applies to Bombay, harbor in six.
Calcutta, A-M both start on marketplaces.
Horse archer finds barb archer, attacks and wins; I take promotion to combat 1, start healing. Note: Horse archer still has more promotions to spend, which I did not take.
Settler pair starts towards Green Dot.
Barb Galley sighted off coast. Our galley is no where to be seen.
Bermuda triangle?
No! The cowards are hiding in Bangalore's port.
I send them south (they can't go north since we do not have open borders)
We're making only 4 gpt; I make a decision and disband all unpromoted warriors. Unit upkeep is costing us 5 gp.
Uhm, that's two warriors sent to retirement; I earn + 1 gpt. We have a lot of unpromoted archers, but I won't disband them unilaterrally. Personally I feel we can disband a large number of our standing army to help with income; still paying 5 gp in unit upkeep.
Turn 5: 1000
Jungle clearing done; Madras has more improved tiles than they are working.
I don't know what to do with him ... so I decide to chop trees outside any city radii but still within cultural bouandries.
Someone want to clue me in here on worker choices? Usually I farm plains and cottage grassland tiles; in Madras' case, it's just the opposite: The grasslands are farmed and the plains cottaged.
Settlers in place, just waiting for the economic doldrums to pass.
Turn 6: 1010
Marketplace in Madras done! Income jumps to 10 gpt
Really want to make an elephant here ... but instead choose granary for additional health.
What to do with the other worker? I start a road towards town.
Turn 7: 1020
Dehli finishes another marketplace!
Research wealth, now making +24 gpt.
I keep research at 50, since machinery is due in two, and I think we need to have a bit in the treasury for the unforeseen disaster.
Turn 8: 1030
Madras completes granary, starts wealth.
202 gp, + 27 gpt.
Turn 9: 1040
Machinary in, choose Lit due in 3
Bombay finishes harbor, choose monastary for increased culture (would like to get the silver close by if possible)
Galley wins the first ever Indian naval battle against a barb galley. The crew celebrates! (I wanted to attack but alas didn't work out.)
The first water mill is being constructed in A-M.
I change science to 70%, Lit now due in 2. A new tier awaits. I decide not to found new cities just yet.
Turn 10: 1050 AD
Lahore complete Marketplace. No gpt increase. Builds monostary due in 2 (then recommend aquaduct there for health)
Summary:
Marketplaces completed in major cities has helped with gpt.
Science running at 70%, Lit. due in one turn. Still, at 70 only earning 7 gpt.
I held off with new cities, wanting the economy to stabilize further before planting more cities.
oops: the save
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