Log for Turn 109:
Simpleton Settler>Settler
Crackhead Galley>Worker
F1: Start the turn at 72g +61gpt, Feudalism in 7.

I thought that was where I left off... Hire a scientist in Frozen lake...takes us back to Feudalism in 6.
F2: We can trade with all but TNT.
F3 Barb warning at Senilityville. This just in: We are "strong" to 'nuts.

Still strong to TNT, Average to MIA.
Wake up some Gallics and send them to play whack-a-barb...but can't find them.
Settler stuph:
Paradise Hotel founded. Starts a Trebuchet. Settler re-named "Settle Here" and moved to the tile S-S-SE of Paradise Hotel. Settler re-named "Settle Here" and moved to the tile 3 S of Cretinograph. Settler out of Simpleton heads SW. Load a settler into the galley at Crackhead.
Worker moves:
Pliskenator moves to help mine iron at Devil's Soul. Worker at Cretinograph roads an irrigated tile.
Unit Moves: Move a trebuchet towards Village d'Idiota. Peapants to a mountain, Grinder to spices. Galley moves westwardly... while the curraughs head for Devil's Soul. Galley w/ settler is christened "Fool's Errand", and moves our settler around the cape of Crackhead.
City stuff:
The city we founded let me fire the scientist in Frozen Lake. MM Devil's soul for growth, a BG got mined IBT. MM Paradise Hotel to pick up a shilling.
Swap Ignoramus to Granary. It's size 8, but we need a worker pump.
Rushing a spear in Polecat will cost 44g. In Notthefullshilling it's 48g. In Devil's Soul it's 12g. Rushing a horse in Knucklehead will cost 24g.
I decide short rushing in Notthefullshilling is a priority. Brother Bede would LOVE the potential of this town. Knock 3 turns off the market build. Market due in 20, growth in 13. I would love to have that market built before the city grows. Short rush with a horse in Knucklehead, granary in 10. Our worker G-man will contribute some turns with a forest chop... so that may be the last short rush needed there. Worker Grandma Harriet will contribute a forest chop to SKWTD in 2 more turns... which will help.
Amazing... hiring the taxman in Frozen Lake pushed Feudalism back to 7 turns. We need a corruption expert in here... because these towns that are away from our core may actually be producing something. Or maybe it's the bonus commerce from the lux... with the citizen on the furs... the town puts one lousy shilling to the kitty, and one to the beakers. Am I nuts, or have I cut this research cycle to a single gold piece? That sounds like something Bede would do... Putting the citizen back on the furs brings us back to Feudalism in 6. Putting the other citizen on the wines that got roaded IBT nets us another shilling. I am really glad I queue'd up a Granary in Knucklehead.
@Team: I am going to put some troops on The Other Continent. Because I am most certainly NOT Bede... and I need to whack something to feel like I'm earning my keep.
I wish I had checked this at the beginning of the turn...but F11 shows we are now #1 in Land Area, and #2 in most other categories.
We finish the turn flat a$$ broke, but we're making a cool +70gpt.
Oh yeah - and I've got the logistics set up so that our first to Gallic Scouts will arrive on The Other Continent turn after next. ...with "more to follow".
Note to our Doughnut Emissary: We can trade Dyes or Spices to 'nuts. Let's see if we can get some worker out of 'em.
We're still up Engineering and Monarchy to both TNT and MIA.
Just as I went to save, forest chops completed at SKWTD and Knucklehead. The market in SKWTD went to 6... our granary build in Knucklehead went to 7... I think.
anyway...saved and sent to the 'nutters...as I contemplate a more vexing question...is anybody reading this crap?!?!?