preturn:
(1) 1265 AD - massive roading. I don't want to get into pollution hell
just because our workers ahve to go off road - on road to clean up. Lots
of infrastructure ordered where cities finished projects.
(2) 1270 AD - lots of Courthouses ordered qt two turns, they will usually
give us 3 commerce 3 prod in each town at costin 1 gold per turn - a good
deal since the game is far from over. Slowed TOE down to 5 turns and
ordered Sanitaion developed in 4. lots of plains irrigated in Persia.
(3) 1275 AD - towns with full improvements switch over to bandits.
(4) 1280 AD - more osf the same.
(5) 1285 AD - Babylon meanwhile has Riflemen

It will be a rather short
time to grab up what we can with the bandits. The fllet is now at the
coast near Akkad.
(6) 1290 AD - science to zero, hospitals ordered everywhere

. land
Bandits on coast near Akkad - next to the landing site is a stack of 5(!)
American bandits

I am a total pig: I sing ROp with Babylon and use
our infantry to cover the bandits
(7) 1295 AD - TOE gives Atomic and Electronics, Hoover ordered in Thebes
(highest producer). Radio in 4. Get Incense, 160 Gold and 70 gold per turn
from Babylon for Scientific Method, Corporation,World Map, 14 Gold and 18
GpT from Rome for Electricity. Pay China Map, Steam Power, Medicene and
600 Gold for Nationalism. Espionage and 27 GpT from Rome for Scientific
Method.
We take Akkad which ahs 1 spice in the 9 tiles. Luckily, we loose only 1
Bandit, 8 retreat!We get now 16

from luxuries, lux tax goes to zero!
next player please!
http://www.civfanatics.net/uploads/DS3-1295AD.zip