Tallanas
Gunboat Diplomat
Pre-flight check...
Coming into a game this developed means I have a *lot* of catching up to do! Also have to do some intelligent guesswork about opponents and short-term military plans - even reading through the last 50 turns or so of turnlogs can't really give me the insight into the game that you all have from playing from the start... However! Things are looking good, and there are some basics that are easily guessable - ToE/Scientific Method, Industrialization, Replaceable parts, finishing off the Dutch... More than enough for 10 turns, methinks!
IBT - Electricity arrives, start on Scientific method...
Turn 1 - 1430
Some little bits of MM, begin preparations to eradicate the Dutch. Lots of workers, lots of RR
IBT - Dutch and English make peace... Looks like Lizzy is keen to volunteer herself as the next victim!
Turn 2 - 1435
Lots more worker turns, if only they could be relied upon to act intelligently on their own! Checking diplomatic situation, discover that Byzantium would pay 120g plus 131gpt for Steam Power... Tempting, as we are a little low on cash, but we can't go divulging all our secrets, can we?
IBT - Portuguese Ancient Cavalry lands near Delft...
Turn 3 - 1440
Capture Delft with Elite Sipahi, no leader
Didn't even wait for the cannon support, since you just *knew* that Portugal would capture it with the AC 
IBT - nothing to report
Turn 4 - 1445
Quell resistance in Delft, start planning for next victim... Move transports, artillery etc with a view to an invasion of England (which can occur in the next set of turns)...
IBT - The Byzantines want something! How intriguing...
They offer us an MPP/ROP for 6 gpt... On a side note, they will now pay 141gpt for Steam Power... English embargo versus Dutch expires - frankly, I wonder which Dutch Lizzy wants to trade with, the galleon full of Sipahi is almost there!
Turn 5 - 1450
More military movement, lots of worker turns... Byz up to offering 188gpt for Steam Power. Carthage's Offer? Furs and a World Map...
IBT - nothing to report
Turn 6 - 1455
More of the same... Theodora's offer for Steam Power up to 300g + 205gpt... AI has Nationalism...
IBT -
Spain draws Byzantium into an alliance vs the Dutch. Barcelona builds Shakespeare's Theater...
Turn 7 - 1460
Spices deal with Spain expires - they want Steam Power, wines and incense to renew... Nothing else will do. War against Spain or Rngland would net us some much-needed luxuries right now. In fact, war against Spain would get us spices and gems... The gathering forces of Sips and cannon in the ships bound for England may just get to go to Barcelona instead
An empire-wide rebellion threatens to kick us where it hurts... Must get luxuries! The only ones available are dyes from Portugal. The options are Saltpeter or Medicine. Seeing as he is the only guy who doesn't know about penicillin, I decide to enlighten him. I would rather he had hospitals than guns...
In other news, Gouda falls to the Sipahi onslaught. One down, one to go!
IBT - Dutch sue for peace. I laugh.
Turn 8 - 1465
Ramp down the science rate, as Sci Method arrives in one turn, change Bursa to Military Academy from Shake's Theatre...
Tillburg suffers fearsome bombardment and then a Sipahi charge... Au Revoir, William!
IBT - Saltpeter deal with Spain expires...
Turn 9 - 1470
Change Bursa to ToE, best we can do is 11 turns. Start researching Industrialization, although this can be changed to RP if we prefer...
And that is where I am saving the game and handing off to the next player. Having destroyed the Dutch, researched Scientific method, and assembled one hell of a force to go plunder another unfortunate foe, i feel I have had quite an eventful first set of turns, and it seems a nice clean break-off point
Tal
Coming into a game this developed means I have a *lot* of catching up to do! Also have to do some intelligent guesswork about opponents and short-term military plans - even reading through the last 50 turns or so of turnlogs can't really give me the insight into the game that you all have from playing from the start... However! Things are looking good, and there are some basics that are easily guessable - ToE/Scientific Method, Industrialization, Replaceable parts, finishing off the Dutch... More than enough for 10 turns, methinks!
IBT - Electricity arrives, start on Scientific method...
Turn 1 - 1430
Some little bits of MM, begin preparations to eradicate the Dutch. Lots of workers, lots of RR

IBT - Dutch and English make peace... Looks like Lizzy is keen to volunteer herself as the next victim!
Turn 2 - 1435
Lots more worker turns, if only they could be relied upon to act intelligently on their own! Checking diplomatic situation, discover that Byzantium would pay 120g plus 131gpt for Steam Power... Tempting, as we are a little low on cash, but we can't go divulging all our secrets, can we?

IBT - Portuguese Ancient Cavalry lands near Delft...
Turn 3 - 1440
Capture Delft with Elite Sipahi, no leader


IBT - nothing to report
Turn 4 - 1445
Quell resistance in Delft, start planning for next victim... Move transports, artillery etc with a view to an invasion of England (which can occur in the next set of turns)...
IBT - The Byzantines want something! How intriguing...

Turn 5 - 1450
More military movement, lots of worker turns... Byz up to offering 188gpt for Steam Power. Carthage's Offer? Furs and a World Map...
IBT - nothing to report
Turn 6 - 1455
More of the same... Theodora's offer for Steam Power up to 300g + 205gpt... AI has Nationalism...
IBT -

Turn 7 - 1460
Spices deal with Spain expires - they want Steam Power, wines and incense to renew... Nothing else will do. War against Spain or Rngland would net us some much-needed luxuries right now. In fact, war against Spain would get us spices and gems... The gathering forces of Sips and cannon in the ships bound for England may just get to go to Barcelona instead

An empire-wide rebellion threatens to kick us where it hurts... Must get luxuries! The only ones available are dyes from Portugal. The options are Saltpeter or Medicine. Seeing as he is the only guy who doesn't know about penicillin, I decide to enlighten him. I would rather he had hospitals than guns...
In other news, Gouda falls to the Sipahi onslaught. One down, one to go!
IBT - Dutch sue for peace. I laugh.
Turn 8 - 1465
Ramp down the science rate, as Sci Method arrives in one turn, change Bursa to Military Academy from Shake's Theatre...
Tillburg suffers fearsome bombardment and then a Sipahi charge... Au Revoir, William!
IBT - Saltpeter deal with Spain expires...
Turn 9 - 1470
Change Bursa to ToE, best we can do is 11 turns. Start researching Industrialization, although this can be changed to RP if we prefer...
And that is where I am saving the game and handing off to the next player. Having destroyed the Dutch, researched Scientific method, and assembled one hell of a force to go plunder another unfortunate foe, i feel I have had quite an eventful first set of turns, and it seems a nice clean break-off point

Tal