Sorry for the double post . . .
Here we go . . .
*****
As typing these long-winded things are starting to get to me, I’ll be as brief as possible.
Also, if you see BOS = SPEARMAN -> SWORDSMAN, that means that Boston has produced a SPEARMAN, and will produce a SWORDSMAN next.
If you see Dopey = Road (2T), that means that Dopey has begun building a road, and that it will take 2 turns to complete.
If you see WSH = pop 8, that means that WSH has grown to pop 8.
To keep everybody up to date on City’s abbreviations, here they are going into Turn 101:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, RCH=Richmond, ATL=Atlanta, and TRE=Trenton
As always, when a new city is added, I give you the abbreviation.
*****
IBT:
The Lusitania is sunk by the Barbarian ship!
BOS = SPEARMAN -> SWORDSMAN
ATL = WORKER -> WORKER
The Revenge of The Minnow SURVIVES!
NYC and CAM = pop 5 (each).
ATC, PHI, and SAL are about to grow.
(The SWORDSMEN are renamed, as promised).
Turn 101 (530 B.C.)
New Worker (‘Bambi’) moves to build a road. The Tramp joins Donald Duck. FAMINE moves to block the Mayan Warrior. Grumpy moves to continue the road. The QE II continues on its way. The new SPEARMAN heads for JAM. Cruella = Irrigation (8T). Goofy moves up the road. Stitch moves to join Lilo. The Nina continues on her way.
THE REVENGE OF THE MINNOW ARRIVES ON THE SHORES OF THE NEW CONTINENT!
Our mystery neighbor is
ARABIA. Their leader is Caliph Abu Bakr, and he is annoyed at me. Looking to curry his favor, I present him with 1 Gold. He accepts, but is still annoyed at me. Arabia now has 1 Gold total, and that I have 3 techs that he doesn’t.
City Summary
Barracks: NYC (P5/G5): 3T
CATAPULT: PHI (P5/G1): 4T; ATC (P3/G1): 6T
Curragh: RCH (P2/G4): 5T; JAM (P3/G8): 13T
Granary: SAL (P2/G1): 4T; BAL (P3/G8): 21T
SPEARMAN: CAM (P5/G4): 2T; CHA (P2/G3): 6T
SWORDSMAN: WSH (P7/G2): 1T; BOS (P5/G4): 8T
Worker: CON (P1/G2): 2T; TRE (P1/G5): 5T; ATL (P1/G10): 10T
We will learn
The Republic in 13 turns.
IBT:
The Mayan Warrior retreats from the JAM area.
WSH = SWORDSMAN -> SWORDSMAN
PHI = pop 6.
ATC = pop 4.
SAL = pop 3.
CON and WSH are about to grow.
CivAssistII tells me that I can trade with Arabia, and get Construction. I get Construction, he gets Currency and 219 Gold (L.S.).
Turn 102 (510 B.C.):
The new SWORDSMAN (‘D’ARTAGNAN’) joins the Attack Force. Marge (renamed ‘Minnie Mouse’ or ‘Minnie’ for short) = Road (2T). Grumpy = Road (2T). The Tramp helps Donald build the road (2T). Pluto = Irrigation (3T). Bambi = Road (2T). Goofy moves down the road. The Nina continues on its way. The Revenge of The Minnow begins exploring the coastline of the other continent. Doc and Sleepy = Auto Road to TRE. The SPEARMAN arrives and garrisons in BAL.
City Summary
Barracks: NYC (P5/G4): 2T
CATAPULT: PHI (P6/G5): 2T; ATC (P4/G10): 5T
Curragh: RCH (P2/G3): 4T; JAM (P3/G7): 12T
Granary: SAL (P3/G10): 2T; BAL (P3/G7): 20T
SPEARMAN: CAM (P5/G3): 1T; CHA (P2/G2): 5T
SWORDSMAN: WSH (P7/G1): 1T; BOS (P5/G3): 7T
Worker: CON (P1/G1): 1T; TRE (P1/G4): 4T; ATL (P1/G9): 9T
We will learn
The Republic in 11 turns.
IBT:
CAM = SPEARMAN -> Aqueduct.
CON = Worker -> Worker.
WSH = pop 8.
CHA is about to grow.
Turn 103 (490 B.C.):
Bashful = Road (2T). Happy = Road (2T). The New Worker (‘Snow White’) moves to a new square. Goofy joins Pluto and helps Irrigate (1T). Dopey and Lady both move to improve ATL. Stitch helps Lilo with the Road (2T). Cinderella moves to another square. The Revenge of The Minnow and The QE II continue on their respective ways. The Tramp moves to join Lady.
City Summary
Aqueduct: CAM (P5/G2): 17T
Barracks: NYC (P5/G3): 1T
CATAPULT: PHI (P6/G4): 1T; ATC (P4/G9): 4T
Curragh: RCH (P2/G2): 3T; JAM (P3/G6): 11T
Granary: SAL (P3/G9): 1T; BAL (P3/G6): 19T
SPEARMAN: CHA (P2/G1): 4T
SWORDSMAN: WSH (P8/G10): 2T; BOS (P5/G2): 6T
Worker: TRE (P1/G3): 3T; ATL (P1/G8): 8T; CON (P1/G10): 10T
We will learn
The Republic in 10 turns.
IBT:
NYC = Barracks -> SWORDSMAN.
PHI = CATAPULT -> CATAPULT.
SAL = Granary -> Barracks. (I know that this breaks the rules, but, once the War starts, I want a city with a Barracks as close as possible).
Cul Adv says that ‘Arabia is building The Statue of Zeus, The Hanging Gardens, and The Colossus’.
CHA = pop 3.
BOS, CAM, and RCH are about to grow.
Turn 104 (470 B.C.):
The CATAPULT (‘FIRE ONE!’) joins the Attack Force. Cinderella = Road (2T). Dopey = Irrigation (3T). The Tramp = Road (2T). Bambi = Mine (4T). Minnie = Mine (4T). The SPEARMAN arrives and garrisons in CON. Mickey joins Minnie, and helps with the Mine (2T). Snow White = Road (2T). The Nina, The Revenge of The Minnow, and The QE II continue on their respective ways. The SPEARMAN arrives and garrisons in JAM.
City Summary
Aqueduct: CAM (P5/G1): 16T
Barracks: SAL (P3/G8): 10T
CATAPULT: ATC (P4/G8): 3T; PHI (P6/G3): 4T
Curragh: RCH (P2/G1): 2T; JAM (P3/G5): 10T
Granary: BAL (P3/G5): 18T
SPEARMAN: CHA (P3/G10): 2T
SWORDSMAN: WSH (P8/G9): 1T; BOS (P5/G1): 5T; NYC (P5/G2): 5T
Worker: TRE (P1/G2): 2T; ATL (P1/G7): 7T; CON (P1/G9): 9T
We will learn
The Republic in 9 turns.
IBT:
WSH = SWORDSMAN -> SWORDSMAN
RCH = Curragh -> Curragh
Cul Adv tells me that Maya is building ‘The Hanging Gardens’.
BOS = pop 6
CAM = pop 6
RCH = pop 3
NYC and TRE are about to grow.
Turn 105 (450 B.C.):
The new SWORDSMAN (‘EL ZORRO’) joins the Attack Force. Sneezy moves to the Hills. Lilo and Stitch = Mine (6T). The Pinta sets sail. Pluto = Road (2T). All ships continue on their respective ways. The Revenge of The Minnow is renamed ‘The Minnow’. Bashful = Mine (4T). Happy helps Bashful (2T). Now that JAM has a defender, FAMINE rejoins the Attack Force.
City Summary
Aqueduct: CAM (P6/G5): 13T
Barracks: SAL (P3/G7): 9T
CATAPULT: ATC (P4/G7): 2T; PHI (P6/G2): 3T
Curragh: RCH (P3/G10): 8T; JAM (P3/G4): 9T
Granary: BAL (P3/G4): 17T
SPEARMAN: CHA (P3/G9): 1T
SWORDSMAN: WSH (P8/G8): 3T; BOS (P6/G5): 4T; NYC (P5/G1): 4T
Worker: TRE (P1/G1): 1T; ATL (P1/G6): 6T; CON (P1/G8): 8T
We will learn
The Republic in 8 turns.
IBT:
I build an Embassy with Arabia in Mecca for 39 Gold.
CHA = SPEARMAN -> CATAPULT.
TRE = Worker -> SPEARMAN
NYC = pop 6
Turn 106 (430 B.C.):
Cinderella = Irrigation (3T). Sneezy = Road (4T). The new SPEARMAN moves towards RCH. Goofy joins Pluto. Lady and The Tramp move to a Bonus Grassland. The new Worker (‘Daisy Duck’ or ‘Daisy’ for short) joins Donald. Nina and Pinta attempt to cross the Ocean. All other ships continue on their way. Mickey and Minnie = Mine (2T). Snow White moves to join Dopey.
(Micro-Management: I changed BAL’s production from Granary to SWORDSMAN. I also changed CAM’s production from Aqueduct (I couldn’t afford the maintenance) to CATAPULT.)
City Summary
Barracks: SAL (P3/G6): 8T
CATAPULT: CAM (P6/G4): 1T; ATC (P4/G6): 1T; PHI (P6/G1): 2T; CHA (P3/G8): 8T
Curragh: RCH (P3/G9): 7T; JAM (P3/G3): 8T
SPEARMAN: TRE (P1/G10): 20T
SWORDSMAN: BAL (P3/G3): 1T; WSH (P8/G7): 2T; BOS (P6/G4): 3T; NYC (P6/G5): 3T
Worker: ATL (P1/G5): 5T; CON (P1/G7): 7T
We will learn
The Republic in 7 turns.
IBT:
My Gold reserves are dangerously low, so I sell Code of Laws to both Korea and Arabia for 178 Gold (L.S.) and 174 Gold (L.S.), respectively. I took all of the Gold that they had.
ATC = CATAPULT -> CATAPULT.
CAM = CATAPULT -> CATAPULT.
BAL = SWORDSMAN -> SWORDSMAN.
The Pinta is lost.
CivAssistII tells me that PHI is wasting food.
Turn 107 (410 B.C.):
The two new CATAPULTS (‘FIRE TWO!’ and ‘FIRE THREE!’) join the Attack Force. Bashful and Happy -> new square. Grumpy moves to CON. Donald and Daisy = Mine (2T). Goofy and Pluto = Irrigation (2T). Dopey -> new square. Lady and The Tramp = Mine (2T). The new SWORDSMAN (‘INIGO MONTOYA’) joins the Attack Force. Scar -> new square. With a Scout watching the frontier from a Mountain, PESTILENCE rejoins the Attack Force. Doc and Sleepy move to a Forest. Nina makes it to the other continent. All other ships continue on their way.
(Micro-Management: I switched PHI’s citizens around, so that it has Zero Growth.)
City Summary
Barracks: SAL (P3/G5): 7T
CATAPULT: PHI (P6/G-): 1T; CAM (P6/G3): 3T; CHA (P3/G7): 6T; ATC (P4/G5): 7T
Curragh: RCH (P3/G8): 6T; JAM (P3/G2): 7T
SPEARMAN: TRE (P1/G9): 19T
SWORDSMAN: WSH (P8/G6): 1T; BOS (P6/G3): 2T; NYC (P6/G4): 2T; BAL (P3/G2): 15T
Worker: ATL (P1/G4): 4T; CON (P1/G6): 6T
We will learn
The Republic in 6 turns.
IBT:
WSH = SWORDSMAN -> SWORDSMAN.
PHI = CATAPULT -> SPEARMAN.
Cul Adv tells me that ‘Maya is building The Pyramids’.
Bal and JAM are about to grow.
Turn 108 (390 B.C.):
The new CATAPULT (‘FIRE FOUR!’) joins the Attack Force. The new SWORDSMAN (‘ROBIN HOOD’) joins the Attack Force. Dopey = Road (2T). Doc and Sleepy = Road in Forest (2T). Grumpy = Mine (4T). Bashful and Happy = Road (1T). Mickey and Minnie move to CAM. The SPEARMAN arrives and garrisons in RCH. All ships continue on their ways, but Nina finds that all coastal squares are in Arabic Territory.
City Summary
Barracks: SAL (P3/G4): 6T
CATAPULT: CAM (P6/G2): 2T; CHA (P3/G6): 5T; ATC (P4/G4): 6T
Curragh: RCH (P3/G7): 5T; JAM (P3/G1): 6T
SPEARMAN: PHI (P6/G-): 3T; TRE (P1/G8): 18T
SWORDSMAN: BOS (P6/G2): 1T; NYC (P6/G3): 1T; WSH (P8/G5): 3T; BAL (P3/G1): 14T
Worker: ATL (P1/G3): 3T; CON (P1/G5): 5T
We will learn
The Republic in 5 turns.
IBT:
Caliph Abu Bakr (Arabia, Annoyed) wants to know why we have units in their territory. We apologize, and promise to move the offending units out of their territory as soon as possible.
NYC = SWORDSMAN -> SWORDSMAN
BOS = SWORDSMAN -> Wealth
BAL = pop 4
JAM = pop 4
BOS is about to grow.
Turn 109 (370 B.C.):
Cinderella -> new square. Scar = Road in Forest (12T). Dino, Jr. (Scout) moves to the Hills 2 sq. NW of PHI, so that WAR can rejoin the Attack Force. The new SWORDSMAN (‘BEATRIX KIDDO’) joins the Attack Force. Cruella moves to the mountains near CHA. Goofy and Pluto move to improve TRE. Lady and The Tramp move to clear the Marsh. Donald and Daisy move to improve a Grassland. Snow White joins Dopey. Mickey and Minnie move to improve a Mountain. Bashful and Happy = Mine (2T). The new SWORDSMAN (‘XENA’) joins the Attack Force. The QE II changes course, and heads for BAL. The Nina moves out of Arabic territory. The Minnow continues along the coastline.
(Micro-Management: I switch CAM’s citizens around, so that it has Zero Growth. I change RCH’s and JAM’s production from Curragh to Wealth. Right now, there are no coastal squares for me to land on without trespassing. I raise SCI slider to 60%.)
City Summary
Barracks: SAL (P3/G3): 5T
CATAPULT: CAM (P6/G-): 1T; CHA (P3/G5): 4T; ATC (P4/G3): 5T
SPEARMAN: PHI (P6/G-): 2T; TRE (P1/G7): 17T
SWORDSMAN: WSH (P8/G4): 2T; NYC (P6/G2): 5T; BAL (P4/G10): 13T
Worker: ATL (P1/G2): 2T; CON (P1/G4): 4T
Wealth: BOS (P7/G31); JAM (P4/G10); RCH (P3/G5)
We will learn
The Republic in 4 turns.
IBT:
Dom Adv tells me that CAM has lost all productivity. I change one citizen to an Entertainer (I tried to change it to a Scientist, but that didn’t alleviate the problem).
Cul Adv tells me that ‘Arabs are building The Pyramids’.
BOS = pop 7
ATL and NYC are about to grow.
Turn 110 (350 B.C.):
Cinderella = Road (2T). Mickey and Minnie = Road in Mountain (3T). Doc and Happy move to clear Marsh. Donald and Daisy = Road (1T). Snow White and Dopey = Irrigation (2T). Sneezy = Mine (8T). All ships continue on their ways.
City Summary
Barracks: SAL (P3/G2): 4T
CATAPULT: CHA (P3/G4): 3T; ATC (P4/G2): 4T;
CAM (P6/G-): -T (rioting)
SPEARMAN: PHI (P6/G-): 1T; TRE (P1/G6): 16T
SWORDSMAN: WSH (P8/G3): 1T; NYC (P6/G1): 4T; BAL (P4/G9): 12T
Worker: ATL (P1/G1): 1T; CON (P1/G3): 3T
Wealth: BOS (P7/G30); JAM (P4/G9); RCH (P3/G4)
We will learn
The Republic in 3 turns.
End of Set of Turns: 350 B.C., 374 Gold (+1 GPT).
*****
CivAssistII Data: I am 1st in Gold with 374 (Korea=20, Maya=7, Arabia=1), 1st in Cities with 14 (Korea and Arabia=11 each, Maya=10), 1st in pop with 57 (Korea=30, Maya=28, Arabia=14), and 2nd in Land with 154 (Korea=172, Maya=146, Arabia=61).
I am in the lead, tech-wise. I know 17 techs (Arabia=16, Korea=15, Maya=12).
I can sell Philosophy to all 3, Construction to Korea and Maya, and Code of Laws, Horseback Riding, and Currency to Maya.
I can obtain Monarchy from all 3. (But I don’t want to, do I?)
I have 58 Units: (V=Veterans, R=Regular, and C=Conscript)
11 SPEARMEN (Mostly V, some R)
10 SWORDSMAN (V=ATHOS, PORTHOS, ARAMIS, D’ARTAGNAN, EL ZORRO, ROBIN HOOD, AND BEATRIX KIDDO. R=INIGO MONTOYA and XENA. C=MOE.)
4 HORSEMEN (All Veterans=WAR, FAMINE, PESTILENCE, and DEATH)
4 CATAPULTS
3 Curraghs
22 Workers (20 Americans, 2 Slaves)
4 Scouts
*****
Here is the Playing View:
Here is Our Place in the World:
Here is the Information Screen:
Here is Arabia at 350 B.C.:
Here is Korea at 350 B.C.:
Here is Maya at 350 B.C.:
Here is the savegame:
View attachment Lincoln of the Americans, 350 BC.SAV
Once again, all suggestions, comments and advice are greatly appreciated.
On to your posts:
Originally posted by Marsden:
Tuesday 's gone with the wind. Where's the next ten turns.
Patience, Great Sensei. I've had a busy couple of days, and this is the first chance that I've had to type it up and post it.
Originally posted by Marsden:
But don't be afraid of Arabia. They can't even get to you until the late Middle age. By then Korea and Maya will be a memory.
And then the

will fall. Arabia ->

<-me