I spend some quick turns (up to 355) building some 1 turn units (including a chariot to turn into a medic). They have been left in Paris.
Steam Power was replaced by Railroad (12 turns left).
Some naval actions were had (no losses) but that was all.
We popped a prophet that was merged.
Once we have railroad and a few machine guns, we can go on the offensive again. Currently there are 6 rifles (4 CR3), 4 cannons, a musketeer, a chariot and a GG in Paris. There are 3 rifles, 2 maces, a cannon, a pike and a musket recently offloaded from the boats outside Paris. We are probably short on seige so I have started a cannon even though it is a 2 turn unit. I would vote to make the charot a super-medic pillager with the GG.
We can build a levee for the extra hammers but I think more troops are the answer at the moment. Once the next stack sails, we can build it I think.
Once we have Railroad, we have the choice of Assembly Line (via Corporation probably 21 turns), Military Science (7 turns) or Artillery (13 turns). I think Artillery myself. Once the AI gets frigates, we need Combustion to upgrade the navy.
Roster
-- GreyFox == Skip until 9/Sep
-- R_rolo1 == UP!
-- Berserks01 == On Deck
-- Imhotep
-- Mystyfly
-- Ozbenno