1932 (1): We bombard and destroy a Portuguese stack of eight, mostly inf, landed next to We Need A Harbour on Silk Island (8-0).
Research down to 40%, Steel still due in one turn.
Sending a recon ship three tiles out of Western Shores is enough to reveal two enemy ironclads, six frigates, and a Carrack, along with transport vessels. I doubt that sending out a convoy defended by just four frigates is going to be a viable option this round.
There aren't a lot of targets for our Hwach'a on the home continent, but we do sink four Greek frigates (12-0).
I merge eight workers into core cities with low natural population growth.
Steel --> Refining, due in eight turns at 50%.
We settler-abandon Glacier Lake, a hill town with no prospects.
1934 (2): We wipe out another four Port units landed next to We Need A Harbour on Silk Island (16-0).
We sink four enemy ships, all transport types and all apparently loaded, off Silk Island (20-0). In the process a Hwach'a generates a Great Leader.
We ride down ten enemy units, six American and four Egyptian, landed in the mountains between Bad Town and Move East, gaining another Great Leader/army in the fighting (30-0). We then sink six enemy ships, including an American ironclad, off the same coast (36-0).
We send a (probably loaded) Persian caravel to the bottom off our east coast (37-0).
We found Little Gidding on a river in the far NW.
We worker-abandon Mountains of Moo, another hill town with no future.
1936 (3): On Silk Island we found East Coker, which will give us a port one naval move from our home continent once we have transports--and which cuts the round trip to two turns already, as long as we load our galleons offshore.
Off Silk Island we hole a Port galleon, probably loaded (38-0).
On Silk Island we trample six enemies, landed as usual next to We Need A Harbour (44-0).
Probes this turn reveal three enemy ironclads and four frigates just off Western Shores. Sending an expeditionary force off now is still out of the question.
We smite five enemies landed just E of Move East, now that we’ve occupied the mountains just to the W (49-0).
We perforate two Aztec frigates off Eastern Sea (51-0).
1938 (4): No landings last IT, so no ground combat.
Little enough sea combat, too; we consign one Man-O’-War to the deep, off Western Shores, and that’s it (52-0).
1940 (5): We slay three Chinese units landed next to Move East, gaining our third GL/army of the round (55-0).
Off the coasts of our continent we account for five enemy ships (60-0).
No action on or around Silk Island.
The folk of Go West are upset by propaganda.
1942 (6): We obliterate eight Chinese units landed next to Move East (68-0).
Along the coasts of our continent we dispose of two enemy ships (70-0).
Off the shores of Silk Island we eliminate seven enemy ships, three of them transport vessels and apparently loaded (77-0).
The Mongols and the Japanese show up during the IT, so we’re finally at war with the whole world.
1944 (7): We expunge three Chinese units landed next to Move East, generating our fourth GL/army of the round (80-0).
We eliminate five enemy ships along the coasts of our continent (85-0).
On Silk Island we strike down three Jumbos and two Inca units, landed next to East Coker this time (90-0).
Around Silk Island we deal with two enemy ships (92-0).
We’re able to found a free town (in terms of the global city limit), The Dry Salvages.
Twenty-one normal elite victories this round generated three Great Leaders. A minimum of four victories by elite Hwach’a produced a fourth GL.