Give Pacifism a Chance to Turn 161 I did a few of the unthinkable things. A few of them were in the "What was I thinking?!" category. Spoiler : First, the civics. I decided to give Pacifism a chance. I did not see any whips over the next five turns, so went with Serfdom. The alternative was Caste System, which I was also very unlikely to use. Serfdom has low cost like Tribalism, but workers complete stuff a little faster, so might as well. Pacifism costs nothing, except for our military units, which are not that many. Then I decided to follow Izzy into Buddhism. Taoism is a better choice because of cities with Taoism. We could get a bunch of extra GPP. Buddhist cities are not generating that many GPP. This is still easily fixable. In other news, with Izzy, we are stuck in the friend-zone. Did I say we were giving Pacifism a chance? The turn after going Pacifist, we started a war with the Russians. So far, it is a phony war. We are busy enough securing that island. Did I say we were giving Pacifism a chance? Research is clipping along. Turn 158 - Engineering Turn 158 - We traded Music to Zara for Theology and 80 gp. Since it was unique, we probably could have got more, but that was all we could get. Turn 159 - Guilds (We had an Engineer bulb.) Turn 160 - Paper So at Turn 161, I am preparing to change back into Slavery and whip some stuff like courthouses. Religion - Continue 'working' with Izzy and spread Buddhism to main cities or switch to Taoism? I plan to have state religion in all cities, except Ulundi, which can have the state religion after we discover the Printing Press. I would like to see this Attacko gambit in action. Research - I currently have Education to set up the Liberalism slingshot. Then I can look at what I can get with it. We seem to be building a tech lead. Izzy and Peter seem to be in a war. That probably means Zara runs away with the lead. It looks like the game is at a point where I can make reasonably bad decisions.