Pre-turn:
Our military it horrible. I upgrade every spearman to pikeman I can. Compared to these guys our military is weak.
Well, I know what my turns will be.
Cancel irragation by Orleans, we can't use it.
Cut the mining operation by Paris to 1 worker, I don't know if it will even pay off.
Rush the temple in Grenoble to start the culture pressure on the 2 nearby cities, this should really squeeze Isipezi.
The Indian people are dismissive our our culture
I leave science at 10%, we have got to milk the GL for all it is worth.
Our #1 weakness is lack of trading material - 2 wines, 2 horses (nobody wants the extra), 1 iron (a potential time bomb)
Get a handfull of dollars by selling maps.
480 AD - World map sales for $1 (scrounging every penny I can).
490 AD - Shadowville on road net. Every civ has Chivalry, and $0 in cash. As expect, Chivalry is learned. Knight #1 is ordered.
500 AD - Rush Dijon temple.
510 AD - The size increase gambit works in Orleans. Chappel in 29 turns, not 33 as predicted. Will it be enough? Horseman to knight upgrade. We have a quality offensive unit.
Lyons builds a pikeman, skiming a worker from maxed out city.
Grenobles influence expands - Isipezi and Ise are now getting pressured.
520 AD - We have 1 spearman left, Amiens. Not much I can do there.
ARRRRRRRRRRR - India and China have education. The GL is toasted. Science to 40%. We can NOT afford 50%, and netting $1/turn. To many units to upgrade, plus buildings to rush.
530 AD - Besancon was formed one space right from where I wanted, so only one grassland, not 2, available

No fair - Zululand doesn't have education, but can only offer world map.
I have never felt so streched. Our economy bites, so Lyons orders marketplace.
550 AD - [dance] We have discovered a new source of Iron - Underneath tours.
$81 so I upgrade our other Horseman.
Marseilles orders a marketplace, for +2 gold after being built.
560 AD - Chartes expands it's borders.
Our defense is better. Every city, except Amiens, has a pikeman for defense.
[dance] I trade Zululand Education for Printing Press, and WM.
I set Amiens to zero growth mode - I don't want to risk unhappy people there.
570 AD - I squeeze enough irragation by steeltown to bring the mountain on-line.
580 AD - I put Orleans in temporary starve mode, trying to squeeze a turn off of the chappel.
590 AD - I am not sure if it is a good deal, but Wines to England for Spices and $2/turn.
I would have liked more money, as we are broke. However, with the line below ...
Forced to 20% luxuries, 30% science losing $1 / turn.
600 AD - The bad news, NOBODY can use iron #2. The is no weakling out there.
610 AD - Amiens influence expands again.
Our amry is completed - a 3 knight army is available.
620 AD - World map to China for Gunpowder. It saves 1 turn, and we start research on Banking.
Shaka must be 1 turn from Gunpowder, I can't get a thing from him.
The good news, we have a SaltPeter source. The bad news, exactly one.
630 AD - Shaka still doesn't have Gunpowder, so he is simply broke.
Japan declares war on the Zulu.
Zululand immediately asks for an alliance.
640 AD - Persia, Rome, England, China, Japan and Zululand all have NO Saltpeter connected.
India has it. The rest have it inside there borders.
Most of the world already has astronomy.
Summary -
The most important decsion of the game is up. We are very resource / luxury poor. Zungium (Zulu) has 4 dyes. Mpondo (japan) has 3 ivory.
Both of them out number us.
Japan will give us Astronomy and $50 for an alliance.
Zulu will give us Dyes for an alliance (which could go away).
Total Zulu cities = 15, of which Swazi is a lost cause.
Total Japan cities = 19, of which Edo is exposed. 5 of them are junk ice world cities.
We really could use the FP around Amiens / Toyama for a hugh production boast, which needs a GL to quickly build. Heroic epic and Military academy require a victorious army, which a 3 knight army could pull off.
Thiazi, you can decide on your own, or go for a group agreement. My gut feeling says staying out of war is a mistake, as are in bad shape. Even a city like Ise, with all of that jungle, could turn out to be a source of rubber / coal.
I am passing this a couple of turns short, as I don't feel right shoving a critical decsion down Thiazi's throat.
Our problem, 6 swordsman, 5 knights, 1 army.
Our good news, compared to them we have an average army. Much better then what I started with.
We are running a minor deficit, which I have been countering with map selling.
LeeKendter (me)
Thiazi (currently playing) <<<<
BrianJ (on deck)
shdwlord