(0) 1400 AD - We are very cash heavy thanks to the GA. I go on a massive buying spree on the islands and in SA.
Recover ~$130 by selling wm.
(I) Greece / Zulu peace treaty.
(1) 1405 AD - I ship the workers from Hill Village to help the other nearby islands.
I give Egypt combustion - I get Radio, $1554, wm, $40/turn.
Map trading not even worth the bother.
(I) I start the FP in South American Post - This will create us a power base in South America.
(2) 1410 AD - Satsuma is captured - Japan still won't give up the 2 island cities.
Egypt is cash heavy again - so I up deals for dyes, coal.
Token cash for wm. It looks like it has worn out it's value.
(I) The golden age is over

War weariness kicks in - I suspect less Luxury effect with GA ending.
(3) 1415 AD -
(I) Persia / Greece trade embargo ends.
(4) 1420 AD - Babylon spices ends - Instead sell them to Joanie for $20/turn.
(I) Germany / Rome peace treaty.
Iron for Horses & $/turn with Egypt dropped in value.
(5) 1425 AD - Kagoshima falls - I get one of the island cities - Tokyo and Nagaski in Siberia.
We have TEMPORARY peace with the world.
Desert Filler is formed.
The age of Cavalry is almost over - so I sell America SaltPeter for $62/turn.
(I) Greece / China trade embargo ends.
(6) 1430 AD - Brisbane really does rock - I can build a fighter every turn.
Plant spy in India failed.
(7) 1435 AD - Repeated attempt, another faield spy.
We may have to go for Ms. Cleo soon - clearly the tech leader right know.
I give here flight, we get mass production, $43/turn, $2410
I cancel our RoP with India - we will never get another if we declare war and break a RoP.
ALWAYS CANCEL ALL DEALS BEFORE DECLARING WAR.
I contact Mr. Ghandi and tell him the bad news.
ARGGGGGGGGGG - I hate just seeing 8 civs at a time. I missed India mpp with Babylon. We lost our oil supply.
I decide to stir up the waters - I give Persia $1900 (1 turns income) to ally with us vs. Babylon.
Ganges is razed.
(I) India declares war on Persia
(8) 1440 AD - New Bangalore is razed - that city location was just annoying.
Lagash is capture - no other Bab cities around - should be safe.
New Madras is captured - hey, size 1 should hold.
Find a worker for sale, but can't figure out a new source of Oil.
Luxuryville is formed - sad part, the only civs that could use them are broke.
(I)India / Greece peace treaty.
(9) 1445 AD - India better be nervous - a real SoD crossed his border by Bombay - it even include a settler to a replacement
city.
I buy another worker - this time from Persia. Worse case, we can ship some of the workers to the islands that need help.
(I) Well if he had anything useful, I would be upset about a German / India trade embargo.
(10) 1450 AD - Bombay is razed, but a Demonic musketman cost us 2 cavalry - a unit type we are light on.
Persia suddenly needs Iron - Babylon cut there ONLY source!
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The fleet below Dacca is to invade Babylon and hopefully get a permanent oil source.
The units collect by South American Post are to take the Babylon city in South America.
Our cashflow is so good - we can afford 1 turn rush - rush worker for $80, then switch to real building and rush.
Avoids the double cost penality for the large build. I built an artillery reserve in SA that way.
Summary - Concentrated on getting the island cities up to modern defender, with marketplace and aqueduct.
We need 2/3 pop also for domination. May as well get them to size 12 to help from that side of the equation.
Map trading is starting to fizzle - though a diplo check every other turn is still good.
I have a transport with 3 settlers to claim the islands around Lee's Secret Island.
The good news - some civs are crippled and can wait to last.
Greece, India (i/p), Japan, Rome
At this point we don't have to take the civs out, just cripple them from any chance at a space race.
As an example - Bombay was a high production city - I cut
@ALL - Don't bother building universities - we don't plan to research that much - these put us at risk for a culture win.
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LKendter
meldor (currently playing)
Jersey Joe (on deck)
Dark Sheer
D9phoenix
10 turn rounds - 24 hours for got it.
48 hours total time to complete turn
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Squares owned - 1501, still need - 5250
Pop owned - 581, still need 1746
Trust me, these number will keep moving -
For example - Close to Iron expands borders in 2 turns gaining 4 coast squares.
Two new cities are ready to formed next turn +18, and more temples.
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