850 AD (0)
OK, I swap capital to univercity and dump 110 shields. It will start ToE next turn. No one can pay top dolar for Steam so I decline to sell at this time.
(I) We finish ToE and start on Nationalism due in 3. Aksum Uni->ToE (15 turns). The Americans start the Encyclopedia.
860 AD (1)
Instead of shifting the units to the core just yet, I move them north to keep an eye on a large stack of American troops moving through our lands.
(I) Zeila Bank_>Town Clock, Dergouah Rax->Laborer, Hawzien Forge->Rax
870 AD (2)
I am going to peal some laborers off of our maxed cities to help improvements.
(I) America and Carthage ally against Germany. Ashur Water Mill->Toll House, Gabaza Town Clock->Toll House. Henzat Forge->Laborer, Maryam Wind Mill->Town Clock
880 AD (3)
Turn down Science to 50%. Lots of worker moves. A lot of American units moving through. IF Carthage look to be in trouble, we may jump on the band wagon and snag some land.
(I)Nationalism->Industrialization (due in 4). People want a National Monument to Meldor built, we will see, it sounds good. Degum Laborer->Forge, Samidi Guild Hall->Town Clock, Gabaza Tool House->National Monument, Qohayto Win Mill->Town Clock, Tekondo Forge->Laborer, Etchmara Qater Mill->Towm Clock, Haghero-Deragweh Wind Mill->Town Clock, Yeha Major Port->Wind Mill, Anza Laborer->Forge. The Germans start the Encyclopedia.
890 AD (4)
Carthage Nationalism for Federalism, 332g and 43gpt.
Egypt Nationalism for Spices, WM, 240g and 22gpt.
Egypt Federalism for 33gpt. That cleans them out and they would have bought it anyway.
No one else can pay anything.
This gives us 206gpt income with science maxed at 70%
I will continue with major infrastructure build while we are still in GA. With the extra income, I upgrade 9 pikes and 5 muskets to Line Infantry. I will have to start rotating troops to get the front line defenses up to what they should be. We have way too many Javs still hanging around.
(I) Matara East Indian Trade Company->Guild Hall, Ashur Toll House->Rax, Derougah Laborer->Aqueduct.
900 AD (5)
I catch Koloe in time and switch the Aqueduct to a Wind Mill, I will then build its harbor, port, ect.
(I) Zeila Town Clock->Toll House, Sabat Wind Mill->Town Clock, Koloe Wind Mill->Harbor, Hawzein Rax->Laborer
910 AD (6)
Not much but worker stuff.
(I) Ashur Rax->Guild Hall, Gulo-Makada Win Mill->Harbor, Buto Labaorer->Colonist, Edfu Forge->Port. The Germans complete the Great Library
920 AD (7)
Carthage gets Steam Power for 471g and 71gpt.
Zulu gets Steam Power for 179g and 47gpt
(I)
930 AD (8)
Science down to 40%
(I) Complete Industrialization start Steam Engine (due in 4). Samidi Twon Clock->Factory, Henzat Laborer->Aqueduct, Hawzien Laborer->Major Port
940 AD (9)
More worker movement.
(I) Matara Guild Hall->Factory, Adulis Military Academy->Factory, Zala-Bet-Makada Summer Palace->Forge, Etchmara Town Clock->Guild Hall, Degum Laborer->Rax, Koloe Harbor->Port, Tekondo Laborer->Port. The folks want to build the Summer Gardens, Gulo-Makada Harbor->Port, Lisht Laborer->Rax.
950 AD (10)
Move the workers around.
Steam Engine is due in 2 at +463gpt. ToE is due in 6. Might want to Switch Gabaza to a Factory.