http://www.civfanatics.net/uploads9/LK99-1300AD.zip
1250 AD
(IT) We lost a rifle and an exposed Hussar.
1255 AD
I upgrade 8 workers.
Paris may not break. Every cannon we had still left 100% healthy defenders. I will try again next turn and see if I have better results. With the palace giving a 25% defense bonus that give must have at least yellow-lined units.
1260 AD
Once again I don't do enough with the cannons. If I can't break Paris, then the rest of France is out of range. I will see how lucky I can get.
I killed 7 infantry types. Our horse archer got a slave.

I lost 1 hussar, 3 cavaliers, 1 halberdier, and 1 dragoon. The bad news is almost every unit left is at 1 hp.
(IT) Russian wants us to waste $360 on music theory.
We lost 1 hussar.
1265 AD
I see no choice but to retreat to Indian territory and to heal. We are to beat.
(IT) We lost 1 eagle knight and 1 cavalier while retreating.
India completes Universal Suffrage.
1265 AD
I upgrade the German worker that finally made it home.
(IT) I lost another fast unit trying to heal on the mountain.
1280 AD
I hate to be blocked from building gold-based buildings, but I don't think it is worth renewing the deal at this time.
I get an elite cavalry for killing the French cavalry that has been harassing us.
1285 AD
I kill 3 French cavalry and 1 leatherneck.
1295 AD
I kill another French cavalry and a foot soldier.
I cancel the MPP with India to save $22/turn. As long as they are fighting Germany I see no reason to give them money.
1300 AD
We get a break and the Zulu lack Internal Combustion. I hate to lose any interest, but I give the Zulu Internal Combustion and $405 for Refrigeration. I have got to take any possible tech deal.
I give wool to India for $240 to get our interest back to the max.
I start research on Thermodynamics as only one civ has it. I think Compulsory Education tends to get ignored by the AI, and offers a good tradable tech after that.
Scratch one French rifleman. I start marching the stack on Paris again. This time I leave some rifles on the mountain as that is the staging point for the new cavalry. We can't afford to have France keep killing the new units. I hope this time the attack goes better as attack 8 cavalry will be part of the attackers.
I cancel the alliance with Russia against Germany. We need every dollar possible.
Tlacopan just got a 2nd level cattle tile.
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Summary:
Even though we still need stock exchanges, Wall Street, and other goodies I have our top 3 cities on military. 2 of them are giving every turn cavalry, and the third every turn rifles. At some point I would like to get 2 better quality defenders in our coast cites and to disband the eagle knights. IMHO the war will only pay off if we can get our eighth city.
A possible site when we can finally build city #8. The white circle is *7* natural food that can go up to nine. Once the city is up to size we plant several forest and will have a decent city.
We better make some good military progress soon as we are really screwing our long-term economy. We have no change in the modern age without a better economy.
My 10 turns were a waste from the military perspective.
If we get a leader - please rush the international port. The armies in RaR suck with just 2 units before tanks.
The next worker good is to rail by canal city so that we can put some more shield heavy tiles in use.
Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
Sanabas (indefinite skip)
ThERat (skip May 5 to May 22)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #8: 3
Credit toward city #8:
Final credit toward city #8: 3
We may initially build a maximum of 5 cities. After that the plus rules take effect.
We must count the number of cities we raze. When the number of razed cities exceeded the number of cities we have we may build another city. After that the razed city count resets to zero.
For example:
We razed 6 cities. We build out 6th city. We must then raze another 7 cities (total of 13) for the right to build the 7th city.
NOTE: We can't capture cities! All cities must be native built.
Our city count can't ever exceed the amount allowed for even a millisecond.
The right to the number of cities is never reduced. If we lose city #7, we can rebuild city #7. Remember - we can't capture cities including our own if lost.