150 BC (0) - Checking things out, our military does look a little weak for an assualt during my turns on Rome. I certainly can prepare us, though. Rome's territory doesn't look particularly appealing to me though, so perhaps we our FP will be placed in the north. I am not sure if that was the consensus in the thread, so maybe I am just repeating what everyone already thinks. But we ought to get a leader for rushing the FP. Even though we are industrious, we are badly in need of workers. Marketplaces are nice and all, but in size 2 and 3 towns working unimproved tiles, the build should be a worker, not a marketplace. And towns with low to moderate shield production that are losing most of it to corruption, meaning 50 or 100 turn markets, a courthouse is probably more valuable to start with. Luxury could also be dropped all the way down to 20% with one citizen in Buffalo (unconnected to trade route) turned into scientist. That means upping our research on Fuedalism by 15 turns and maintaing our gpt.
130 BC (1) - Not too much to report. A worker and settler are completed more will be built. Our galley goes out in to great mostly unknown to see if we can't contact more than the Maya.
IT - Our galley sinks, unfortunately.
110 BC (2) - I should also note that forest chops, especially with an abundant number of forests and industrious workers, are a nice way of speeding up 80 or 100 shield improvements in fairly unproductive places. I don't know if that has been used much, because I still see a lot of forest.
90 BC (3) - I think I have underestimated our unit production abilites. The Roman empire will be on its way down by the time the next player gets the game.
70 BC (4) - Move units in preparation for attack.
50 BC (5) - I go over the pre-war checklist, which includes making sure there are no active deals and no units in their territory. We pass both, and we declare on Rome. Unfortunately, Antium had just completed a settler, so it autorazed, but we do get a couple slaves. We also lose a horseman in killing two spearmen.
30 BC (6) - Movement towards Rome.
10 BC (7) - Awful luck this turn. One spearman retreats two horsies without losing a single hp, and then kills a horseman and promotes. Then, a spearman-settler pair wandering through our territory, on flatland, kills a veteran sword. Some turns are just like that, I guess. On a brighter note, New Orleans founded at the green dot.
10 AD (8) - Rome captured with no losses.
30 AD (9) - Luck swings back, and two vet horsemen fail to beat a regular spearman.
50 AD (10) - Not much on my final turn.