Sorry it took so long. Had to stop myself from playing GalCiv II

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(0)1290AD: Preflight Check... Gunpowder next turn, nice.
Cumae gets it's library whipped, because I can dispose of two citizens at once. It would grow in 3 before the library was done anyways and cause much micro annoyance.
I notice the game still lets me build Galleys despite having Galleons. Wierd...
(1)1300AD: Guns come in. We need Engineering to get Chemistry. Lemme see if I can trade for it without making a bad or damaging deal.
Cumae starts a Galleon. Arretium starts courts (5 gold savings). Pisae gets whipped because it's at max happy to finish a courthouse. It's also growing decently so yeah...
Workers doing some random stuff, like building roads because they've got nothing better to do. Sending the one by Pisae to start roading stone in preparation for border pop in a few turns.
Let's see about that Engineering... Looks like HC doesn't have Liberalism. Since we've already reaped its benefits, and Mansa has it already, I strike the following trade with HC.
Chemistry now in 15 turns. Someone else will need to build those Grenadiers.
(2)1310AD: Pisae's courts are done, start a theatre cause it's cheap. Once that stone is up, we can do something more productive.
Mansa just passed HC on the score chart. I look up the techs. It appears he grabbed Divine Right, and now a bunch of other people have it.
CRAP! I realise that when I bought engineering, it changed all spearman production to pikemen, and now it will take Arpinium 24 turns to build the damn pike! Gah!!! I'm gonna chop to finish it.
(3)1320AD: Rome's settler is done, so it will build a confused missionary.
Running out of stuff for workers to do. I upgraded the galley moving back to rome for Settler pickup. Therefore we can nab that city faster.
IBT: Crap. Cathy wants us to cancel deals with Persia... I can't do that, they're like our only friends (no black marks yet!). So I unfortunately decline...
(4)1330AD: Ravanna starts forge. This city has NICE production.
Pick up the settler and longbow, and start heading north.
(5)1340AD: Cumae's galleon is done. I start it on a monastary to help with confused missionaries.
Ugh. I said I would build cats. Gotta start doing that...
(6)1350AD: Micro Pisae to finish that theatre faster before people get pissed.
(7)1360AD: Rome's confused missionary is done. Start a cat. First cat! Cat in Antium too... How did Antium (our second city) get to be 2 holy cities at once? I'll never know...
Unload settler and longbow onto Tundra, the square that gets 3 food resource. If I'm missing something by founding there, you can smack me, but I think it's obvious.
(8)1370AD: Neapolis joins the cat making crowd. Start Pisae on a market. It's gonna take 13 turns at stagnation, which needs to be done to prevent rioting. Can't whip, because it takes 8 citizens. Soon will be able to whip though, so check on it.
Found Cercei, overhead is not that bad (6 gold). Will get worse with high pop though. Start lighthouse.
NO ONE we want to trade with has anything to give us. This sucks.
IBT: Hatty wants Liberalism for Divine Right. I consider Divine Right to be the biggest piece of crap ever. I decline (although someone may have a different opinion than me, I think we're beat for both wonders, and obviously it's no good if someone else already discovered it first.)
(9)1380AD: Waiting for masses of stuff to build. Also hoping I didn't screw up too bad by not trading with some people...
(10)1390AD: Rome done Cat, starts another Cat. Cumae starts confused missionary to help with the lack of missionaries out west.
Pisae gets confused, so I can unstagnant it and get it working the fish. Still want to get more happy in here though.
I ran out of stuff to do with workers, so they're just sitting there. If anyone else is creative, they can probably figure out something better to do besides building roads. They've all been "skipped" this turn.
I suppose more building is on the way. Also Chem comes in in 5 turns, and I didn't trade away gunpowder!
