1450AD (310):
Preflight check. First things first, dial up JC and get peace for his map.
Ok. Going to do a quick skim of our empire to ensure everything is in working order.
Yaso is one turn from its maceman. It needs a couple of things after that, but I'll worry about that after.
Nargara fires a scientist in order to work a workshop, slashing time off its university. Huh... wait, why are we building a university here? Low commerce, and it can't afford to run many specs. It does have a lot of production potential though. Switch to a Baray, and put the free spec as an engineer.
Banteay switches the merchant to a scientist. It grows in one turn, so hammer problem will fix itself. I'll actually insert a Granary before the courthouse, to help out growth.
Raja is still working on its Baray. It is now needing a courthouse to combat 7.88 maintenance. Will bite the bullet and work the mine, despite stagnanting it, because we have decent pop here now.
The Hague has a citizens spec

. He gets hired as an engineer, and the merchant is fired and put to work on a mine. Decent production potential in this town.
Hari is working on a university and has 2 scientist specs. It also has the Kong Miao. Scientists become merchants, and the university build switches to a Grocer, for more concentrated wealth.
Amsterdam is in dire need of more farms, so it can take full advantage of its hammers. That's a worker job though. Otherwise, doing fine right now.
Isvar is AGAIN building units while having no infrastructure (3 buildings, a barracks, a granary, and a courthouse). It's also not set up properly because it has 4 cottages, 2 workshops, and 2 watermills. This city has plenty of food, and the river to beat, so I'm going to retool it as a production city. Scrap the maceman and put a 10 turn forge in (work the workshops instead of the immature cottages. Scientist and spy are fired in favour of artists to pop the border in 4 turns and get back some tiles hopefully. The worker outside that is building a farm on the river switches to building a watermill. The cottage worker switches to a workshop.
Antium is working on a 55 turn courthouse. Work the mine instead of the cottage and its down to 11 turns. Artist is hired, so we're good to go here.
Ravenna has a spy hired, switch it to a scientist. Forge will take 11, but it grows in 2, so it can work another mine or watermill. As the city grows, it will easily cut time on the palace. There's also a worker here chopping a forest in the FC, not sure what's up with that. Switch him to a lumbermill instead.
Rome pops a GP in 5 turns but mass GPP pollution makes it so there's no clear favourite. We could get a prophet, artist, or merchant, with an outside chance of getting a spy. Speaking of spies, fire the spy and hire a scientist.
Arretium is stagnant thanks to 2 hired artists, but that will pop its borders in 2 turns, giving us access to the clams, so I will leave it like this for now.
Mediolanum hires some artists.
Angkor Thom is polluting all over the place, and has a painful 22 turns on its university. Switch to the two workshops, and dial up a Baray in 7 turns. Painful to stall on the university, but the faster this thing grows, the more specs we can afford to hire.
Angkor Wat fires its scientists in exchange for two artists. I also insert a cheap monastery for the culture.
Cumae is still in revolt for 4 turns, so that makes looking after it easy

.
Ok, that's it for our empire, let's look at foreign stuff.
Go back to Sulei and get the fur for gpt trade going again. 5gpt, so this is actually better than what we had before. Sulei is also annoyed so I gift him gems. Feel free to cancel it later.
Qin gives us 2gpt for gems, so go for it.
Toku and Ragnar have nothing to trade us, and I don't feel like giving resources for negligible gpt. Caesar is of course broke, and now he's Jewish! Which is funny because his remaining city has no religion.
1455AD (311):
First alert is that Qin has adopted Theocracy. Ok, that's nice.
Maceman is done at Yaso, so send him down to Banteay, so they won't be angry from the lack of garrison. Massed specs here are making nice science, but all science boosting buildings are done for now, so elect to finish off the courthouse that we started (since we're moving capitals soon).
I note all the signs around on forests that say "chop". I'm not sure what's up with these, since we are not rushing anything pressing at the moment. So workers sitting on those forests go do something more constructive.
1460AD (312):
Arretium gets its border pop, and immediately works the clams. Also, fire an artist and work the corn. Courthouse down to 22 turns. Ok.
1465AD (313):
Hmm... I knew I forgot to do something. Remove weighting for espionage from JC. Won't put EPs into Ragnar or Toku yet, as we haven't set our invasion plans yet.
1470AD (314):
Isvar gets a border pop, but it doesn't reclaim the forest. Oh well.
The Hague finishes with a maceman, which I fortify where he is. Look inside. Bad commerce all around, so don't need those buildings. Dial up a Baray, while we wait for rifling (2 turns from Lib).
Some chain farming is going on around Ravenna, so I take that opportunity to get some extra food to Antium.
1475AD (315):
I get the notice that the 10 turns of forced peace with Sulei are up. Immediately, Ragnar shows his ugly mug and demands that we declare war on the Ottomans.
Are you kidding me? LOL, what a fool.
We get a Great Prophet in Rome (St. Patrick).
I immediately notice that the Hindu Special Building is not built, so I do that.
Gives us 13gpt, which, really sadly, is better than what we get from Confici.
1480AD (316):
And the free tech, as discussed.
Dial up Nationalism. I thought about Chemistry first for workshop boost, but we want Taj (and we can drop the Hermitage in Angkor Wat).
The Baray finished in Thom. Unfortunately, it will once again pollute after it grows in 7 turns. Not much to be done about this though. University will finish in 11 turns.
The prompt pops up to say tha Free Speech is in (cheers!). Low upkeep civic which gives more culture and cash for towns. Sign me up! 2 turns of anarchy. Only 3 if we switch 2 civics but nothing else is worth switching to right now. 2 turns it is.
University done in Amsterdam, so dial up a Baray.
1485AD (317):
OMG WTH?
I swear this is stupid. We have (-) diplomacy modifiers with Qin BECAUSE we were forced into war with Sulei!!! And now he wants us to declare on him again! No!
He's still friendly, so good.
We get a free Hinduism spread to Isvar.
1490AD (318):
Out of Anarchy.
Hinduism spreads to Edirne, which is the Jewish holy city, so I assume Sulei did that himself.
I REMEMBER that I wanted to trade with Qin to get Compass (which I think he got 3 turns ago). He wants gold for Compass, but if I offer him paper, he gives compass, some cash, and his map (which will help when we invade him).
(Screenshot got lost somewhere, but it was 340 gold)
I also ask him what he thinks about Suleiman. He declares that he's pleased with him.
So WTH? We refused to declare war on Sulei so we took a diplo hit. Would Qin give us a diplo hit for declaring war on his friend if we listened to him?
1495AD (319):
We get border pops at Cumae, Angkor Wat, and The Hague. The Hague's pop finally puts the crabs in our national water, so we should get a workboat out there ASAP.
Nagara's Baray finished, so its growth prospects look a bit better. Dial up a Rifleman! Because we can!
Mediolanum's courthouse finish, and it needs lots of things. It's at its happy cap, and still growing while employing 4 scientist specs. It also has pathetic production. Order up a forge. It will take 30 turns and Medio gets an angry person in 21 turns, so watch this city. I'm replacing the cottages with Workshops, so work those when they finish to speed to forge up.
Cumae came out of revolt some time ago, and I clearly didn't notice it. Go and slow down growth while speeding up the courthouse.
1500AD (320):
Sulei finished DR first, and Islam is founded in Bursa, which is incidentally right beside Antium. Dial up him to see if he'll trade DR, but he doesn't like us (he's annoyed). Cancel the gems and get 1gpt for one of our many corns.
Yaso's courthouse is done, and I realize it doesn't have a harbor and is at its health cap. Dial one up.
Post turn synopsis. Not much exciting stuff happening. It was a set of builder turns, yet I still managed to type all that junk. However, a quick look at the power graph shows that Qin is level with us this turn. Whether he's gearing up for an attack on us or not, I don't know. However, Sulei is annoyed with us. So we need more military, which I kind of neglected this turn (I suppose Amsterdam could've done without a Baray, but it's almost done).
Something you may find interesting is that neither Sulei or Qin have horses. Their lack of mounted units means that our siege engines would have a field day taking them apart.
JC has optics already. Normally, I'd say send a spy to steal the tech, but we need a caravel to send the spy! So we'll probably just have to trade Qin for it.
Mostly I optimized cities this turnset. With that in mind, our production cities are Isvarapura, Amsterdam, The Hague, Nagara Jayasri, Rome, Cumae, and Arretium.
Commerce cities are Angkor Wat, Angkor Thom, Antium, and Mediolanum. Mediolanum is also prime territory to plop down Maoi, with 15 water tiles in the FC.
Ravenna and Hari can bend either way when going commerce or production, and perhaps they should be hybrid cities.
Yaso is really no good for anything except specialists. No rivers, so commerce is down, and not enough food unless we farm everywhere (which we've done). So it obviously doesn't need to be our capital if it's a specialist haven.
ROSTER
1. Krick19
2. Groogaroo
3. Schwartz
4. S.ilver <- Just Played
5. Rex rgis of Ter ** UP NOW **
6. Grandad <- On Deck
7. Bleys