Here you go... Much like Viking in the turns before me, I found these to be a very interesting set of turns. The lack of wonders forces us to develop significant infrastructure in our cities to support even basic growth, production or military action. I tried to continue developing a number of powerful cities at the expense of research. It didn't seem like I was accomplishing much, but looking back, I think we are in better shape than we were when I started.
Goals
-- Continue to develop power cities
-- Need science growth - Build some libraries in large cities where it can make a difference
-- Upgrade Navy
-- Get to Freights: Better payouts, 2 move allows inland deliveries
-- Develop the south for expansion to have presence near southern empires.
Set tax 7/0/3 to fund improvements
keep reserve of around 500g each turn
Hit enter
1770 (Turn 1)
-- Babs get indust from egypt
-- mongols get explosives from french
-- American crusader approaches Leo's Canal
-- Carthage nearly completes WS
-- Muddy Gardens Silver to washington (D-340)
-- Americans show as only Contact. No cease fire/peace...
-- ...However, senate will not allow crusader to be attacked. Bribe it for 284g instead
-- Ironclad begins patrol west of Leos - city goes into disorder w/o elvis (which results in food shortage)

-- City of Newton's Figs founded
-- Mongol cannon is approaching Khanbalyk
-- Newtons's Figs requires elvis to avoid disorder
1772 (Turn 2)
-- babs start suffrage
-- american ironclad sinks galleon N of buffalo
-- Malaca grants WS (egypt, americans, babs, abandon)
-- pop> 12m
-- Our engineer approaches carthaginian cannon near St. Louis - talks -demands 1000g, Um, nope. War continues
-- Talkative Carth Cannon destroyed
-- Illauntanig gold to Flimsy wall (d-164)
-- Dinas Powys gems to NoCol (d-112)
-- Public Library founded - ugh city in disorder, and can't support elvis with food - will need to alternate in and out of disorder - need temple fast
-- Tax 4/3/3
1774 (Turn 3)
-- another carth cannon approaches st louis
-- mongols talk, senate signs cease fire, despite cannon at doorstep of Khanbalyk
-- Electricity-> Corporation
-- Kill Carthage cannon near St. Louis (Vet status)
-- Aberystwyth Silver to Washington (d-294)
-- KFC founded on Beaver Dam Island
1776 (Turn 4)
-- Egypt develops Feudalism
-- Carthage develops leadership
-- 2 Carthage knights approach St Louis, kill engineer

-- Carth explorer approaches N. of Cart
-- Pop > 13m
-- 2 Knights killed at St Louis
-- Ironclad sinks Carthage Ironclad W. of Leo's canal (Vet status)
-- Carthage explorer killed at N. of Cart
-- Tax 3/4/3
1778 (Turn 5)
-- French develop Electricity
-- Mongols get elec., Sanitation From french
-- Steal Leadership from Carthaginian city of Panormus
-- 2 Mongol cannons and 2 crusaders within reach of Khanbalyk.
-- Probably can't defend against the assembled forces if they attack. Options: (1) Let city be captured, try to retake it. (2) Put in enough defenders for city to be razed. Or... (3) Take drastic action to circumvent the sniveling senate.
-- Check oedo chart - Hey, would you look at that!
-- Start REVOLUTION
-- Fix production to get cities through without disorder
-- Talk to mongols, demand tribute. Denied...War!

-- Vet crusader kills 2 Mongol Cannons at Khanbalyk
-- Crusader kills 1 mongol crusader, Vet status. Attack 2nd crusader at 2/3 strength and kill it-an unexpected bonus!
-- Rush dragoons in Cannae (mongol theatre) and St. louis (carthage theatre) just in case
1780 (Turn 6)
-- Babs go fundamentalist
-- Egyptians sink ship exploring in south
-- Carthaginian frigate dies attacking transport near Panormus
-- Reinstate Democracy
-- Go back through and fix production in cities
-- Dragoon kills Carth Cannon at St. Louis
-- Spot new
empty Carthaginian town of Rusicurru on peninsula S. of Caralis.

-- Tax 3/4/3 to complete tech this turn
1782 (Turn 7)
-- French get indust from americans for electricity
-- French get chivalry from americans
-- Americans get Leadership from Carthage for explosives
-- Carthage gets electricity from americans for feudalism
-- Corporation->Tactics
-- Max taxes 7/0/3 again
-- Carthage dragoon killed outside St. Louis
-- Kill American crusader approaching Leo's Canal from the south
-- Send horsemen to welcome our new, undefended neighbors in Rusicurru. City razed, 33g plundered, must take Feudalism
1784 (Turn 8)
-- Mongol Cannon killed on outskirts of Khanbalyk
1786 (Turn 9)
-- Babs develop Feudalism
-- Babs get explosives from Egypt
-- Mongol Crusader killed outside Khanbalyk
-- Transport moving out of Leo's canal spots loaded Carthage frigate
1788 (Turn 10)
-- Egypt explorer spotted on island in far South
-- Carth frigate moves back to west
-- Carth cannon moves up to St. Louis...Carthage talks - senate forces cease fire

:rant:
-- Double Fish disbanded
-- American cannon killed s. of Leo's
-- City of LasVegasChapel founded (Formerly Double Fish)
-- City of (Pauly) Shore's Theatre founded, 2nd engineer added
-- City of Ford Expedition founded
-- Bribe Egyptian explorer in far south
Notes and Such
-- I worked primarily on building up infrastructure, particularly building up several "key cities." Beaver Dam, Illauntanig, and Swansea are large enough that Banks and libraries are in order. (Swansea needs colosseum first). Big Production is ready to start growth. It's about to produce a freight - that was planned to be Coal (for delivery to Cardiff, perhaps) before it grows too large to supply it any more. The city has received extensive engineering work to promote growth and production. It still has a lot of work to be done (Mine hill, RR forest, etc.). I was going to send a wine caravan from Muddy Gardens to Big Production next turn so that it can get the benefit of large trade routes to promote growth. It still needs colosseum, aqua, cathedral, factory, etc., but the production there will be very nice once it's grown. I changed production to libraries in a bunch of our older cities where trade was high enough to make a difference and growth was close to being stifled by space limitations. Because we're running out of trade goods being supplied, I figured we will need a fair amount of city-supplied research as well. Other budding cities include Cunaxa, N of Cart, Cremona, Leo's Canal (had to build improvements due to unhappiness from unit at sea). Ormuz and/or Bokhara Academy should be grown to provide better support for the Mongol region. Those cities can barely support their defenders and are put into turmoil if their units leave the city.
-- A major focus was to also to get Corporation for freights because they not only pay bigger delivery bonuses, but the extra movement makes it easier to deliver them inland. I didn't build any more caravans while I was waiting, and have only just started to produce freights. We have 2 freights now and a few more coming soon. Particular attention should be given to the Hides producers on the main island in Cardiff and Quickie. Karakorum demands Hides and can be reached from the new city of Shore's Theatre. The final pieces of a ship chain(Rhondda->NoCol2,NoCol->Newton's Figs, Aberystwyth ->Shore's Theatre) are sailing over and should allow deliveries every other turn once the chain is complete. Assuming payouts are decent, these two cities should probably produce Hides vans every other turn as long as they supply them and as long as karakorum demands them. Cardiff will produce a freight every other turn just based on production, while Quickie will require significant rushbuys, but it should be worth the cost as long as demand is there.
-- Another major focus was to upgrade the Navy. All Galleons have been destroyed (Either by me or our enemies) and we now have nearly as many Transports in their stead. We also have a Vet Ironclad which can patrol the waters west of Leo's Canal (about to finish recouperating in LC). We've gotten rid of a Carthaginian Ship or two but both the Carts and the Americans have been a nuisance there. Note that putting the Ironclad out to sea wreaks havoc on Leo's Canal's happiness. We need more transports in the south for trade deliveries and settler movement - Illauntanig, Beaver Dam and Cunaxa should produce some soon.
-- I tried to build up our presence in the south, but just ran short of time/money. Cunaxa is a decent city, but will require more improvements/trade routes to become a powerful city. South Place is a nice little city that could crank out engineers to further colonize that island or other islands if they found/build into cities quickly. I strongly suggest sending several waves of engineers over to the island East of South Observ. where the dip and newly-bribed explorer are exploring (probably starting with the three whale spot on the tip of the island) to develop our presence closer to the babs and egyptians. I'd build multiple engineers into each new city to get them growing faster. The city of Cremona has been built up somewhat. It should get its courthouse rushed so it can celebrate, then it should crank out an engineer every couple turns (using the celebrations to grow back to size) to cover that island with cities so we can support more southern operations. As mentioned above, there is a strong need for boats in the south.
-- I lost an entire turn of production due to the Mongols approaching Khanbalyk with a significant force. I'm pretty sure I would have lost the city if they sneak attacked, so I took advantage of the upcoming Oedo year to go into revolution to get the war started without senate interference. I've never done that before, and it seemed to work out, but the cost in lost production was significant. We may have a similar situation with Carthage as they just forced a cease fire at the beginning of this turn. The next person may want to beef up defenses in St. Louis - At least it is big enough to withstand a few hits. Perhaps bringing the rifleman in off the mountain fort into the city. In fact, that fort has been unnecessary as all the attacks have come from the west of st. louis...no units have even approached that mountain. (However, I'd pillage the fort and RR if we're going to abandon it.)
-- Speaking of mongols, we should probably look to take them out soon. I didn't have the necessary firepower to defeat gunpowder units, so I did not build up any sort of attack force, but once we have Cavalry, it might be worth a run through at least some of their cities. They really are a nuisance (and only one city has a wonder). However, we have to be careful of the unhappiness factor (and the senate) when attacking them. We might need to go into communism or fundamentalism (Note: We haven't learned either tech yet!) briefly to sustain an offensive against them. I would
not recommend an offensive against the Carthaginians as practically every one of their cities has a stinking wonder in it (Carthage, Caralis, Panormus, Leptis Parva, Malaca)
-- I didn't work too hard to upgrade the ground forces. I really find most ground defenders less than useful except in certain high risk locations, and we are about to move up from dragoons to the far superior Cavalry once Tactics (currently researching) is complete. Once Cavalry is available we should build several. There are still several worthless phalanxes and such that should be disbanded.
-- For the most part, the engineers on the Home island have not yet been given orders this turn (exception: the Engineer on the hill E of Cardiff has moved this turn and is precharged, so he should be able to complete a road next turn.) The only thing left to do on the main island is mine and RR the Cardiff Hill, or work on squares outside our cities. There is very little left to do on the main island unless we start terraforming the land or working on farmland once refrigeration is learned (neither seem like priorities right now). I think most of them should probably move on to develop other islands - possibly NoCol island and Llangollen Island. Make sure to keep a small contingent at home for pollution control in our big factory cities.
-- New cities (if they're size 1) do not have enough trade to make two luxuries for a happy citizen unless they have a whale or other trade special, and thus go into disorder immediately. I generally let the city go into disorder for one turn to get some food, then hire an elvis while a temple is rushed. Just be aware that new cities will almost always require a rushbuilt temple right away. There are several new cities like this right now that will go into disorder next turn and need temples rush built.
-- The city of Double Fish just bothered me where it was - I thought a port city would be more useful in that region, so I disbanded the city and moved it one square (renamed as the less-than-wonderful LasVegasChapel)
-- I tried to leave about 500g in the coffers each turn for emergencies. There's about 1000g now, so the next player still has a few options. Taxes are currently set to 70% gold, 0% science, 30% luxuries as I tried to buy improvements. I would consider going to about 30% science now that a lot of infrastructure has been built and freights should start to return some profits.
Summary of progress
cities 37 -> 42
Techs 46 -> 50
pop 10,990,000 -> 15,950,000
gold 866 -> 1056
settlers 3 -> 1 (none)
engineers 31 -> 29
warriors 4 -> 0
phalanx 6 -> 5
archers 3 -> 1
legion 1 -> 1
musket 4 -> 3
rifle 0 -> 4
horse 1 -> 1(none)
elephant 3 -> 3
Crusaders 4 -> 5
Dragoons 0 -> 3
Ironclad 0 -> 1
Galleon 14 -> 0
Transport 0 -> 13
Diplomat 14 -> 15
Caravan 5 -> 1 (Food)
Freight 0 -> 2
Explorer 0 -> 1 (Bribed)