Turn 282
- review current status.
Turn 283:
- Corporation in, tech assembly line line (on way to plastics, plus the factories would be nice)
Cahokia: bureau > missionary
MM cahokia to bring in 3 scientists
Turn 284:
cahokia: missionary > missionary
newcastle: frigate > frigate
Turn 284:
london: intelligence agency > caravel
oxford: jail > grocer
mental note: need to put stock exchange in hastings & york to get most

and get 6 so we can build wall street
Turn 285:
steal physics from mao for 3775 (original price was > 8000!)
Turn 286:
cahokia: missionary > missionary
chaco canyon: jail > aquaduct
coventry: levee > observatory
Turn 287:
london: caravel > galleon
newcastle: frigate > frigate
Turn 288:
nottingham: kremlin > observatory (we will need these for laboratories, right?)
hastings: bureau > exchange
cahokia: missionary > spy (already 3 missionaries)
Turn 289:
london: galleon > galleon
york: agency > exchange
newcastle: frigate > frigate
Turn 290:
assembly line in, think about tech path, since we are behind in prereq's to plastic. Decide on order of: steel > railroad > combustion or electricity > electricity or combustion (whichever was not done in previous turn) > industrialism > plastics
nottingham: observatory > agency
cahokia: spy > spy
warwick: harbor > grocer
Turn 291:
toku makes peace with obsolete
cahokia: spy > spy
mound city: observatory > bureau
newcastle: frigate > frigate
oxford: grocer > aquaduct
Turn 292:
london: galleon > factory
coventry: observatory > harbor
Stopped here
Things of note:
- I built a couple galleons because they can carry 3 spies/missionaries instead of one. So long as we have OB with someone, that should be more efficient than caravels.
- We have some backfilling for techs to do in order to meet prereq's of upcoming techs. I choose steel/railroad next because have workers without anything to do, and once we get railroad, they can go nuts putting up a rail network
- other than that, pretty basic turn set. Typical for the push to a space race - just filling out infrastructure (factories, observatories, sec bureau's so the AI doesn't steal as many high level techs)
- not much else for techs to steal. However, I built a few spies that we can send out - if for no other reason than to have fun wreaking havok on the AI