Thanks Zargon!
Got it, played it, here's the report:
Start by having a look at the shrine situation. We've built 3 and need 4 more. Got 1 GP in hand. Given that, I do slot some temples into the queues on the fishy land bridge - ideally like to get those Prophets sooner rather than later. Can always bank em.
Everything looks lovely though - I really dig picking up games after Zargon - it's a pleasant experience!
IBT on the first turn, Alex cancels the Clam for Sugar deal - he's found his own clams - renegotiate with us giving him crabs. Oooer.
The stop fighting brothers of the faith goes through.
Turn 1 - rather uneventful.
Turn 2 - Steam Power comes in - decide to maximise our time before Sci Method as the AI's are amazingly backward - opt to persue railroad for faster missionary movement.
However we lack coal in our borders - fortunately a source is nearby. I line up a settler to claim it. Seven workers is not enough either, so I set about increasing that number substantially.
Turn 3 - we get an event - I choose to part with some money for more culture. Why not!
Turn 4 - result - we get another great prophet! 2 to go! The spy has built up a nice stationary bonus, so fire her at converting caeser to the true faith - works perfectly. Redistribute the EPs evenly again.
Turn 5 - Steel in - set for railroad.
Turn 6-8 - not a lot - some buildings finished. First Levee online. More workers. More missionaries. More monastries.
In turn 9, I found a new city - I know it's another place to have to spread religion, but coal is important!
IBT: Get this. Gives me a panic.
I abstain - it won't make anyone else more likely to win, but might make a loss for us less likely.
Turn 10 - Railroad in. Workers start railroading in 2 man teams.
Turn 11 - so nervous about the AP situation that I decided to play an extra turn. The result:
And this as well:
Summary.
We are 1 great prophet step closer to the shrine goal.
We have got a bigger workforce and some railroads going down.
We are 1 turn into Assembly line - some infantry and factorys seemed good. Working on the principle of having as many monastries as possible for the final religion spread. Feel free to veto.
Marked a spot that might be suitable for a National Park - if we want another city. With sids sushi, it'd grow like a weed.
There may be a missionary or two on automove - figured it was confusing to get them to the right place otherwise.
The economy in this game is insane - amazingly strong for a non violent game - I likes it!
Apologies for the extra turn, but I didn't want to hand off a game with that hanging over the next player.
The Save