Charis
Realms Beyond
An excellent turn, on many fronts! 
(Zed, I'm hoping/assuming he didn't cash in bowmen, but I was sure to make at least a few back when spearmen were the smarter choice. And yes, killing off something like a 1hp longbowman invader is about the only way he'll score a victory)
Glad too you hadn't seen the 'recon' report
> Inherited turn: I marvel at the veto that took place in regard to
> growing our cities. Charis says "to stay on max shields while
It wasn't so much a veto as a small detour. Those worker changes came around turn 6-7 just to get a few more shields in, it wasn't a full-turn veto. One reason was that I would hate to see us come into the modern age, with totally new priorities, and be stuck needing that aqeuduct but with only 8 shields done on it instead of 1/2 or 3/4 done.
> Almost every city in the north is thus reshuffled back to max
> food. I can at least get 10 turns of that in before the next veto.
hehe
> I also vetoed the wealth, and used all those cities to make
> replacements for the MASS of units I just disbanded to speed
good, this wasn't a plan as much as a 'best i can see for these last two or three turns'
> I melded workers into San Charisso, Elippi and Akkad.
One other reason I knew pushing shields vs food wouldn't kill us
> Embassies established.
What's the advantage of us doing the establishment rather than letting them pay for it? Not just for seeing their city? A diplo boost?
> We receive the following eighteen techs from the Library:
Woohoo! What a great laundry list!!
Gunpowder, Astronomy, Metallurgy, Democracy and Free Art from the GL, gotta love it!
> We broker to Zululand, bringing them nearly up to date for
> Saltpeter, Spices, RoP, and mucho moolah. Cuban people don't
> know what the heck to do with "luxury goods" -- they have
> never seen such things before.
Saltpeter???? woo!! In my OCC game, when you got a strategic resource for 20 turns, the entire production and cash focus shifted. You would only have that resource for a very short time and might not see it for another 100 turns. The KEY thing was to on turn 19 or 20, start something that required the resource. You can 'continue' building it although lacking, just can't choose to start something new that takes it.
Zero research for sure for now, perhaps whenever we have a key strat resource. Also good idea on Coastal fortress. Some musket are good, but fortunately riflemen don't need saltpeter, so unless we get invaded before then, total upgrade of all defenders isn't "primary".
> As of this point, "we have an average military", or better
that'll work! (especially on Emperor)
> I set all our interior cities on banks. Why banks? Because ...
Banks seem a good choice, science via banking
Those will stay unless a 'saltpeter' item needs to be made there first.
> Also, we NEED Wall Street, preferably asap.
Good point.
In position to build a wonder and Shakespeare is our best bet? Oh well. Let's go bust a cascade.
It will take me a while to adjust my thoughts to all the new techs and options available...
Charis

(Zed, I'm hoping/assuming he didn't cash in bowmen, but I was sure to make at least a few back when spearmen were the smarter choice. And yes, killing off something like a 1hp longbowman invader is about the only way he'll score a victory)
Glad too you hadn't seen the 'recon' report

> Inherited turn: I marvel at the veto that took place in regard to
> growing our cities. Charis says "to stay on max shields while
It wasn't so much a veto as a small detour. Those worker changes came around turn 6-7 just to get a few more shields in, it wasn't a full-turn veto. One reason was that I would hate to see us come into the modern age, with totally new priorities, and be stuck needing that aqeuduct but with only 8 shields done on it instead of 1/2 or 3/4 done.
> Almost every city in the north is thus reshuffled back to max
> food. I can at least get 10 turns of that in before the next veto.
hehe
> I also vetoed the wealth, and used all those cities to make
> replacements for the MASS of units I just disbanded to speed
good, this wasn't a plan as much as a 'best i can see for these last two or three turns'
> I melded workers into San Charisso, Elippi and Akkad.
One other reason I knew pushing shields vs food wouldn't kill us
> Embassies established.
What's the advantage of us doing the establishment rather than letting them pay for it? Not just for seeing their city? A diplo boost?
> We receive the following eighteen techs from the Library:
Woohoo! What a great laundry list!!

Gunpowder, Astronomy, Metallurgy, Democracy and Free Art from the GL, gotta love it!
> We broker to Zululand, bringing them nearly up to date for
> Saltpeter, Spices, RoP, and mucho moolah. Cuban people don't
> know what the heck to do with "luxury goods" -- they have
> never seen such things before.

Zero research for sure for now, perhaps whenever we have a key strat resource. Also good idea on Coastal fortress. Some musket are good, but fortunately riflemen don't need saltpeter, so unless we get invaded before then, total upgrade of all defenders isn't "primary".
> As of this point, "we have an average military", or better
that'll work! (especially on Emperor)
> I set all our interior cities on banks. Why banks? Because ...
Banks seem a good choice, science via banking

> Also, we NEED Wall Street, preferably asap.
Good point.
In position to build a wonder and Shakespeare is our best bet? Oh well. Let's go bust a cascade.

It will take me a while to adjust my thoughts to all the new techs and options available...
Charis