IT, 10AD:
I'm going to go over every city and try and figure out what the priorities for each one are in terms of builds and improvements. Let's see...
London already has all of its improvements as we can't workshop the plains yet anyway. And it's busy with GL this turn and NE immediately afterwards, so I can move on.
York has just received a chop into the worker build. That grassland can use a farm since it has a lot of growing to do. But all that food can support some specialists, so a library next makes sense. After we switch to OR I want to whip out some missionaries here as well.
Speaking of which, I'll revolt to OR once Music is in. Since we're competing with Sury I don't want to waste a turn in anarchy.
GLHCheese - after the lighthouse a quick warrior to take care of that unhappy face, then a library for specialists.
Nottingham needs two more mines and then it can pump out units for HR duty or defense. So finish library > units.
Hastings - lighthouse > library again. No desperate need for more improvements I think, since it can hire some scientists after the library.
Coventry can go with a lighthouse once the granary is finished as it doesn't have a lot of food unless it borrows the corn from Canterbury.
In Canterbury I'm going to switch from a lighthouse to a workboat to get the clams up. Then a granary and the lighthouse afterwards.
And finally we have Marble. Switch this from a library to a granary. Need to get a worker up here to hook up the fur for even more happiness. And trade opportunities. We might possibly have a monopoly on fur actually.
I also want two more settlers and hopefully more workers during this set somewhere. I'll see where I can slip them into the builds.
Now that this is out of the way, I send Marble's garrisoned archer north to discover what's out there in the fog. The archer stationed south of Marble clears up the fog near the coast and finds this:
Lame. Might have to rethink the workboat build in Canterbury. I'll put one turn into it to see where the barbs are headed, maybe they're more interested in going back to Gilga's isthmus (yeah, probably not).
Slider to 100%, Music in 8 turns.
25AD:
We have built a Great Library in London:
And the barbs head back to Gilga:
Didn't expect that at all. Nice of them. Except I just noticed... they can actually still get to our coastline even by going in that direction. Gilga does have a workboat near Canterbury and it's possible they are chasing him. Don't want them to stop and kill off our clams or anything. I send the galley near Nottingham towards York's clams in case the barbs continue down our coastline instead of Gilga's.
Nottingham whips the library and I send a worker up north towards Marble. A Great Spy has been born in a far away land, certainly Greece.
40AD:
Catherine offers Calender for Literature and 390g, and Gilga offers Currency for Literature and 420g. We need our gold though, deficit research and all. So nope.
GLHCheese whips the lighthouse and York starts a library. Pericles uses his Spy for a golden age. Barb galley disappears into the fog.
55AD:
We get a Great Scientist who goes to sleep. Kublai has settled the silver spot:
70AD:
Not much happens.
85AD:
Gilgamesh converts to Judaism. Awesome. Also noticed just now that Coventry could really use a monument, so I switch to that from a granary. I whip the workboat in Canterbury cause the barbs seem to have vanished. No doubt they will show up next turn and make me regret this decision.
100AD:
Gilga asks for Literature but is denied. We can handle the -1 hit. Colossus is built somewhere. Lighthouse is destroyed in York:
I guess I'll re-build it before finishing the library.
115AD:
We really could use some roads to connect our cities. A warrior from Nottingham to London would take eight turns to get there at the moment. A worker has just finished pasturing the cows in Canterbury so I'll have him work on a road network while the others do more important stuff.
Haven't even started on more settlers yet... London is almost at happy cap so it can do that after finishing the NE.
130AD:
Music is in and we get the Great Artist. MoM built somewhere. Give Literature to Kublai for 130g. Here's the tech screen at the moment:
Based on this I decide to tech Drama next. It will open up the Philo bulb which will then let us backfill for everything the others have: Currency, Compass, CoL, MC, etc.
But first let's revolt to Organized Religion.
145AD:
Actually we might not need to go with Drama. Let's see. Going to give Music to Kublai for Metal Casting first, as it's the most valuable of all the techs we can trade for at the moment. Then I give it to Catherine for Currency and 150g (she got Lit inbetween turns, guessing from Kublai), and to Pericles for Calender.
Then I realize I was stupid to take Currency instead of CoL from Catherine, cause now I can't bulb Philo immediately. I have to wait a turn until I can give Music to Gilga for CoL (he's the only one left who will trade it), and I even need to give him Literature first to open up the trade. For 20g. :\ Ah well.
I will turn down the slider to 0% so as not to waste a turn on any tech and hope that next turn we can still do Music for CoL with Gilgamesh.
160AD:
Yes, still possible and he'll throw in 70g for it too. Cool. I promptly bulb Philo and Taoism is founded in Hastings. Civil Service next but I'll spend some turns at 0% first to collect enough gold.
175AD:
Not much. A Jewish missionary heads out of York to London... if he succeeds I will whip the NE next turn... we'll only lose a couple of water tiles anyway.
190AD:
Ugh, stupid worthless missionary.
205AD:
We meet Willem:
Oh yeah, now I recall Meatbuster did say there are 7 AIs in the game. He's Christian but no one's worst enemy at the moment. I open borders.
220AD:
I give Sury our extra clams for 6gpt. He's no one's worst enemy so hopefully no one requests that we cancel deals with him. Besides we already have open borders anyway.
We have enough gold to finish CS in 9 turns. Our new missionary succeeds in spreading Judaism in London and I also spread Taoism there immediately afterwards with the free missionary that we got. NE in 3 turns now so no point in whipping it.
235AD:
Nottingham finally grows enough to be able to start on a settler. But look at this:
TWO settlers. And he has nowhere to settle but right on our isthmus. Reason enough to stop here, I think, though it's not like we can do anything to stop him. My guess is he's going to settle right on the iron (he's got a swordsman sitting there), blocking our direct land access to Marble in case we close borders. Maybe we should go to war earlier than redcoats? Elepults?
Kind of bummed out that I didn't even start any settlers until the very last turn. Overall not much was really accomplished in this set in terms of builds. Oh well. At least we got a few techs.