I am going to post my notes raw. I just about killed us with all the losses on my watch. Half stupidity and half the RNG's. I am going to have to go and find some cute furry things to sacrifice to the RNG's. I am also stopping one turn early because you guys cannot afford me.
Rodent - you have no idea of how destructive I can be without even trying.
350BC
NBC-send Warrior to take out barb-promotes -on barb hunting now
Trondheim - Spear completes -> Sword->Cat
Berger : sword completes -settler in 5
Spamalot - change Cat to worker in 3/grow in 3
@Lahore: Bloodbath stikes -kills rSpear at redline but promotes-yellow(2/5hp)
Ferguson kills rSpear->promotes 4/5hp
direct archers towards Madras but will not go into zone until Swords heal
Lahore destroyed - 12 gold
Galley 01 sent to 1st ch. point
Galley 02 sent to explore Indian coast as no chaining is in place yet- spot Karachi (size 2 with R spear defending)
rSpear)
Send Fishy and Algernon to Madras
IBT some workers run into Madras - no Indian counter attacks
330BC
Algernon kills rSpear- (3/5hp)
Fishy attacks and dies (rspear does not promote
Curragh rounds Wonsan cape to map our closer borderBus Stop finishes Cat (sent to Trond) ->
settler in 10/grow in 7
IBT---nada
310BC
Move troops to Madras
workers work
Swords continue to heal
There is a dyes on the river/coast w/fish due S of Lahore's location it is a jungle area but it might be a good spot to grab.
Sugar Hill - Sword finishes -settler in 10/grow in 6... might want that to become an Archer then worker
Spamalot worker completes -> barracks in 20 could be a waste of time as it is already 50% corrupt
Barb camp spotted in western mtns.
Load V-sword in galley - move to chain point1
Warrior fortifies on next city location - near tundra but close for connections and grassland as well
Construction in 1 change slider to 50% -- 74gold +3gpt
IBT some korean workers move
290BC or 270 BC
I have no idea what happened here or there... I hate this!!!!!!!
Archer attacks rSpear in Madras -dies and promotes spear
Archer attacks and dies
Archer attacks and dies
The ship chain doesn't make a lot of sense as I would have to wait an entire turn after moving 2 squares to be able to move the swords to the next ship I just sail past and will land at OC
next turn. When we are attacking further to the west it will work
Construction completes Monarchy in 11 w/ -8gpt at 100% science while we can - need to watch this
IBT
Trondheim riots - too crowded switch cat to worker
Bergen riots - too crowded
Twofer Town riots... too crowded...whatever
250BC
Discovered the river that was hidden by jungle - doesn't matter another archer dies when not across river.
archer pillages dyes at Madras (I did warn y'all that the RNG's hate me big time.)
3 archers left - Wake healed Algernon and send him to Madras
Drop Vswords at Karachi
Elite Sam kills barb warrior (2/5hp remain)
the Mayans complete The Oracle.
IBT
Barb approaches our southern territory
Indians do nothing
230BC
Trond still in disorder - worker built (had the shields in the box from) switch to settler and
send worker to form worker pair, I should have built them sooner but I was concentrating on combat units instead of controlling growth.
VSword attacks rSpear and wins/promotes->3/5hp (archer takes shot - it was so quick I did not see his level)
VSword attacks next r spear - dies. spear @2/3hp but does not promote
Disperse Western barb camp 25 gold founds a new Chair at our Pointy Stick University.
Sam retreats to heal
IBT Babylon drops off Vwarrior near Sacred Cow - comes from east of course
India sends 2 R warriors to Sacred Cow from SW
Archer from Karachi attacks our sword - dies and our sword promotes to elite (3/5hp)
210BC
Redirect swords to deal with warrior infestation
Bloodbath takes out V.war. (3/5hp)
Ferguson takes out 1 Indian R.War (4/5hp)
send rGalley 02 to attack Bab galley- sink it but no promotion
Drop off cat and sword outside Karachi
Try to send Galley 04 back to chain location but did not check movement- stopped in sea sq. ---let's hope our seafaring trait will save us.
Archers are just fortified outside Madras. we need someone else to fix this mess.
I did do a quick check on CA II and switching to monarchy will cost us -28 gpt -> 20 gpt for unit costs alone. However we will have it available if we ever get production going at home.
Archer continues to clear barb camp (now 3/5 hp)
barb warrior attacks (southern) dies, no promotion for our R war.
move two workers to Bus Stop to speed up connections
Found
Thermals - worker in 10/ grows in 10
Send Settler from Bergen to Bus Stop in anticipation of founding a city 3 tiles SE of Bus Stop (on plains tile to save grass tile.) Will move wounded warrior to that spot to heal. I think
we need to start claiming that area soon.
A quick check of the histograph shows us to be as powerful as most
MAd. says
compared to India - Strong (even after I decimated our forces)
Compared to Babylon - Strong
Compared to Ottomans - Average
Compared to Koreans --Strong
IBT
India Rwar attacks and kills Bloodbath ->promotes
Barb galley approaches our curragh
our Galley does die in trecherous waters (I warned y'all)
190BC
curragh attacks barb - wins no promotion
bombard Karachi- fails
Archer clears barb camp 25 gold ( another Chair is founded in our P.S.U.)
Morning Mood completes worker starts another - we are going to have to secure that city soon as a barb uprising will strike there fer shure.
New sword attacks R spear in Karachi - he's dead too.(not a mark on the spear) Have 3/5 sword protecting our only Cat.
Send Galley 02 back to his position in the chain
Handing it over - I have killed enough of our people for 100 turns.
Research: Monarchy in 10
Economy: 95 gold, -8 gpt (we can still afford full science if we wish)
Government: Despotism
City Builds:
Trondheim (7): settler in 2, grows in 10.
Bergen (4): spear in 4, grows in 4.
Twofer Town(2) settler in 3, no growth (undefended ).
Champion City (2): Spear in 7, grows in 5.
Nice Brown City(2) Vspear in 2, grows in 6.
Sugar Hill (2): settler in 5, grows in 1.
Hooray!(2): Vsword in 6, No growth.
Bus Stop (3) settler in 4, grow in 1.
Sapamalot (1): Rax in 15, grow in 5.
Morning Mood(1) Worker in 10, grow in 10. (undefended)
Sacred Cow [O.C.] (1): barracks in 11, grows in 5
Thermals (1): worker in 10 grows in 10
Military:
Barracks- 6
Rax builds - 2
No Rax cities - 6
Settler 01 - 4 in production I think
Workers 12 - 1 in production
Warrior 12
Cats-Arty 01
Archers 04 (lost 5 of them

)
Swords 02 - 1 in production (lost 3 of them)
Spears 02 - 3 in production
Curragh 01
Galleys 03
As I have mentioned before; I find it very difficult to prepare these reports in this little space so if you have any questions please ask.
Is there anything you want to see in a pic. I have some but don't know which to post.