Ok, here we go again:
Turn 0 (300AD)
Look at science rate at 60% (+7gpt), Alphabet in 6 turns. Increase to 70% - Alphabet now in 5 turns (+1gpt). We currently have 48 gold net.
Swap citizen over in Guangzhou to produce 2 further hammers (and lose one extra food production in the process). City is already over health limit due to jungle so want to slow growth a little further. Rax change from 42 turns to 28 turns. Growth in 16 turns.
Nothing else I can see.
Turn 1 (310AD)
Whole lot of nothing happens. Alpha in 4 turns.
Take a close look at Barb city.
I agree with the fact that we may need to build up our troops first before attacking the city as look at one of the archers in the city (70% City Defense). Select HA and choose to heal for one turn to return to full strength. It should have enough HP to defeat either Archer attacking it (and is immune to Archer's first strike anyway). Leave promotion for later if necessary (either Combat I or Flanking I).
Turn 2 (320AD)
Nothing much happens again. HA fully healed. Swordsman joins HA on same square. Look at odds for HA to attack barb city:
Ouch! Fortity HA on spot for next turn to make decision to attack or not with Sword in tow.
2 workers finish on rice near Guangzhou. Make one build a road and the other moves north-east (Jungle-hill) towards GZ to continue the road to that city over the mountain (and we can mine it later if necessary). Same amount of turns whether we choose that hill or the forest due east.
Worker finishes cottage south of Beijing. Build a road.
3 turns to alphabet. Micromanage science rate back to 60% as can now get Alpha in 3 but with 7gpt. I know that that beakers carry over etc, but want the most gold for our coffers for the quickest research rate. Turn finished.
Turn 3 (330AD)
Sword active near barb city. Choose to promote it to City Raider I for 20% city attack bonus.
Slightly better than HA but HA has promotion still in hand (Combat I). I'd like another unit there for support just in case the pRNG decides to screw us as the odds are close. Fortify Sword for now. Barbs sitting in city eating raw hide and
![Pimp [pimp] [pimp]](/images/smilies/pimp.gif)
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Worker on hill near GZ set to build a road. Alpha in 2.
Turn 4 (340AD)
Nothing at all.
Turn 5 (350AD)
Alphabet is discovered. Science rate back to 70% (+1gpt). Metal Casting in 24 turns; Literature in 14 turns; Math(s) in 13 turns. Choose Metal Casting as workshops/Forges will come in handy for further production. Math(s) may be a good next tech as it leads to catapults and also currency in which we are going to need some markets. I laboured over this decision for about 10 minutes!
Worker finishes road on rice, moved SW towards Good Enough to continue roading. Worker on hill west of GZ finished roading but cannot move til next turn. Won't be long before all cities are connected.
Check deals with AIs. Only Caesar will trade. His Meditation technology for out Polytheism tech. Choose not to trade as we are giving away a possible wonder and we can research Med in 4 turns anyway.
Mansa is very pissed with us as he will not even allow us to propose a deal with him.
Turn 6 (360AD)
Beijing finishes Sword. Queue another Sword, due in 5 turns. GZ expands borders which takes in the horses further south.
Worker south of Beijing finishes road and moves west to next flood plain to start another cottage.
Worker at Shanghai finishes farm. In Shanghai, leave citizens working current tiles to get Sword out quick but may change after it is built to get some more growth (Pop: 3). Worker build road on same square.
Worker near GZ moves through GZ and onto farm. Roading again.
Archer from barb city moves along coastline south-west. Wonder where he is going? No sign of Monte or settlers as yet.
Turn 7 (370AD)
Barb turns north into onto cow and looks to be heading into our territory. Move Sword near barb city to intercept and will be stationed on hill (2.7 vs our 6.0). Our Sword from Beijing moves towards barb city to backup HA.
Turn 8 (380AD)
Archer attacks sword - my strategy worked perfectly. Sword wins (5.3/6.0 hps). And promotion pending (I'll leave for next player to decide). Set Sword to heal for 1 turn.
Shanghai finishes a Swordsman. Set to build a barracks (23 turns). Shanghai sword moves towards barb city too. Almost ready for a fight - it may be overkill but I don't take chances.
Saladin adopts Organised Religion.
Turn 9 (390AD)
Game pesters me to build a settler at GZ. Tell game to bugger off. Worker near there (on farm) finished road. Moved NE to continue road to Shanghai (skip Dye for now as we cannot use it at the moment).
Road completed to Good Enough. Worker moved to due-W of GE on hill for mine, as need more hammers there.
Swords queuing up to attack Barb city.
Worker moved from Shanghai's radius to south of Shanghai to complete road to southern cities.
Turn 10 (400AD)
Visited from Caesar; he wants to trade Poly for Meditation. Refuse deal as we don't necessarily need Meditation at the moment. Can always be traded on next players turns if need be. I just don't believe on essentially giving away technology unless we get something meaningful out of it (We can research Meditation in 4 turns if we want). No relations hit.
Workers start building last two sections of road to connect all cities.
Worker near GE starts a mine for hammer production.
Swords and HA are ready to attack barb city. I have fortified them all in readiness and some do have available promotions. After looking at all the odds of winning, I am hesitant to attack right now (mostly due to being last turn so I can shoulder the burdon to the next player

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Continued on next post...