[After even more feedback, all of which was useful]
Raise science to 90%, luxuries at 10%.
StF is fine, Oporto still cranky.
Hire a geek in Oporto. zero growth.
Didn't think about Lisbon hiring a geek. Do so now.
KZ's worker due in 2.
SW of KZ, wake a worker than can move and send him towards Ozzy.
Wake two more, one to road the marsh, the other to begin to forest the mined BG NW of KZ.
Hit Enter.
[IBT]
Longbow kills our Mace in France (9 of 18).
French galley moves to zyxy's blue dot.
Iroquois want to talk. We do not.
Bad News
Spain and Maya make peace.
06 310 AD
Operation Torch
The French galley actually works to our advantage by occupying zyxy's Blue Dot.
Zecond Wave and Righteouz Flamez can end their moves 1NW of the galley, which means their units will unload not due E of Orleans but 1NE of it, and out of range of first turn attacks from Paris by Longbows.
These two ships move SW (ocean/1 MP), W (ocean/2 MP), W (sea/4 MP), W (ocean/5 MP), W (ocean/6 MP), W (ocean/7 MP), NW (ocean/8 MP) and W (sea/9+ MP), ending 2E and 1NE of Orleans.
Pillager1 and Deadly Flamez move W (ocean/1 MP), W (ocean/2 MP), W (sea/4 MP), W (coast/7 MP) and W (coast/9+ MP)
Pillager2 and Shot-Dark move E (coast/3 MP) and SE (coast/6 MP).
ReturnOTPP sails S (sea/2 MP), S (ocean/3 MP), S (ocean/4 MP), SE (ocean/5 MP), E (sea/7 MP) and E (coast/9+ MP), 2 W of Orleans.
Pillager2 and Shot-Dark unload 5 units (2 AC, 2 Knights and a Mace).
Both sail E (sea/8 MP) and pick up 3 Maces each.
Both sail W (coast/9+ MP) and unload 6 Maces.
Deadly Flamez and Pillager1 unload their units, 1 AC and 5 Maces.
???
One of the Maces loaded into these boats was redlined from Old India. I thought it would heal on the trip overseas, but both turns ended in Spanish waters, which I overlooked, and so it did not heal. Let's hope we don't need that Mace.
ReturnOTPP unloads its three units, an AC and 2 Mace. A Longbow and Pike are in the forest to the SW.
So NE of Orleans are 17 units; W of Orleans are 3 units.
France
Old India
Spice irrigation completes.
GB works that spice.
Those two slaves move W onto a BG, to mine and road.
Old Japan
Name on active worker Marshwiggle; he goes to make a marsh road (W and N).
Name the other active worker Johny Appleseed; he moves N to start a forest.
Move a worker (Ozzy Pop 12) into Ozzy, join next turn.
Add a worker to Ozzy, now at size 11.
Move 4 workers to Theo, will enter and join next turn.
Four slaves NW of StF head to KZ, several turns to get there.
Smurkz
Hit the space bar by accident and Pink Panther stays at sea for an extra turn; has 3 Maces headed to Old India.
PPSA sails N (coast/3 MP) and NW (coast/3 MP), in place to pick up the Mace in FS next turn.
Trading
Get the Mayas to another MA vs. Spain for no cost.
Maya declare war on Spain (again).
Sell Monarchy to Zulu for 3 of 3 gold.
Almost sell Monarchy to Vikings for 2 gpt, until I see that we have no trade routes with the Vikiings.
Our MA expires this IBT, so we'll keep Monarchy back for one turn, in case we need bait for the MA.
Now I regret selling Monarchy to Zulu; it makes it that much easier for the Vikings to learn it.
Won't sell anymore this turn.
The Orleans Battlegrounds 310 AD
[IBT]
On the west side of Orleans, we lose our AC to that pesky Longbow (9 of 19).
On the east side of Orleans, some Crusaders show up. A Longbow dies to our Knight (10 of 20).
Kommando Zentral worker -> worker, 2 turns.
Furzt Smurkz vMace -> vMace, 2 turns.
Ozzy Smurkz vMace -> vMace, 5 turns.
07 320 AD
France
Old India
Two slaves begin mine on BG SW and S of GB (6 turns).
Two slaves begin to road the grassland S of Lisbon (3 turns).
Old Japan
Add Ozzy Pop 12 (worker) to Ozzy, now at size 12.
New Mace in Ozzy moves northward.
Add four workers to Theo, now at size 12.
Marshwiggle begins marsh road, only 6 turns.
Forest did not complete SW of KZ. Four workers still there.
New worker from KZ move SW to add to and hopefully complete the forest. And he does.
PPSA, with one Mace already aboard, moves NE (sea/2 MP) and NE (coast/5MP) and waits.
New vAC in StF loads.
Forest chopping slaves begin mine 2NW of StF (3 turns).
Smurkz
New Mace tries to boards PPSA, but my finger slipped.
Elsewhere
Pink Panther N (sea 2/MP), N (ocean/3 MP), NW (sea/5 MP) and W (coast/8 MP) and unloads 3 Maces.
Moves E (sea/9+ MP).
Battle of Orleans
vMace vs. vPike, Pike wins (10 of 21).
vMace vs. vPike, Pike wins (10 of 22).
vMace vs. vPike, Mace wins (11 of 23).
vMace vs. vPike, Mace wins (12 of 24).
vMace vs. vPike 3/4, Mace wins (13 of 25).
vMace vs. vSpear, Mace wins (14 of 26).
eMace vs. vPike 2/4, Mace wins but does not promote (15 of 27).
Good News
And Orleans is ours!
Orleans has 10 resisters (no surprise).
Change the clown to a geek.
We liberate 1 Viking slave.
Orleans lacks a barracks, but has a harbor and market.
[IBT]
The turn is not finished, but it is too late for me to continue, so I'll pass it on at this point. Two fumbel finger mistakes and a bunch of typos convince me to end this turnset and go to bed.
Some units and workers can still be moved.
There is a Crusader SE of Orleans protected by a Pike. I think it is a new arrival from Paris and not part of the New York wrecking crew.
We have two slaves to capture just S of Orleans.
No Knights or Horseman attacked us after we invaded, so the Horses are still unconnected. Or Paris is still building Copernicus' Observatory, which is just as good.
Only Pink Panther has used all its movement. PPSA has some left; the other caravels have not moved yet.
We have six caravels off the east coast of France and in theory we could ship chain 6 units at a time. We just need to have 6 units ready to ship.
I don't see a way to ship chain from Smurkz and Old Japan to Old India. This route has three end points: Smurkz for FS, Old Japan for StF and Ozzy and Old India to unload. This may work better as a loop (Smurkz -> Old Japan -> Old India) than a straight line ship chain, which has only two end points.
And the save is
>>HERE<<.