Turn log continued
650AD
Take Corinth - this time redline all 3 hops with trebs - vLB d Hop, vLB d Hop, vLB d Hop, vLB d LB (18-3) - we own the useless GLib
IT renew trade with Rome - get furs, wool, WM & 37g for dyes, wine & Physics -> lux to zero
Magnetism -> ToG
Rome builds SoZ

scary, they might get 2 or 3 ACs
660AD
Take Pharsolos - vLB d Hop, vLB l to Hop, vHorse l to Hop (promotes), vLB d vHop (20-5) - the final tally of this turn set
Peace with Greeks for Rhodes, Thessalonika, 2gpt & 4g
Assess carefully at Greek island situation.
- they have no iron nor salt
- we have 20 turns to buy an army capable of taking their remaining 4 cities, cash rushing a LB every second turn in both cities will cost 3120g giving 20LBs (I later amended this to purchase rax so they could be vets - may want to consider mixed army with perhaps 10LBs, 2 spears and 6 trebs which will be 400g cheaper).
- hoped Romans didnt suddenly decide to land a stack adjacent like Vikings did - esp as they owe us 127gpt
- when next we attack Greece we should still be facing Hops and LBs.
670AD
Next moves are all the same - mass irrigate the north, ICS cities (left LBs fortified in potential city sites), MM every city every turn

(takes forever, but I'm sure doing this in my COTM games would improve the outcome - just not a lot of fun) - used civ assist to ID any city wasting food -> extra scientist
IT - Rome builds Sistine
680AD
zzz
IT - GA ends
690AD
Change MM for post GA production
IT - ToG -> Steam Power -> into IA
only able to do 5 turn research on 100% science with 73 scientists
700AD
zzz
IT - Trade Rome silks, 55gpt, 39g, WM for gems & metallurgy
710AD
zzz
Have many workers (will need lots for RRing shortly). Decide to switch new builds to knights as pre build for tanks and helis. This can be reversed if consensus is we need to do different (currently have 44 native and 17 slave workers).
Decide to cash rush rax in Greek Is towns as 1 less LB worth it if most LBs are vets - should have done this first
720AD
zzz
730AD
zzz
740AD
zzz
IT - Steam Power (we have coal) -> Industrialisation
- scand galley approaching 05 in SW -> 02 & 04 start knight build (can switch to factory ik Vikings dont attack.
- Japan completes Leo's
750AD
Upgrade horse in 01 to knight - I am concerned about an amphibious attack on 05 with nearly 400 shields in prebuild, but Vike galley went S along our coast.
The lonely worker on an unimproved mountain in the SW was a mismove
The Great Northern RR is under construction and RRing core has commenced (01 should be first priority) - mainly need to RR mines, although 08 is short a food and 04 could utilise a fourth mountain if irr is railed.
We have still a minimal defence in our core - should be OK in 5-6 turns with RR and a few knight builds
? should we protect our coastal core towns with 2 muskets and 2LB each to foil zerks - I would hate to lose the valuable infrastructure there.
Research rate requires adjusting - at 100% we can research Industrialisation in 4 turns.
I have MM towns but feel free to adjust as see fit
This was a marathon 7 hour session from me - sorry it took so long to get written up
Roster
IstariAsuka - up
Symphony D - waiting
Own - are you able to play next round?
Abegweit
Andronicus - just played - taking holiday 24/9-2/10