Wonderfull times or Three in a row
@AndrewN: adready done!
Heres the log:
Preturn check:
Universal Suffrage done in 10 turns.
Scientific Method done in 9 turns.
Two SGL sitting ready for action.
Seems like i will build 3 wonders in 20 turns, Thanks Grimjack!
I'am slightly worried by the mood of our neigbour india. I think i will be a little bit generous and gift him our WM and 100gp. Don't hurts us much. We cant build military for the next 12 turns at least.
I also buy spices from him for 50gp (No, not gpt, only 50 gp

) He is gracious with us!
Do some WM trading
Hit enter
1 - 1360AD railroad further
IBT - India completes Smith Trading Company in Delhi
Portuguese are building JS Bachs
The Koreans too
2 - 1365AD zzzz
IBT - iron lost
3 - 1370AD make a new iron deal with wang. Iron for 300gp.
Worker continue railroading
Railroading already shows its merits. US is one turn faster, on par with Scientific Method
IBT Hammurabi comes and demand Magsetism. Well, take it. You're far behind anyway.
4 - 1375AD zzzz
5 - 1380AD continue RR
6 - 1385AD zzzz
7 - 1390AD continue RR, science to 50, still in shedule
IBT - pollution on a food square.
8 - 1395AD zzzz
IBT Scientific Methode comes in, i set research toward electronics, tech to 0%
US is build -> hmmm, JS Bachs is still availiable. It adds three times as much culture as hoover.
However it would save us only 3 turns from the nearly 100 we have to go. But getting Bachs and ToE now and Hoover in ~30 turns it would save us ~5 turns in total. And we have some time to build a rifleman each two rounds. And Hoover won't get us much in terms of production since most units we want to build cost 80, and hoover won't give us the additional 38. So i decide to go for Bachs first and then ToE. We loose a turn on research, but this shouldn't be a problem
The people love us, i start a new wing, and some pillars.
9 - 1400AD Gemnius has a brilliant idea how to speed up the build of JSBachs
continue RR
IBT Inca want trade their WM for our WM and Theory of Grav. I trade our WM for their TM
JS Bachs completes. Now ToE is next
10 - 1405AD Empedocles of Acragas has also a genius idea for wonder speedup. Go on, lad!
IBT India wants a MMP and and RoP. I gift him our WM instead.
The ToE comes in, and with it Atomic Theory and Electronics. I set reseach to Rep.Parts with 80% done i 10 turns.
Start building rifleman (At last some defence)
The people love us even more, i add the penthouse
11 - 1410AD continue RR
IBT Korea comes and ask for a MMP and RoP. Here's our WM.
12 - 1415AD zzzz
IBT Aztecs declare war on the Inca
The coal deal with the aztecs runs out
13 - 1420AD We have our first rifleman. Soon we will be able to defend ourself! I order another one.
I buy coal for the next 20 turns for 200gp. Talk about cheap special offers.
Order worker to pick up some litter.
14 - 1425AD zzzz
15 - 1430AD rifleman->rifleman
IBT Korea and Aztecs sign against Inca.
16 - 1435AD zzzz
17 - 1440AD rifleman->rifleman
worker continue RR
science 70%
18 - 1445AD zzzz
IBT Aztecs want a MMP and RoP with us. They seem to be impressed by our 3 rifleman. How about a WM?
Portugal and India signed against Korea. I like this. Keeps them busy

And the tech pace low.
19 - 1450AD rifleman->rifleman
continue RR
IBT - The spices deal with india runs out
20 - 1455AD
I buy spices from india for 100gp. We don't need them, but it greatly improves their attidute towards us. Also i think the AI have a quite good reputaion this far and maybe want to keep it this way.
We should have at least one deal with every big one all the time. Keeps them happy and its real cheap.
Science to 60%
Notes for the next one:
We get a rifleman and Rep.Parts next turn. We than have a whopping military of 5 rifleman, 2 knights and a spearman. We should build at least 5 artillery before anything else. I doubt we have rubber inside our territory, and we won't be able to trade for it a long time (hopefully)
We can continue building militay -> guerillas, artillery and some rifleman (for the time we get rubber)
We also can build the Hoover Dam, but it would save us only ~2 turns in total, and the production bonus wont be really significant (we make 45 shields at the moment, need 80 for one turn military units)
Military seems more usefull at this stage of the game. We can support ~160 units with no research (and have time build ~40-50), so money should not be a problem.
I didn't traded any tech. It just wasn't needed.
Should be easy to bring it at home from now on.
The
SAVE