Turn 0 -- 125AD: a. Change Rexington Falls to build a workboat (It wasn't until a few turns later that I see that Autoville is already making a workboat for RFalls ::THWAP:: (sound of me smacking forehead)
b. Assign a scientist in Pantload. Currency due in 10 turns.
c. Set Old Pholk's Home to grow. Oh, is that a grassland tile under the forest 2 tiles north of the city there? ::THWAP:: Should I maybe put a farm there some day? Could we actually grow this city and work some hammers at the same time? Why am I asking myself all these questions? Shouldn't I be playing the freakin' game, instead?
IBT: Empty Frency galley blocks our galley's path to Rheim. A French swordsman threatens our axeman outside of Rheims. I will heretofore refer to this swordsman as "ce batard."
Turn 1 -- 140AD: Move our axeman at Rheims to hilltop. Surely, he'll be safe there with defensive and melee bonuses. (heh, I'll nickname our axeman "Shirley.") From the hilltop, Shirley can see that Rheims is garrisoned by an archer and axeman -- should be a piece of cake. I unload our 2 axemen from the first galley north of Pantload to save them in case their ride gets sunk. I move our second galley to block the French galley. I assumed that galley was empty -- never noticed there were two axemen in it. ::THWAP:: Our Hindu missionary succeeds in converting Rexington Falls.
IBT: You guessed it -- Ce Batard kills Shirley. In an amazing uncharacteristic stroke of fortune, our 2nd galley successfully defends against the French galley's attack, sending it to an icy grave!!! A barbarian axeman is spotted north of Pantload.
Turn 2 -- 155AD: Green Dot finishes a courthouse, starts an axeman (and hopefully, not an axegirl named Shirley2). Worker starts a plains cottage at Autoville (the farm at Pholk's Home is gonna have to wait). I set the 2nd galley to heal (while the two still-unnoticed axemen on board play with Barbie dolls). ::THWAP:: Meanwhile, the 1st galley reloads the other two axemen and heads towards Rheims.
Turn 3 -- 170AD: Autoville builds a workboat

:THWAP:: ), starts on granary.
IBT: Barbarian axeman dies while attacking our axeMAN north of Pantload. Dat's what I'm tawkin' 'bout. arrrh arrrh arrrh (simian grunts). Hinduism spreads in Atlanta -- arrrh arrrh arrrh
Turn 4 -- 185AD: Green Dot completes axeman, starts Colossus (19 turns). Two axemen land on forested hill NE of Rheims. Surely, they'll be safe there.
IBT: A French archer approaches NW of our 2 axemen.
Turn 5 -- 200AD: Our axeman kills the archer. I promote the other archer with Combat I and cover the wounded archer with him. Surely, he'll provide force protection. Start chopping a jungle for a cottage at RexFalls. Start mining a grassland hill N of Pantload for a future city there.
IBT: Washington wants us to cancel deals with Cyrus, says he won't take it lightly that I refuse. Well, take it any way you can get it. Green Dot grows unhappy -- those fools, don't they realize this is a slave state???
Turn 6 -- 215AD: Pronmote our wounded axeman to CR I and move the pair back to the forested hill. Surely, they'll be safe there with terrain bonuses and Combat I promotion.
Turn 7 -- 230AD: Start chopping S of Green Dot for Colossus. 2 axeladies board a galley north of Pantload to head for Rheims.
IBT: Liz offers Archery plus 50g for Alphabet. Instead, I get Archery, Meditation and 50g for Metal Casting. I just hate trading away Alphabet. Nappy offers Peace Treaty if we give him Metal Casting. Faggedabouddit, Frenchy.
Turn 8 -- 245AD: Workboat arrives in RexFalls. Missionary named "Send Me To London" arrives in London and teaches Hinduism to them. (at least I can follow instructions, somewhat)
IBT: A second French swordsman approaches Rheims from the North (Ce Batard is still healing in the city).
Turn 9 -- 260AD: Combat I axeman kills the swordsman and reveals Jute a few tiles north of Rheims. I cover him with our partially healed CR I axeman. Surely, they'll be safe there. 2nd galley is healed and I finally notice the 2 axegirls playing with dolls. ::THWAP:: Send them to join the other two
on the way to Rheims.
IBT: Yeppers, both axemen die -- Ce Batard gets another Egyptian notch on his belt as does his axeman buddy whom I forgot was eating steroid pills with Ce Batard in Rheims. ::THWAP:: Another barbarian axeman shows up N of Pantload.
Turn 10 -- 275AD: Currency discovered, start researching Civil Service (19 turns @ 80%, -7g/turn -- 80% won't last long). Splimesylvania trains archer, starts another. Archer sent to garrison future city north of Pantload.
Turn 11 -- 290AD: Chop completed at Green Dot and I break out the whip -- 3 citizens die for their comrade's refusal to work.
Turn 12 -- 305AD: Start an archer at Green Dot after admiring the Colossus movie. We should request that Fireaxis place a replay button on the wonder screens. Four (count 'em) axesissies disembark on forested hill at Rheims.
IBT: Ce Batard kills an axegirlieboy on a friggin forested hill. Did I forget to promote them? ::THWAP::
Turn 13 -- 320AD: Splimesylvania trains an archer, starts library. Archer fortifies there, send warrior south to board galley and do some exploring. And now, to our conquest at Rheims: ::start sad background music:: CRII axekitten dies attacking archer. Axechick dies attacking axeman. Our remaining axeman, however, finally kills the badly wounded Ce Batard. The French will sing Ce Batard's praises in mourning for centuries to come, I'm sure.
Turn 14 -- 335AD: Green Dot trains an archer, starts a library. This frees a 2nd warrior up to board a galley and explore. I load the axeman who killed Ce Batard on a galley. I consider sending him to Pantload and having him bronzed.
Turn 15 -- 350AD:
Turn 16 -- 365AD:
Turn 17 -- 380AD: Pholk's Home builds a courthouse, start a granary. Autoville builds a granary, start an archer.
Turn 18 -- 395AD: Another axeman arrives at Rheims, just in time to kidnap a worker starting an iron mine. Load worker and send him to new city site north of Pantload.
IBT: Warrior kills an attacking barbarian warrior on island east of Pholk's Home. I left the times when he boarded and arrived there out of my notes. Washington gives us Construction and 90g in exchange for Mind Control (oh wait, MC stands for Metal Casting, right? -- can you tell I watched X-men last night? -- oh no, more questions?).
Turn 19 -- 400AD: I've given up on Rheims. Send bronzed axeman (promoted with CR I) and his worker-kidnapping buddy to Jute, instead.
Turn 20 -- 410AD: Pantload trains settler, start a catapult. Send settler north to waiting fortified archer (please, not the blue circle). Splimesville finishes library, start another cat. Mahavira (Great Prophet) is born in Pantload. I can't decide what to do with him (research Theology? construct Temple of Solomon in Splimesville? We founded Judaism? Where was I? ::THWAP:: ) so I send him east, instead.
One last question: Why does my head hurt?