And- The set's done. Here's what happened:
Summary:
-Lost 3 cities to culture flip, gained 2.
-got Flight and MT, at end of set, Radio is in 3.
-Other than that, nothing really important.
-Pre-Turn (1450 AD):
-everything looks great. There are quite a few citeis on wealth, but it produces a lot of gold, and they don't have anything better to produce anyway. Except diamond: It's growing at size 12, yet doesn't have a hospital, so I switch it to one.
IBT:
Zulu request an audience. It turns out to be LB Zulu, who want a WM trade. I decline, but I think what he said and what my adivsor said were very funny:
Tiny minds? Look who's talking!!
-schizomiddle culture flips to Pink Zulu
-ponyland: Cathedral->Harbor
-tugger: Cathedral->Harbor
-barbport: Cathedral->CF
Turn 1 (1455 AD):
-science decreased to 90%, MT still in 1.
IBT:
-a we give wines/they give furs agreement with Orange Zulu expires. The cost to extend it? 416 gold. Sure, I'll accept that! we can make way more than that per turn anyway!
-we get MT: set research to flight, due in 5 turns at 100%.
-front: Cathedral->Tank
-deer: Temple->Tank
-um-3: Uni->Tank
Turn 2 (1460 AD):
zzz
IBT:
-flipper: Cath->CF
-beatya: Cath->CF
-New Umfolozi 2 culture flips to us
Turn 3 (1465 AD):
-rename New Umfolozi 2 to "Schizolozi"
IBT:
-Amatikulu 2 culture flips to us. Since it has 14 citizens but 8 tiles, and will starve no matter what, I set it on Wealth and change half the citizens to scientists, and half to taxmen.
Turn 4 (1470 AD):
-I rename Amatikulu 2 to "schizotikulu"
-I decide to use ironworks as a tank factory. Switch to Tank.
IBT:
-Schizombe culture flips to Green Zulu
-ponyland: Harbor->CF
-ironworks: Tank->Tank
-beatya: CF->Arty
Turn 5 (1475 AD):
-science decreased to 90%, Flight still in 2.
IBT:
-Green Zulu asks us to move our troops (actually workers) away from schizombe. Sure Thing!
-schizofolozi culture flips to Yellow Zulu.
-diamond: Hospital->Tank
-ironworks: Tank->Tank
-flipper: CF->wealth
Turn 6 (1480 AD):
-A worker moved without me telling it to, so I think it's automated!
IBT:
-Yellow Zulu asks us to move our troops (actually workers) away from schizofolozi. Again, sure!
-we learn flight: set research to Radio. I keep it at 90%, since it's 6 turns at both 90% and 100%.
-front: Tank->fighter (we might need a few of these)
-ponyland: CF->Bomber (these would be nice too)
-grapes: Infantry->Tank
-ironworks: Tank->Tank
-kulu riots
Turn 7 (1485 AD):
-solve problem of Kulu'c riot with taxman
-I can manually move the "automated" worker, so I guess it was just a misclick by me a few turns ago.
IBT:
-ironworks: Tank->Tank
Turn 8 (1490 AD):
-I did what I should have done last turn: I rush airports in all our remote cities. I then switch ironworks to airport, which finishes in 1 turn anyway. However, it cost 3624 gold.
I did this to be able to airlift units to and from our different "terrirories", but mainly so I could get workers there, as they have nothing left to do in our home "territory" except clear jungle (which I've assigned a couple of worker teams to do...

)
IBT:
-matikulu, remote, omtata gulf, ombabwe, undi, lozi, tikulu, otombe: Airport->Wealth
-ironworks: Airport->Tank
Turn 9 (1495 AD):
-32 workers in Ironworks, 8 remote cities, 4 workers per remote city. Of course, then I discover you can't airlift workers!!!
![Pissed [pissed] [pissed]](/images/smilies/pissed.gif)
Oh well, Jungle clearing it is, I guess.
IBT:
-diamond: Tank->Sub (we have no navy at all and might need one)
-ironworks: Tank->Tank
-spices: Uni->Tank
-banago: Cathedral->Tank
-we lost our supplies of dyes and oil
Turn 10 (1500 AD):
-I am going to stop now, even though there are still worker turns to do.
Notes:
-I left all the Tanks I built so far in a stack outside ironworks.
-Find something for our workers to do!!
-Minimap, with cities that culture flipped from us in Red, and to us in Blue:
-Our U.N. Opponent is currently Pink Zulu, but Orange isn't far behind. In fact, on turn 4, they were ahead of Pink in Land area.
-according to mapstat, we don't need such a big garrison in ironworks anymore:
-Also, I checked the trading screens at 1490 AD and 1500 AD for an explanation on the dyes/oil message. This doesn't make any sense:
-I reccomend you set ironworks on the prebuild after it finishes another Tank or two, and revolt as soon as you get radio.
-If all goes well, this game will only last one or two more sets.
Here's the
save.