Welcome to term 8. I start this same way as I did term 7. I have made copy of current world (turn 140) in world builder and played 20 turns in it. That world does not contain rival civs. It has some minor flaws, no foreign trade routes etc. Two important buildings in term 8 are National Epic and Globe Theater. NE is to be built in Hello and GT in Aloha. Primary infrastructure in rest of cities should be near finished after term 8 ends. Fishing villages will get Lighthouse and Library. Core cities get Forge and Barracks. All cities get Granary and Theater. Science is slow going. Without tech trades we learn HBR in turn 4, Nationalism in turn 23 and Military Tradition in turn 40. I have a few tricks up my sleeve to increase science rate. We could try to create 1-3 Great Artists to lightbulb Nationalism/MT. Mainly I would create them in National Epic city Hello. May I remind that trend is to put us towards production/military power, and so I'm doing. If there is any opposition against this tendency say that now or be silent at least until term 8 ends. Spoiler autolog result: : Turn 1 Research begun: Horseback Riding Ciao finishes: Granary Turn 2 Ciao begins: Theatre Hello finishes: Longbowman Turn 3 Hello begins: Granary Turn 4 Tech learned: Horseback Riding Privet's borders expand Turn 5 Research begun: Nationalism Hej begins: Catapult Hej finishes: Forge Turn 6 Kia Ora finishes: Library Hello finishes: Granary Turn 7 Kia Ora begins: Lighthouse Hello begins: National Epic Guten Tag grows: 4 Hej grows: 6 Konnichi wa grows: 4 Aloha grows: 10 Turn 8 Turn 9 Hej begins: Catapult Konnichi wa begins: Lighthouse Hej begins: Catapult Hej finishes: Catapult Konnichi wa finishes: Granary Ciao finishes: Theatre Turn 10 Ciao begins: Lighthouse Guten Tag finishes: Forge Kia Ora grows: 5 Kia Ora's borders expand Hello grows: 7 Privet grows: 4 Turn 11 Guten Tag begins: Barracks Hej grows: 7 Turn 12 Guten Tag grows: 5 Ciao grows: 3 Turn 13 Guten Tag finishes: Barracks Hej finishes: Catapult Konnichi wa grows: 3 Turn 14 Guten Tag begins: Catapult Hej begins: Settler Guten Tag's borders expand Turn 15 Aloha finishes: Globe Theatre Hello grows: 8 Privet grows: 5 Turn 16 Aloha begins: Lighthouse Kia Ora grows: 6 Kia Ora finishes: Lighthouse Turn 17 Kia Ora begins: Barracks Guten Tag grows: 6 Guten Tag finishes: Catapult Turn 18 Guten Tag begins: Worker Konnichi wa grows: 4 Konnichi wa finishes: Lighthouse Aloha finishes: Lighthouse Turn 19 Konnichi wa begins: Theatre Aloha begins: Barracks Hej finishes: Settler Kia Ora grows: 7 Aloha grows: 11 Ciao grows: 4 Ciao's borders expand Turn 20 Hej begins: Granary Guten Tag finishes: Worker Hello finishes: National Epic Estimated demographics in turn 160.