Turn Log:
Turn 0 (1345 A.D.)
Play with the specialists in the cities with size 1 pop that were currently specialists, changing them to engineers to get the culture builds done faster. Decide to do an in-depth look at our military, and upgrade both of our cannon's to artillery. We have multiple AA units lying around that I don't think its worth the upgrade costs to guerillas/cavalry, so decide to make a post to determine their fate. From the response to the post I decide to use the 1 in 1 out rule on disbanding them. I check all of our temple builds as per other response to the post and change the hopelessly corrupt cities that aren't on the border to farm configuration and start them on bombers/harbors as appropriate.
Turn 1 (1350 A.D.)
Pollution hits Bedeville, but is instantly cleaned up by a nearby gang of six workers. Also discover some pollution around Clever Springs and clean that up immediately too. Shuffle some units that were outside of cities into the cities along the babylonian border to minimize fliprisk.
Turn 2 (1355 A.D.)
Mayhem City builds bomber, start it on BF medicine due in 10, if Hammi the facist decides to go into war mode it will be a nice bonus and all that Mayhem City really has to build is units anyway. VV finishes factory, start stock exchange for the commerce, Onnotare finishes harbor, start it on bomber since its basically a farm town and change the engineer that was in there to a taxman for a little more cash. Operation jungle chop is now in full swing. Since our massive gpt trade with persia expired, and both persia and hammi have cash but no oil I trade flight to hammi for 1010 gold, WM, TM, and 146 gpt, then sell it to persia for 28 gpt, WM, TM, and 8 gold. We now have all the money in the world and are 2 turns from being complete tech leader again
Turn 3 (1360 A.D.)
Start Bedeville on a bank to get some more maintinence free commerce. HB finishes stock exchange, starts infantry (we only have 33, which I don't think will be enough in case of a hammi sneak attack), Clever Springs finishes army, starts a bank for more free commerce, Cronetown finishes stock exchange, starts infantry, Lurkersville finishes factory, starts bank. We get a palace expansion, only need 2 more now to finish it. Dial back science to 60% for the last turn of MP.
Turn 4 (1365 A.D.)
MP comes in, start MT. Start Salamanca on a bank, El-Amarna finishes market, start it on University, Hiawatha's coal shack finishes aquaduct, start it on market. Play with specialists, and by turning practiacally every specialist of any type that we have into a scientist manage to get research to 4 turns at 90%. Pollution hits the mountain by HB, it will take 3 turns to clear without pulling too many workers off of railing. Load up an extra cav into each of the 3 cavalry armies.
Turn 5 (1370 A.D.)
Eotin Bay finishes stock exchange, start it on infantry, same for smelly sticks, we get the wall street message, scoutsville finishes factory, start it on a bank, Napa Valley finishes aquaduct, start it on a bomber. Toy with specialists again and am able to put most of our most of our converted engineers back to work.
Turn 6 (1375 A.D.)
Bedeville finishes bank, start it on Wall Street, Cronetown finishes Infantry, starts bomber, Tyendenaga finishes stock exchange, starts bomber, Panama City finishes market, starts library, Kiohero finishes market, starts University, Tonawanda finishes settler, starts bomber to go into farm configuration. Toy some more with specialists, discover that I can only turn one scientist into a taxman.
Turn 7 (1380 A.D.)
Salamanca finishes bank, starts stock exchange, HB finishes infantry, starts bomber, Clever Springs finishes bank, starts stock exchange, Smelly sticks finishes infantry, starts another, Abydos finishes bomber, starts a market,
Caughnawaga finishes bank, starts factory, Waystation finishes courthouse, starts aquaduct. The Zulu/America war has now forced both into facism, and pretty much forced america onto its little island

Give Zulu Electronics to get us another 20 turns of spices and gems, they didn't have any money, but we needed those luxes and they were only avaliable from them, plus they were the only civ besides america that didn't know electronics. While I'm
trading things around notice that xerxes will give us 21gpt for silks, so make that trade. Toy with specialists to come out exactly right on MT.
Turn 8 (1385 A.D.)
MT comes in, and our cities lose the smokestacks and grow skyscrapers. Start research on computers, due in 7 at 100% research. Eotin Bay finishes infantry, starts on tank, VV finishes stock exchange, starts tank, we get our
next to last palace expansion. Swap Hiawatha's coal shack to a courthouse. Optimize specialists. Found RubberPoach since persia doesn't have rubber and will pay 40+gpt for it.
Turn 9 (1390 A.D.)
Smelly Sticks finishes infantry, starts tank, Lurkersville finishes bank, starts hospital. Optimize the specialists yet again.
Turn 10 (1395 A.D.)
Babylon and Persia decide to gang up on Abe, but I think Abe's pretty safe, the AI has yet to figure out how to be effective with an amphibious landing. Watch a nice parade of infantry leave sparta, probably headed for hammi's
coast. Niagra falls builds library, starts a court, Asyut builds bomber, starts market, Cronetown finishes bomber, starts tank, Tynedenaga finishes bomber, starts tank. Optimize specialists yet again.
Notes to team:
Computers due in 5, be sure to MM specialists every turn, typically 1-5 scientists can turn into taxmen each turn until we start miniaturization, at which point a lot of them will become scientists again. Wall street finishes in 1, Battlefield Medicine in 2. As soon as we get the rubber at Rubberpoach connected Persia should be willing to pay upwards of 40 gpt for it. We still have a couple of archers and 3 MW lying around that I forgot to disband.
The Save