Inherited turn
Jethrovia: Fire entertainer and put him to work fishing. Change from Great Library to Colossus, due in 7. Anything else was just too big a waste of shields
North Tuskany: Change from Horsemen to Elephant Rider. We are 30 units over the limit and Horsemen cost 150g to upgrade to a Knight. Its Go Big or Go Home time.
LA: Fire entertainer and hire taxman.
Gnome: Fire entertainer and hire taxman. 50% still hate our oppression.
Victory Canal: Change from Barracks to Toll House. VC is a fishing village that can only pull 1spt and still grow. Adjust tiles for 0 growth but 3spt.
South Tuskany: Hurry Bazaar for 100g.
Canal City: Change from Courthouse to Longship. They dont sink at sea and there is a sea crossing to Japan. They can also transport troops.
Cromagnia: Fire entertainer and put him to work on a hill. Change from Pikemen to Port. Can only pull 2spt but 12gpt.
Hippo: Change from Forge to Pioneer. Forges only add +25% so our towns need to be pulling at least 4spt before a Forge kicks in. Hippo was pulling only 3 before corruption and 1 after even with a courthouse

MM to get 2spt.
Rungo Iron: Change from Horseman to Barracks. MM for 0 growth. It would starve at 4 so I start working the Iron and it now makes 5spt with 0 growth. Can be changed after we learn Crop Rotation and can irrigate. Rungo Iron should only make troops and get no more improvements after Barracks. Its stuck at size 3.
Vitoria: Fire entertainer and put him on grassland. Change from Walls to Worker. Walls and Workers both cost 1gpt, but workers can do something. If the Spanish decide to attack Vitoria that works for me also.
Satander: Fire entertainer and put him to work fishing. Change from Harbor to Worker.
Scentorium: Change from Barracks to Harbor. MM to get 2spt. Borders will expand in 6 and bring Incense online.
Trade Japan: Slavery for 71g. This tech has been a gold mine for us.
Trade Spain: Horseback Riding for 116g. They dont have horses.
Cancel Worker roading Jungle south of S Tuskany, 10 turns on a road to nowhere.
Why are 8 of our 20 Workers standing in the middle of the Jungle on a tile that no city can use?
We had a lot of entertainers(all of them) that were not needed. Putting them back to work and MM the tiles a bit took us from Feudalism in 3 at 8gpt to in 3 at +1gpt. A little more care with MM is needed.
400 LA Bazaar=>Shrine. Serious happiness probs with only 1 MP.
Gnome Pioneer=>Worker. We are still very light on Workers, there is a ton of Jungle.
Rungo Iron Barracks=>Swordsmen. This should upgrade to Medieval Infantry.
South Tuskany Bazaar=>Academy.
Found Crystal Waters next to the ruins of Seville, a future Tourist attraction for sure. Harbor first up.
Move the SOD back into Rungo Iron. The Swords and the Spears are upgradeable there now. Send a Longbow from Ram to LA to help MP. Move any Swords or Spears I can towards Barracks for upgrades.
IT Mao demands Horseback Riding, but I send him and his Pioneer packing.
410 Upgrade 3 Spears to Pikemen in Rungo. Move a Pike south to be MP for the Pioneer coming across from Gnome.
MM most of the outer cities. The addition of Crystal Waters changed the corruption numbers making some of my initial changes obselete.
420 Feudalism discovered. Researching Crop Rotation 5.3.2, 11 turns, -11gpt.
I didnt revolt to Monarchy as we would lose the trade bonus, which would outweigh the free unit allowance. It would slow our research down some too.
Upgrade 4 Swords to MI in Rungo and 1 in Canal City.
Change Rungo Iron from MI to Trebuchet
IT The English build the Colossus in Cantebury with only 3 turns until we got it.
Cascades go to Chitchen Itza, Great Library and Voyage of Discovery.
430 LA Shrine=> Toll House
Midland Worker=>Worker
Change Jethrovia to Taj Mahal (=Hanging Gardens) due in 9
440 Nothing but roads
Crop Rotation is now in 9 at +1gpt
Trade Ottomans: HBR for 52g
Trade China: HBR for 10g. They were getting it anyway. Just for kicks I thought Id see what they would offer for Feudalism. How about 560g + 43gpt? I say alright lets swap. [dance]
Trade Persia: Feudalism for Drama + 2gpt + 14g. China just would have done it.
Rush Harbor in Scentorium for 105g
Rush Port in Cromagnia for 65g
Rush Harbor in Crystal Waters for 90g
Rush Longship in Canal City for 60g
Bump research up CR now in 5 at 8gpt. Irrigation
450 North Tuskany Elephant Rider=>Pikemen
Canal City Longship=>Harbor
Scentorium Harbor=>Worker
Crystal Waters Harbor=>Port
Cromagnia Port=> Shrine. It will need it at Size 8.
Santiago Worker=>Pioneer
460 Gnome Worker=>Worker
Rush Shrine in Cromagnia for 65g
Disease hits South Tuskany.
IT England moves a Pioneer/Chariot Archer pair right next to Rungo Iron.
Zapotec Rider and Raider approach Jungle clearers west of Santiago. Longbow sent to guard.
470 Vitoria Worker=>Worker
Disease hits South Tuskany
England ordered out.
IT England moves further inwards. Rider dodges but the Raider takes an arrow in the side and is reduced to 1HP
480 Rungo Iron Trebuchet=>Trebuchet
England ultimatum sees the Engeleesh pig dogs leave before a secong taunting.
Longbowman finishes off Raider
Ratchet back Science. CR in 1 at +15gpt
Rush Toll House in Victory Canal for 55g
Found Ayers Rock by the lone mountain south of LA. No more sneaky Pioneers thank you. Harbor.
IT Zapotec Rider impales itself on our Longbows and we promote to Elite
English Spear/Pioneer appear on the Incense NW of Santiago. They must think they are going to walk through to the other side of Persia. Thats the only viable land for them.
490 Crop Rotation discovered. Researching Stirrup 2.5.2, 6 turns, +15gpt
Trade Persia: Crop Rotation for Theology + 16gpt + 145g
Trade China: Crop Rotation for 9gpt + 36g
Trade England: Theology for 8gpt + 56g
We are researching the last tech of the Ancient Age. This is the end of an Era.
LA Toll House=>Pikemen
Victory Canal Toll House=>Port
Notes
The Pioneer at Hippo will get to the Sugar at the same time as the Jungle is cleared. I was hoping to name the city
Bundaberg after a famous and feared Dark Rum from down here. The Sugar will be Lux #3 and will mean the Bazaars kick in and we should start seeing an end to unhappiness.
The Taj Mahal in 3 turns acts exactly the same way as the Hanging Gardens does in SyP. It's due in 3. I want to see the splash screen for that please.
The Library in Ram
could also be a Elephant Rider
next turn if you want to go that way. The Trebuchet in Rungo will be ready the first turn it can me used against the Spanish so fire away. The Vet Longbow and Pike are headed for Santiago as it seems to be a focal point of activity right now. I thought the Elite might do better in the SOD and was moving it that way.
The Pike at North Tuskany is for Canal City. They are still upset about something from the dawn of time. I had to keep the MI there as MP. When the Pike gets there the MI can either join the SOD or go back north on sentry duty.
Canal City is starving slowly. This was the only way to get some extra shields. It needs an Aqueduct to go beyond 7. The Harbor will be almost done before someone starves so just rush it before then and no one will and well save some $$. Gnome is only good for Pioneers and Workers. 3 native Workers can road a Grassland in 1 turn and irrigate in 2. The stretch of coast between Cromagnia and Jethrovia is in need of roads for some easy money.
The clearers near Santiago are where we should move Santiago to. It will have an Elephant, Incense and the BG that Santiago is currently on and in the Future could have to Holy City. Moving Santiago will give Midland and the new city more room to grow.
The Workers by South Tuskany were just going to start Irrigating something now that we can.
First tech of the Middle Ages we have to do is
Engineering then we can
mine.
Lastly, more Workers we have a lot of Jungle which can be cleared or mined in this quirky mod.
490AD Save
Edit: Ayers Rock is South Bend. I forgot to change the name in the game after I remembered a better one. Sorry for the confusion.