Turn 69 (640 BC) Karakorum finishes: Settler Turfan grows: 5 Turfan finishes: Archer Ning-hsia grows: 2 Turn 70 (600 BC) Karakorum begins: Archer Turfan begins: Archer Ning-hsia begins: Axeman Turfan begins: Axeman Turfan begins: Keshik Turfan begins: Axeman Ning-hsia finishes: Granary Confucianism founded in a distant land Hatty finishes the Oracle and rushes Code of Laws. Since we currently have no wonders (or buildings) that gain a bonus from marble, I concentrate on hooking Hing to the capital and the gold instead. Also, Saladin's settled further south, cutting off that defendable pass *Satis pointed out until we declare war. I've marked the location of his new town. Turn 71 (560 BC) Axeman defeats (2.90/5): Barbarian Archer Karakorum finishes: Archer Turn 72 (520 BC) Karakorum begins: Keshik Karakorum grows: 7 Karakorum's borders expand Turfan grows: 6 Turfan finishes: Axeman Turn 73 (480 BC) Turfan begins: Worker Old Sarai founded Old Sarai begins: Granary Merit Ptah (Great Scientist) born in Karakorum Beshbalik finishes: Lighthouse Ning-hsia grows: 2 Notice we got a Great Scientist. The tech rushes available weren't awe-inspiring and we could have other uses for him (like a Golden Age), so I put him to sleep. Next player, remember that we have a Great Scientist in our capital. Turn 74 (440 BC) Beshbalik begins: Worker Tech learned: Mathematics Scout loses to: Barbarian Archer (2.10/3) I lose Scout 2, who I sent north to make sure Hatty isn't expanding without us knowing, to a barb Archer. Turn 75 (400 BC) Research begun: Construction Karakorum finishes: Keshik Turfan finishes: Worker I begin churning out an even mix of Keshiks, Swordsmen and Axemen, while cranking out Workers in the capital and Beshbalik. Turn 76 (360 BC) Karakorum begins: Worker Turfan begins: Swordsman Archer promoted: Drill I Archer loses to: Barbarian Archer (0.84/3) Beshbalik's borders expand Ning-hsia grows: 3 Scout loses to: Barbarian Archer (1.20/3) This archer is the luckiest barbarian I've ever seen. He massacred my traveling archer (while injured; 72% odds of winning), my Scout (?? odds), the Worker the Scout was guarding (I would've moved them back, but they had already worked for the turn), and Ning's archer when I tried to take him out before he pillaged the gold mine (93% odds of winning). If it wasn't for the Keshiks heading down there, that lone Archer would have razed our fourth town. Turn 77 (320 BC) Archer loses to: Barbarian Archer (0.72/3) Archer promoted: City Garrison I Beshbalik finishes: Worker Turfan finishes: Swordsman Old Sarai's borders expand Turn 78 (280 BC) Beshbalik begins: Worker Turfan begins: Axeman Keshik promoted: Combat I Keshik defeats (2.94/6): Barbarian Archer Karakorum finishes: Worker Turfan's borders expand Turn 79 (240 BC) Karakorum begins: Keshik Karakorum begins: Archer Tech research: Construction -> Currency Most of the workers should go to the southern lands. First priority is hooking up that gold. Second priority is hooking up Old Sarai's resources. And thus, the reign of Mike Lemmer the VIII ends when a freak arrow impales itself in his eye. Who's next?