All right woop. Good going getting an army up. Too bad about elephant city though. It should have gone in the NW elephant at the river, so it would pick up the rice and it would be on the river. Oh well, what done is done.
Roosie has currency and Hats has CoL. When they open up for trade I think we should try to get them for paper. Maybe we can even get math in the trade (trade for currency and money and then get math+CoL for paper+money). That would get our economy going.
I think we need to let our capital grow now on the corn and get more cottages going. We have 19 beakers per turn which is a bit laughable

but hey it is fun.
PPP for me would be:
1) Grow capital to size 10 on corn and get cottages up.
2) Build some more axes to get an army up and maybe capture some barb cities. But not too many as the upkeep is getting high.
3) Preroad the iron. Border pops in 7 turns and then we can mine it. Gets our power rating up too.
4) After growing in size, capital will start running 2 scientists. Settler for fish/wheat/iron.
5) Canterbury finishes archer ->spy -> worker. Spy tries to get math from Mehmed.
6) Nottingham: Mine on grassland hill and finish forge with chop. Then 1 or 2 missionaries if necessary. BTW why is Nottingham not working the gold. We are missing out on some beakers per turn. Do we want to grow it first?
7) Warwick (phant city) borrows both grassland river farms and gets camps up on the elephants.
8) Hastings finishes forge -> worker -> units (worker farms grassland)
Did I already mention that I really want Mehmeds capital. 2 corn, iron, 2 sugar, gems, bananas and on a river. Seriously, this one could almost be at the awesome starts collection
