Turn 102 - 325BC
We've got a barb Axeman outside of Hamburger's borders. Our wounded (1xp) Axeman will heal this turn and should be moved atop the copper mine hill next turn. Let the barb Axe come to him. The +25% hill defense bonus should bag him his 2
nd xp point and make him eligible for promotion.
As for the barb around TC, not sure what he is up to. Best time to kill him is now, but the odds are only so-so. Decide to move the warrior atop the gold mine just to make sure it doesn't get pillaged. But then that will probably ensure he is the target.
Sent 2 Workers down to the corn at TC. The other 2 Workers will need to lay some cottages down in Balderdash in preparation for Beaucracy. The road to Brilliant can wait, as the city is already on the trade network. And if we are attacked, the city is toast, anyway.
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Our Great Merchant will be born in 2 turns. As noted earlier, we have no use for Machinery (due in 7 turns, now). We have two options on how to get to Code of Laws.
Meditation -> Priesthood -> Code of Laws = 14 turns
Mathematics -> Currency -> Code of Laws = 28 turns
I'm undecided on the best way to get there. Unfortunately, no one else has any opinions on the subject.

Since we are getting stomped in GNP at the moment, it is probably best to go the most expediant route. The Leader has Meditation, Polytheism, and Mathematics available for trade. We have Archery to offer. Switched us to
Meditation and
Priesthood.
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Balderdash -> Settler due in 1 turn.

Why? The food is being converted to hammers. I want to let the food overflow into the next build.
Which is? The city still needs a Granary, Forge, Library, and Barracks. There is also Kickbooti's Galley, which could be built in 4 turns.
Hamburger -> Seems like I'm the only one that liked the Archer idea.

But with barb axes showing up, we could probably use a couple more of our own. So, I queued up 2 more Axemen; we can reevalute our needs after that. Said no to the engineer. Let the city grow. Whip anger will wear off in 2 turns, while city grows in 3 turns. Continue to let it grow, we will whip again later.
Treacle Cottage -> This city needs its food! Urg, no food until the border pops in 2 turns.
We've got 2 turns to get at least 2 Workers down to the corn. The citizen working the cottage was hired as a scientist. When the borders pop, he should start working the corn. When the city hits size 3, hire back the scientist. At size 4, hire another scientist. Barracks isn't needed. Meant to start a Granary, but forgot.

We will need to start this next turn followed by a forge for the happy face.
Brilliant -> Food uber alles! No changes this turn. This city will need to whip all of its infrastructure. It should be configured for max food (currently is) at all times. In 9 turns (or 18 hammers), we can

that Lighthouse. After that, it will need a Granary, Library, and Forge. All should be whipped!