Turn 108 - 175BC
Since nobody raised any objections to turning research back on, I will start with that. Research is set back to Code of Laws (6 turns) at 100%. We are draining -10gpt from our 118 treasury of gold.
On to the barbs at Hamburger. Only one barb suicided against our Axeman (3.5 of 5 health) on the IBT.
Our wounded axe is the first to attack. He kills the barb Warrior on the forested hill with 81.5% odds. Next up is our newest Axeman who takes out the wounded barb standing on the plains tile. Only one barb Warrior remains for next turn. Hopefully he will suicide on the IBT.
Meanwhile, our explorers in the west reveal nothing too exciting. And our eastern Galley continues its trek to Epsilon.
And then to our Settler. Tubby, Pindicator, and Killercane all voted for the east coast food city. This would probably be my choice, as well. Sweetacshon was the only decenting vote with ivory or western floodplains. So, off to the east our Settler goes!
At this point, I realized that I could have just made a
huge mistake! Remember earlier when I said that our Settler could make it to the east coast in 4 turns? Well, that was because the Settler is a 2-move unit. I just plowed our Settler forward,
into the fog, without an escort.

I got lucky, this time. No barbs.
Do we want to rethink this decision? The Settler can be at the isthmus in 3 turns or the food city in 5 turns.
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Balderdash -> Granary is complete and the city starts on a Forge. We also badly need a Library to be built before Bureaucracy. I doubt that it can happen, but at least the Forge can be whipped without a happiness penalty.
Hamburger -> Our newest Axeman has already seen action! I am leaning towards starting another spear for Brilliant. But because of all of the talk about cities on the western floodplains, I go ahead and start a Settler. After that, we've got to get this city back on troop training duty. This city contains our only Barracks.
Treacle Cottage -> No changes. We have 48/200 GS points at +12 per turn. We should have a GS in 13 turns.
Brilliant -> Hire a citizen specialist for an extra hammer. By doing this, we can whip the Lighthouse in 2 turns (rather than 3 turns) at the expense of 3 beakers per turn. Wish I would have thought of this sooner.
