C-evo test Book 31

Category:Blog postsCategory:Game reports (C-evo)‎
See separate pages /1st 100 turns/ etc. 
Robin's "Book 31".
==Introduction and first city==
Huge map this time, so it could be many centuries before we see another nation. Again 50% land, so lots of seas and inlets expected. I've actually seen the map and marked about 20 suitable starting tiles trying to ensure that each had at least four and no more than six plain or grassland or fish or fruit or wheat. That should ensure that no nation has a hopelessly inferior start and therefore few if any will disappear unduly soon.
"Moderate" level means that I (leader of the Romans) and all the AI players are on the standard level, e.g. 10 resources for a militia and 40 food in the foodbox and 800 resources for the biggest Wonders.
===First city: Roma===
Ten coastal tiles in two sections (both adjacent, so we are on a portage), including one fish. Two grasslands, three plains, two swamps, tundra (not unexpected, as we are close to the Arctic), forest, hill. Not much obvious resource there, so we may want to mine the hill even under Despotism, not usually worthwhile. City centre is on a hill: only two food and no resource. On "Maximize Growth" we have a surplus of three food, which is as good as one can reasonably expect, and four trade, but no resource, so we'll be irrigating the plains pronto; move settler onto one.
Building Town Guard, but nothing going in at present.
See subpages C-evo test Book 31/1st 100 turns, /2nd 100 turns/, /3rd 100 turns/, /4th 100 turns/, /5th 100 turns/, 
===1 turn. 3950 BC===
One year into it. Choose to research The Wheel for trade on roads. Looks like 3 turns away, i.e. 9 beakers. Cut tax to 0% to boost trade (4 beakers) while no expenses and with 1 gold in kitty. Start road. 
===3 turns. 3850===
Researched Wheel, choose Warrior Code. Road in place; irrigate; should have irrigated first, because until we do we won't be using that plain. 
===6. 3700===
Warrior Code > Horseback Riding. Irrigation is "4.5/6"; remembered to click "I" again after checking, to send him back to work.
===7. 3650===
Irrigation. Move to 2nd plain (discovering more forest), noting now 3 food, 1 resource, and 5 trade. 
===8. 3600===
"I". 
===11. 3450===
Horseback Riding > Bronze Working. 
===12. 3400===
Irrigation; so "R". 3 food, 2 resources, 5 trade. Food box has been quietly filling and has 36/40. Switch (belatedly?) to "Maximize Research" to get the Town Guard built to keep Citizen 5 content when he or she arrives. 1 food, 3 production (on top of the 5 there), 5 trade. Should work just about right. 
===14. 3300===
Road. Plain seems to have river, so we zip back to Roma. With that road, "Maximize Research" pulls worker from forest to plain, which won't do: "Maximize Production" restores the game plan: 1 food, 4 resources, 5 trade.
===15. 3250===
Settler to 3rd plain.
===16. 3200===
Bronze Working > "Military Research": "New unit design (Ground)" 18/12/1.5, cost 20. Safety first. Population growth to 5; Citizen 5 temporarily joins the Control Brigade (eating 2 food and therefore causing a switch in the automatic distribution so as to maintain food stocks), because our official guard is only 19/20 built. 0 food, 3 resources, 5 trade. 
===17.3150: Town Guard===
Production complete. Five citizens working. Town Guard provides 2 morale points and requires one unit of material for support. Maximizing growth will see us hitting 6 in 10 turns, meanwhile building Barracks very slowly. Stay with Max Reso to do barracks in 10: 1 net food, 4 net resources (i.e. production), 6 trade.
===19. 3050: First military research===
New units are called "Principes". Focus on Seafaring, research Pottery.
===20. 3000===
Irrigated 3rd plain: "R". 2 food, 4 production, 6 trade. 
===22. 2900===
Road; move to grassland. 2 food, 4 production, 7 trade. 
===23. 2850===
"R". 
===24. 2800===
Pottery > Alphabet.
===25. 2750===
Road. Settler moves to plain outside city radius.
===26. 2700===
"R". Barracks now 38 so switch to "Maximize Growth" - 4 food, 2 production, 8 trade.
===27. 2650: Barracks===
Barracks complete: start Principes (10 turns). Tax rate up to cover barracks maintenance: 10% might do but 20% preferred because it gives us a little cushion against fluctuations in trade. 
4 food, 2 production, 8 trade (2 tax + 6 research).
===28. 2600===
Road, just an easy one move from Roma, and we can explore best using a ship initially, so we bring the settler back and prepare to mine our hill.
===29. 2550===
Alphabet > Map Making. Settler to hill.
===30. 2500===
"M"
===33. 2350===
Population growth: Roma [6]. Storage 3/40, surplus 5. Eight more turns at this rate will take us to 7 with one wasted worker. So switch to max production but surplus still 3, so we really need that mine.
3+4+(2+7)
===35. 2250===
Principes built. When the mine is ready, one of the "3 food" workers will switch to it, but there will still be a surplus - so we will start a settler soon. But Longboats will be available next turn, so we do Trade Goods this turn. 
3+4+(2+7); cash "10+1" (but probably "10+5" if refreshed).
===36. 2200===
"New units are ready for production." Longboats. 0/3/2.5. cost 20. So we will start one. Map Making > Seafaring. Send Principes off for a little exploration near the coast waiting to board the ship when it starts off exploring the southern sea. 
Cash 15+5 before switching to ship production, 15+1 after. 15 should be enough buffer, so cut tax to 10%: 
3+4+(1+8), cash 15+0.
===38. 2100===
Mine (which will now get a road). Worker switches there from fish. Longboats 8/20, production 8. Food 18/40, surplus 1. Principes finds more water and unappealing land out east.
1+6+(1+6). Cash 15+0.
===40. 2000===
Longboats unit appears and head south. Principes heads south-west towards ship, and we find that our southern sea is just a 5-tile lake. Ship will head north and Principes will possibly board it later but will first explore land south and west of lake for a city site.
===42. 1900===
Road on hill; settler runs south-west to prairie. 
===43. 1850===
"R". Ship finds Arctic. 
===44. 1800===
Seafaring > (focus Engineering) Masonry. Switch to "Hurry Production" so that new settler (24/40) will be built just before population reaches 7. Ship reaches dead end.
3+4+(1+8)
===45. 1750===
Road on prairie. Settler moves west to plain.
===46. 1700===
"R". Principes steps onto mountain to get wider view. 
===48. 1600===
New settler built and heads south-west, Roma[4]. Start 2nd Principes. Switch to max growth. Old settler moves to grassland. Principes (having had to wait on the mountain) reveals more. 
2+2+(1+5), cash 15+0.
===49. 1550===
Old settler starts road; new settler has decided where to build and moves to forest to build access road; site will be on hill, sharing a grassland with Roma but just clear of the tiles that will be used by a western coastal city (no matter which of three possible sites that chooses); it will have two other grasslands, three plains, a pond, forests, hills, and two mountains including one with iron. 
===50. 1500===
Roma[5]. 
3+2+(1+7), cash 15+0.
===53. 1350===
Masonry > Construction. Ship and Principes are exploring westward while old settler improves radius of proposed 2nd city.
===55. 1250===
Start 2nd city.
===58. 1100===
Finished 2nd Principes, who heads east to explore more. Start 3rd settlers. 
==1000 BC and later, 2nd city soon==
===61. 975 BC===
:25-year intervals from 1000 BC
Ostia 2nd city, using irrigated plain. 1 food, 1 production, building Town Hall; it will be done in 40 turns, same time as population grows (unless we speed things by becoming a Monarchy, which is unlikely).
Roma settlers 6/40; 4+2+(1+7).
===62. 950===
Construction > Engineering
===63. 925===
Roma [6], food 1/40; continuing at max growth would have us at 7 long before settler finished, so adjust using "Hurry Production": 3+4+(1+8).
===71. 725===
Engineering > (focus Gunpowder) Ceremonial Burial. 3rd settlers unit built (and goes south-west); start 3rd Principes. Earlier Principes are near extreme west and east of known landmass, turning back towards south-centre. Ship is finding west coast with glimpses of what could be islands or other continents.
Roma [4], back to "Maximize Growth", 2+2+(1+5); Ostia 1+1+0.
===75. 625===
"We have contact to the Greeks now" - militia approaces one of our settlers. We should put a unit in Ostia in case militia visits there. 
===76. 600===
Switch Roma to Max Prodn so that it stays at 4 for a while, as we send Guard to Ostia. 0+3+(1+4).
===78. 550===
Start 3rd city on coast (on tundra, which is poor in principle, but the location fits very well with other sites). 
===79. 525===
Roma produces 3rd Principes (which heads for Ostia) and starts another (1/20). Temporary handicap reduces productivity because a size 4 city is supporting a Town Guard plus five other units, so 0+2+(1+4). Guard will be back soon, so resume max growth, food 35/40 + 2, material 3-2=1 production, trade 1+5. 
===80. 500===
Principes reaches Ostia and accepts support from there, restoring Roma to 2+2+(1+5), and Guard heads for home. 
===82. 450===
Roma [5], food 1/40 +3, material 3-1=2, trade 1+7. 
==Three cities from 400 BC==
===84. 400===
Paestum, 3rd city, coastal, using irrigated plain, building Town Hall (40 turns away, as is the next citizen). Roma therefore 4+2+(1+7). 
===87. 325===
Ceremonial Burial > Mysticism. 
===89. 275===
Roma builds Principes - send it to Paestum, start another. Ship emerges from big fiddly harbour. Old settler creating road to next proposed city site observes another peculiarity of "borders"; there is a similar peculiarity south-east of Roma. 
===93. 175===
Roma [6], 5+2+(1+9). 
===98. 50BC===
Mysticism > Medicine (choosing the more advanced advance because it is more likely to appeal to potential friends). Rome has built Principes, starts settler, using max production (which will get the settler just as the population hits 7); 1+6+(1+6). Alternative was a temple, also "just in time", but we've invested time in the next city site.
==Starting Annos Domini==
===100. "0 AD"===
Someone should try to persuade Steffen to change that non-existent year.
===101. 20 AD===
:20-year intervals now
Ostia [3] and builds its Town Hall; still max growth: 2+1+4 - minus 1 corruption, balance all going to research. (Greek militia is stubbornly staying there - what a waste of exploration time! - on one of our irrigated plains, so we are going to issue an ultimatum; if Greeks refuse to receive our emissaries he dies.)
F9: "The Greeks" - "Neutral, Isolationistic (95% credibility)." We switch our attitude to "Enthusiastic" but they don't receive our emissaries. Militia dies. Ostia now 2 production, so we start granary and will need to switch later to more production to get it built just in time for the next "pop up". (PS - we forgot to do that.)
Overall still cash 15+0 with 9 research.
===102. 40 AD===
"We have contact to the Egyptians now" - our southern explorer finds a militia, and possibly a border but Egy colour is difficult to pick on green tiles. Egyptians parley immediately and we become friends. They want Engineering and offer Polytheism but you should know my views about accepting that. They settle for giving us Monotheism. We get Chivalry for Alphabet (from which we can deduce that they got Map Making from another friend), Monarchy for Masonry, and Medicine (which we are just under halfway through researching) for Construction. A good evening's work.
===103. 60 AD===
Vikings gone. Their population was the same as ours, both just below Egy, when in about 800BC it started to drop - as far as one can judge from the sometimes misleading graph. Seems they neglected military power much more than we. Their tech was ahead of ours and Egy but their exploration was minimal and their cultivation stopped about 1400 BC.
===105. 100 AD===
Medicine > Writing. 
===106. 120===
Greeks gone. Their population was away above us and the other two known, from about 1800 BC till about 500 BC. Their tech was even higher than the Vikings but their military was similarly dismal except very early.
Funds are dropping, with new Town Hall, so put tax up to 20%. 
Rome [5] plus new settlers. Max growth and start another principes. 3+2+(2+6). Ostia 2+2+(4-1=1+2). Cash 11+1, research 8.
===111. 220===
Start 4th city on plain north-west of Paestum on coast of peninsula. It will grow fast initially but slow down before the others do. 
===115. 300===
Roma Princ, causing short-term reduction in production. 3+1+(2+6). Start temple. 
===116. 320===
Ostia adopts new princ, so Roma back to 3+2+(2+6). 
===117. 340===
Writing > Invention. Capua 4th city, 2+3+0 thanks to forest game. So Roma 4+2+(2+6). Our three explorers are finding interesting bits of topography, and the inlet east of our lake seems to adjoin a substantial sea. Eastern princ finds first foreign border, possibly Phoenician, and will investigate. 
===119. 380===
Eastern Principes is killed by a mounted unit. F5 tells us it was an elephant, 18/6/2.5, costing 24. Can we raise a war party??! (Not yet - and we are fairly close to designing much more powerful units.)
Roma [6], adjusts to Hurry Production, 3+4+(2+7). Cash 24+1, research 10 - double figures at last. "We have contact to the Phoenicians now". But they are not initiating talks.
===121. 420===
Ostia [4] with granary 10 turns from completion. Carry on - we can finish granary then build or borrow Town Guard to let us up to 5 with little wastage. 3+2+(6-2=1+3). 
Ship finds Egyptian territory away out on west coast. So it will be going around and/or doubling back. Southern princ finds British longboat heading north-east. 
===124. 480===
Paestum [3] and Town Hall: 2+2+(4-1=1+2). No suitable things to build, so go for Trade Goods. South princ enters a pink territory.
Cash 29+3, research 12.
===125. 500===
Americans seek and get friendship. We get Currency for Seafaring, Code of Laws for Masonry. They don't want anything else of the 3 they could get. We could get 5 from them. Their tech is at similar level to Egy and popn is middling. 
===126. 520===
Roma resumes max growth as temple nearly done: 5+2+(2+8).
==World's first Wonder==
===127. 540===
Phoenicians have built Temple of Zeus.
===128. 560===
Invention > Chivalry. 
===129. 580===
Roma Temple; go for granary with Hurry Production: 3+4+(2+7). Move out of American territory, having deduced where one of their cities is; see green border?
Cash 46+2, research 12.
===130. 600===
Roma [7]; granary won't be in time so Max Prodn: 2+6+(2+7). 
===131. 620===
Ostia Granary, start Town Guard, Max Prodn: 1+4+(5-1=1+3). 
Capua Town Hall, go for granary; 2+3+(0+1)
===133. 660===
Chivalry > Iron Working. Contact to Japanese. Old settler has prepared a bit for 5th city and starts improvements between Roma and Ostia. 
==First capture==
===134. 680===
Find Edo [5] with 12/4/2.5 defending. Try the friendly approach but read: "The Japanese empire is in anarchy. Our emissaries didn't find a settled administration to speak to." Well, they could be better off under Roman rule: attack Edo. Capture Edo [3]. No barracks, so our princ will take 2 or 3 turns to recover from 28% health loss.
===135. 700===
No visible response from Japanese. Ostia eases up to Hurry Research: 3+2+(6-2=1+3). Ship has passed Egyptian sea border and found more land west of it. 
===137. 740===
Ostia [5] with new Town Guard: start settlers but max growth: 4+1+(8-2=1+5). 
Capua [3], and granary will be built just when it's halfway to next level. Switch to different type of construction, selling progress for 18, then resume building granary, which will be ready only 4 turns before needed instead of 9. 
Edo takeover is complete and it could produce 3 food plus one resource, but in case we lose it (which is not too unlikely as there is another city just east of it) we switch to max prodn and could do Trade Goods but our man is fighting fit again so we are going to put up a fight: try another Principes: 0+4+0.
Cash 73+0, research 16, nearly halfway through Iron W.
===139. 780===
Jap hardened horseman appears (same 12/4/2.5). We could kill him, but if he has mates one of them would get us. As it stands, our defence (even if we had moved last turn) would equal his attack, so he may not be ready for kamikaze. 
Egyptians talk, and we get Theology for Seafaring and Astronomy for Invention. 
===140. 800===
Roma granary (earlier than desirable, but we can't remember everythibg), switch to max growth for building settlers. 
Irrigation, paradoxically, gives Ostia more resources: 4+2+(7-2=1+4). 
Cash 77-1, research 18. 
===142. 840===
Iron Working > Monotheism. 
Ostia [6] (20/40) and road gives it another trade; switch to max prodn: 1+6+(8-2=1+5). Edo has built its own principes but he's green; he climbs a hill.
Americans talk; we get Philosophy for Iron Working. 
===143. 860===
Our man on Edo hill dies: Jap hardened dragoon 33/11/2.5, cost 42, down to 52% health but they may have others; we take a chance and kill him and continue to build another princ.
===144. 880===
It was a bad idea: Jap horseman kills our princ. Switch to militia and spend 4 gold to rush him, so that if we lose Edo the Japs will have to have destroyed it.
Roma [8] (24/40): switch to max prodn: 3+6+(2+9). 
Paestum [4]; start settlers, who will be just in time: 3+3+(6-2=1+3).
==Phoenician invasion from 900==
===145. 900===
Phoenician kills our old settler on a forest; they have a militia nearby. This could be serious. But if it was only an elephant it will be a bit sick now (27 v 15) and we're not much at risk on our hills. 
===146. 920===
Monotheism > Military research without waiting for Gunpowder. 
Americans offer Mathematics for Invention: OK.
===147. 940===
Tax to zero to speed research: Cash 61-7, research 23.
===148. 960===
Ostia [4] (26/40) plus settlers: go for barracks: 2+2+(6-2=0+4). Settler heads for Capua. 
===149. 980===
Musketeers: 39/26/1.5, cost 35. Research Bridge Building to produce Overweight units. 
===150. 1000===
Roma [6] (40/40) plus settlers, starts musketeers: 0+6+(0+7). Edo Principes, starts musketeers. Phoenician veteran elephant (86%) shows his face and dies, with our princ dropping to 57% health. 
Can't sustain cash drain, so raise tax to 30%: cash 40-2, research 12.
===151. 1020===
Roma [7] (20/40 - zero growth but it was on 40 stopped by lack of aqueduct); 1+6+(3+6). 
===152. 1040===
Capua granary, start Barracks. Edo now sees two Jap horsemen. 
===153. 1060===
No Japs in sight. Ostia's princ back to 100% so kills phoen militia and gets third stripe but is down to 45%.
===155. 1100===
Ostia [5]: 3+2+(8-2=2+4).
===156. 1120===
Roma Musketeers, start more. 
===157. 1140===
Capua [4], max prodn for barracks: 0+7+(3-1=1+1). Another Phoen elephant on the forest just as our vet reaches 100%: dead, with vet dropping to 62%. Roma sends its princ in support.
===158. 1160===
Paestum [3] plus settlers, starts barracks: 1+2+(4-1=1+2). 
===159. 1180===
Edo musketeers, goes for trade goods, 0+4+0. Another Phoen elephant dies in forest and our vet drops to 46%. 
===160. 1200===
Bridge Building and take a chance > Gunpowder. Capua barracks and will have musketeers in 5 turns. Edo militia goes exploring.
===161. 1220===
Roma musketeers just as another Phoen repeats cycle and vet becomes elite at 36% health. Tax 20%. Cash 36-1, research 16. 
===162. 1240===
Ostia [6] (21/40), switch to speed barracks: 0+5+(8-2=1+5). 
===163. 1260===
Ostia eases:2+4+(9-3=1+5). 
===164. 1280===
Ostia barracks: max prodn for musketeers: 0+6+(8-2=1+5). 
===165. 1300===
Capua musketeers, start temple on max research: 2+6+(4-1=1+2). 
===167. 1340===
Roma musketeers, max growth: 5+2+(2+10). 
Cash 30-1, research 19. 
===168. 1360===
Roma [8]: 4+4+(3+10). Cash 29+0, research 19.
===169. 1380===
Gunpowder > Military research. 
Roma stops musk (sold for 7) and does trade goods to max: 2+6+(2+9). 
Tax 0%, cash 36+0, research 23. 
===170. 1400===
Americans talk; we get Science for Gunpowder. Ostia musketeers. 
===171. 1420===
Phoen Principes appears: same as ours. 
===172. 1440===
Capua temple, do Trade goods: max growth: 3+5+(5-2=0+3). Ostia musketeers get target practice, drop to 49%. Japs produce musketeers 11/22/1.5, cost 21. 
==Overweight units designed==
===173. 1460===
New redcoated overweight musketeers 64/48/1.5, cost 56. Start four after a spot of "selling". 
Research Mathematics. Tax 40%, cash 62-3, research 15.
===174. 1480===
Ostia's musk gained more practice while successfully defending. 
Capua [5], max prodn: 1+8+(5-2=1+2). 
Start new south-west city, flanked by defenders on hills.
===175. 1500===
Ostia's musketeer gets third stripe with another 51% drop. Roma will reach max size but must build a redcoat.
:Now 10-year intervals
===177. 1520===
Paestum Barracks, starts redcoat. 1+2+(4-1=1+2). 
===178. 1530===
Mathematics > Metallurgy. 
==Six cities by 1550==
===180. 1550===
Tarquinia founded: will reach [3] in 20 turns. Phoenician dragoon 48/16/2.5, cost 48.
===181. 1560===
Capua redcoats. Ostia needed two defenders, but both held and gained a level. 
===182. 1570===
Tax 50%, cash 31+0, research 10.
===186. 1610===
No enemies in view recently. Capua builds second redcoat and switches to max growth: 2+7+(6-2=2+2).
Cash 31+0, research 11.
===187. 1620===
Edo gets first redcoats and switches to max growth: 3+1+0.
===189. 1640===
Roma [6] plus settlers, start aqueduct: 3+0+(5+5).
Ostia Temple, max growth, start aqueduct: 4+2+(10-3=4+3).
Cash 31-1, research 11.
===190. 1650===
Roma [7]: after some rehoming of units, 2+4+(6+5).
Paestum has a redcoat from Capua, so max growth: 2+2+(4-1=2+1).
Cash 31+1, research 11.
===193. 1680===
Metallurgy > Ballistics
Capua redcoat, starts cathedral: 1+8+(7-3=2+2).
===194. 1690===
Misunderstood manual?? A hardened Phoenician musketeer 48/32, i.e. attack strength 72 (possibly a little less because he was 94% in 1670), defeats our hardened musketeer (39/26) who has just arrived on a hill: defensive strength was expected to be (26 x 1.5) doubled, i.e. 78. Evidently the hill's "+100%" applies only to the basic defensive strength, i.e. totalling 65. (no consolation to see the attacker down to 10% health!) 
The "Combat" section of "Concepts" in the manual does, in fact, say clearly that the following enhancements for defenders are accumulative, not multiplicative: experience; terrain bonus (in this case +100%); wall or fortress; fortification. So our militia must wait a turn on the hill before getting the maximum: 26+13+26+0+13=78. On a mountain he would be 91 after waiting a turn.
So we revert to previous situation and replay 1680 slightly differently.
Ostia [7]: 5+2+(12-4=4+4). Cash 35+1, research 12.
===197. 1720===
Egyptians talk; we get Steam Engine for Gunpowder.
Ostia [8]; max research: 1+7+(12-4=4+4).
Paestum [4]: 3+3+(6-2=2+2).
Cash 39+2; research 14.
===199. 1740===
Roma [8]: max prodn: 1 profit, 6 production, (6+5).
Cash 41+3, research 13.
===200. 1750===
Paestum builds its redcoat, starts temple.
Tarquinia [3]: 3+2+0.
===201. 1752===
:Two-year intervals now.
Edo [4]; max prodn: 0+5+0.
===202. 1754===
Ship finds Nottingham [8]. 
Capua short-term switch to complete Cathedral precisely: 0+9+(6-2=2+2)
===205. 1760===
Persians gone. Population was away above us and friends until halved about 4ooAD; military power was generally better than ours till very recently; tech was similar to Egyptians'
Capua Cathedral; starts Great Wall: 1+8+(7-3=2+2).
Cash 59+2, research 13.
===206. 1762===
Roma has a swamp converted to forest; briefly max growth: 3+4+(7+6). 
Japs have new cavalry 60/20/2.5. Hardened cavalry 90 versus green musketeers 72: no contest. So we stop building 2nd musketeer, selling work, and switch to Trade goods to sit out the destruction or get the Great Wall in place: 0+5+0
Ostia brief switch: 2+6+(13-4=4+5)
Tax down to 40%: cash 101+4, research 17
===207. 1764===
Roma Aqueduct, start cathedral: 1 profit, 6 prodn, (5+7)
Ostia ditto: 0+8+(12-4=3+5)
Rehoming lets Capua produce 9, so Gt Wall is only 43 turns away.
===208. 1766===
Ballistics > Science. Talk to Americans, get Tactics for Ballistics. Metallurgy doesn't interest them. Egy talk: we get Railroad for Ballistics.
Cash 109+2, research 16
===211. 1772===
Tarquinia briefly max prodn: 1+3+0.
===212. 1774===
Paestum [5]: 1+3+(6-2=2+2).
Tarquinia Town Hall, start Temple: 3+2+(4-1=1+2).
Cash 117+2, research 18.
===213. 1776===
Paestum temple, start cathedral: 4+3+(8-3=2+3).
Capua [7]: 0+11+(8-3=2+3); so GW 30 turns away.
Cah 121+1, research 20.
==Industrial Age==
===214. 1778===
Science > Tactics
Tarquinia [4], hurry production: 2+4+(6-2=2+2).
Science gives Capua extra trade but it's corrupted: 0+11+(9-4=2+3), Ostia extra resource: 0+9+(12-3=4+5).
Cash 123+2, research 20. Tax 30%: cash 123-1, research 23.
===217. 1784===
Empty British longboats visit Capua.
Tarquinia switches: 3+3+(6-2=1+3).
===218. 1786===
Tactics > Military Research to improve on our 39/26.
Ostia switch: 1 profit, 8 prodn, 12-4=2+6.
===219. 1788===
Ostia Cathedral, start Mil Acad, max growth: 5+4+(14-5=3+6).
Cash 119-1, research 23.
===221. 1792===
Ostia lost a man, only just, when I had calculated that he would just survive; recalculation shows that I shouldn't have. [7] (35/40) 5+2+12-4=2+6).
Roma switch: -1+8+(3+7)
===222. 1794===
Egy talk: we get Steel for Tactics.
Ostia [8]: 5+4+(14-5=3+6).
===223. 1796===
Riflemen 63/42/1.5, cost 50. 
Roma Cathedral, start Riflemen: 1 profit, 6, (4+8)
Paestum (hosting British visit) [6], hurry prodn: 3+5+(10-3=2+5)
Cash 111-2, research 25.
===225. 1800===
Lost settler - Phoen horses exploring further north. Integrated two Town Guards.
Tarquinia temple: 4+2+(6-2=1+3).
Cash 107-4, research 25.
===226. 1802===
Ostia [9]: 5+6+(16-5=3+8).
Cash 104-4, research 27.
===227. 1804===
Steel > Military for the ultimate Overweight with 3 armor modules
Roma first unrestricted Riflemen: 2+7+(4+8).
Find Trondheim - British.
===228. 1806===
Tarquinia [5] and switch to barracks: 5+2+(8-3=2+3).
Cash 102-3, research 27.
===230. 1810===
Ostia [10], max prodn: 0+12+(15-5=3+7).
===232. 1814===
New Riflemen, seeming to run but Overweight: 42/84/1.5, cost 60. Research Code of Laws.
Roma [9]: 3+7+(4+10).
===233. 1816===
Roma old Rifl.
===234. 1818===
Ostia Military Academy, start new Rifleman (one every 5 turns).
===235. 1820===
Code of Laws > Railroad.
===236. 1822===
Lost an old Rifleman on a forest to a possibly slightly unhealthy vet dragoon: recalculate: Rifleman 42, hardened +21, Forest +21, total 84; Dragoon 48, vet 84, and 100% if he had fully recovered: they should both have gone. Such is life.
Paestum [7] without cathedral: 1+5+(10-3=2+5).
Tarquinia [6]: 2+6+(10-4=2+4).
===237. 1824===
Roma old Rifl, Ostia new Rifl.
Paestum Cathedral, start new Rifl: 4+5+(12-4=2+6).
Cash 111-7, research 30.
===238. 1826===
Roma [10]: 2+9+(4+10).
===239. 1828===
Railroad > Currency
===240. 1830===
Tarquinia barracks, start new Rifl: 0+8+(8-3=2+3).
===243. 1836===
Currency > Poetry
Capua builds Great Wall, starts new Rifleman.
Edo starts Barracks. 
Tax 70%: cash 68+1, research 11.
British have a Galleon: 0/48/3.5, carry 4, cost 60.
===246. 1842===
Mongols gone. Big declines starting about 1200AD and very recently; military power mostly away below ours; tech a bit above ours.
===247. 1844===
Roma [8] plus settlers, start marketplace: 3+5+(9+4).
Paestum [8] and new Rifl, starts aqueduct: 4+6+(14-5=6+3).
===248. 1846===
Roma [9]: 2+7+(10+4).
Tarquinia new Rifl, start marketplace: 1+7+(10-4=4+2).
===250. 1850===
:Annual increments from now on.
===251. 1851===
Edo barracks, starts new Rifleman.
Find Moskva: British; red territory nearby.
===253. 1853===
Poetry > Monarchy
Neapolis, new west coast city: 1+1+0.
===256. 1856===
Roma marketplace, start harbor: 2+7+(15+4).
Tarquinia marketplace, start cathedral: 1+7+(10-4=6+2).
Cash 73+4, research 12.
===257. 1857===
Russians gone (as we expected: from 2000 to 500 AD they were among top population, then had drops and slow climbs till serious trouble about 1810; military similar to Persians', probably needing more attention from about 1100 AD, and the 1790 peak was too late; their tech was good early but only just above ours at the end.
Pompeii new city on eastern portage: 1+1+0.
===258. 1858===
Roma [10]: 2+9+(15+4).
Jap dragoon 33/11 near Neapolis. Ha!
Paestum was on max growth but wasn't actually trying to do that or even max research; adjusted: 3+7+(14-5=6+3).
Capua switch: 0+9+(10-4=4+2).
Cash 82+4, research 13.
===259. 1859===
Paestum aqueduct, start courthouse: 0+10+(11-4=5+2).
Cash 86+2, research 13.
Capua tweaks again: 0+7+(11-5=4+2)
===260. 1860===
Paestum [9]: 4+7+(16-6=7+3).
Capua Harbour, start aqueduct: 3+5+(11-5=4+2).
Program is not very clever when we use "Go". Overweight units can get sent in an impossible direction instead of a route they can use, then when they reach a blind alley we get told "This unit can only mlove along roads and railroads." - which is wrong too, because they can move on rivers just as well as on roads.
Cash 90+3, research 14.
===261. 1861===
Roma tweak: 2+7+(16+5).
===263. 1863===
Monarchy > Steam Engine
Edo new Rifleman, start temple: 2+4+0.
Roma tweak: 2+5+(18+5).
Cash 102+6, research 15.
===264. 1864===
Roma Harbor, start settlers: 2+9+(15+4).
Rifleman finds Osaka and may explore more.
Talk to Egy, get Banking for Metallurgy.
===267. 1867===
Roma [11] with morale for 10: 0+9+(15+4).
Capua [8]: 2+7+(13-6=5+2).
===269. 1869===
Roma [8] settlers, start theater: 4+3+(16+5).
===270. 1870===
Paestum [10] and courthouse, start marketplace: 0+12+(15-2=9+4).
Cash 165+5, research 16.
===271. 1871===
Tarquinia cathedral, start aqueduct: 6+2+(10-4=6+2).
===272. 1872===
Steam Engine > Naval design
===273. 1873===
Edo temple, start old rifleman.
Tarquinia [7]: 6+3+(12-5:7+2)
===274. 1874===
Roma [10]: 1+9+(15+4).
Capua aqueduct, start coastal fortress: 3+5+(13-6=5+2).
===275. 1875===
Paestum marketplace, start theater: 4+8+(18-3:16+4).
Edo [5]: 2+6+0.
===276. 1876===
British ship sinks our ship.
Capua [9]: 3+5+(15-7=6+2). 
Cut tax to 60%: cash 209+1, research 22.
===277. 1877===
Neapolis Town Hall, start granary: 1+2+(1+1).
===279. 1879===
Cruiser: 180/36/4.5, cost 224, Arty, carry 2. Research Banking.
Roma Theater, start Longboats for eastern reconnaissance.
Tarquinia [8]: 4+6+(14-6:7+3).
===281. 1881===
Someone has destroyed Kyoto.
===283. 1883===
Paestum theater, start granary.
Capua [10]: 3+5+(17-8=5+4).
===284. 1884===
Japs are not as weak as one might hope.
Roma [11]: 4+3+(18+8).
===285. 1885===
Banking > Industrialization
Paestum [11], switches to Harbor: 3+10+(19-3:15+6).
===286. 1886===
British empty galleon visits Capua.
Roma longboats, start coastal fortress.
===289. 1889===
Roma [12]: 1 profit, 9 prodn, (16+7)
Capua [11] with morale for 10: 1 profit, 5 prodn, (17-8=5+4).
Edo [6]: 3+7+0.
Tarquinia aqueduct, start courthouse: 6+4+(14-6:7+3).
Cash 279+4, research 25.
===290. 1890===
Capua Coastal Fortress, start theater: 0+7+(17-8=5+4).
Tarquinia [9]: 5+6+(16-6:9+4).
===291. 1891===
Paestum Harbor, start bank: 0+13+(17-3:12+6).
Cash 289+0, research 26.
===293. 1893===
Edo new rifl, start old rifl. Japs have new stronger unit (elite) 93/62/2.5, cost 80.
Neapolis [3]: 2+3+(3-1=1+1).
===294. 1894===
Pompeii Town Hall, start granary: 1+2+(1+1).
===295. 1895===
Industrialization > Environmentalism
===297. 1897===
Roma Coastal Fortress, start factory.
Tarquinia [10], sells unfinished work and starts factory: 2+10+(16-6:9+4).
Pompeii [3]: 1+3+(3-1=1+1).
Cash 342+0, research 27.
===298. 1898===
Ostia stops military, starts factory.
Capua theater, starts factory: 3+5+(19-9=6+4).
===300. 1900===
Find Sparta [12] (Phoenician) with 48/32 defense. Our ships see no way to reach it.
===302. 1902===
Spanish gone: been declining since 1780; territory exceeded Egyptians' just before that; military power was too low for centuries before; their tech was similar to Americans'.
Paestum bank, start factory: 4+8+(20-3:22+7).
Edo [7] with morale for 6.
===303. 1903===
Neapolis granary, start cathedral.
===304. 1904===
Paestum [12]: 0+14+(19-3:22+6)
Tax down to 50%: cash 378-4, research 33.
===306. 1906===
Environmentalism > Sanitation
Capua [12]: 0+11+(19-9=5+5).
Edo Town Hall, start settlers: 1+7+(8-6=1+1)
===310. 1910===
Galleon (64/32/3.5Arty?) sinks our ship and rifleman out east.
Elite principes (remember him?) finds Izumo [3] with green 6/6 defending.
===311. 1911===
Disarm Izumo. 
===312. 1912===
Edo [5] plus settlers, start courthouse: 4+4+(8-6=1+1).
===313. 1913===
French gone: trouble from 1860; military power was impressive around 700 AD but then levelled off; tech was above Americans'.
Neapolis [4]: 1+5+6-2=2+2)
===315. 1915===
Sanitation > Trade. Americans and Egyptians not interested in Sanitation.
Pompeii granary, start cathedral.
===316. 1916===
Tarquinia factory, start settlers: 2+15+(16-6:7+5)
Ostia factory, start courthouse: 1+18+(15-5=5+5)
===318. 1918===
Paestum factory, start sewer system: 3+15+(21-4:20+8)
===319. 1919===
Trade > (focus Mobile Warfare) Chemistry
Tarquinia [8] plus settlers, start courthouse: 3+9+(14-6:6+4).
===320. 1920===
Roma factory, start sewer system: 1 profit, 13 prodn, (13+9)
Edo [6]: 2+7+(8-6=1+1).
===321. 1921===
Tarquinia [9]: 2+12+(16-6:7+5)
===322. 1922===
Ostia courthouse, start marketplace: 3+15+(16-2=7+7)
Capua factory, start courthouse: 0+16+(19-9=5+5)
Cash 348-16, research 38.
===323. 1923===
Pompeii [4]: 1+5+(5-1=2+2)
===324. 1924===
Nasty galleon near Pompeii: Phoenician.
===326. 1926===
Ostia marketplace, start bank: 0+19+(14-2:9+6)
Paestum sewer system, start coastal fortress: 4+12+(22-4:20+9)
Tarquinia courthouse, start granary: 2+12+(16-3:10+6)
Cash 408-15, research 40
===327. 1927===
Paestum [13]: 4+12+(24-4:22+10)
Capua courthouse, start marketplace: 0+16+(19-4=8+7)
Edo courthouse, start old riflemen: 2+7+(8-3=3+2)
Neapolis cathedral, start coastal fortress
Cash 479 (extra from automatic sale of two town halls)-11, research 44.
===328. 1928===
Chemistry > Explosives
Izumo [3] with no defense so we capture it.
===329. 1929===
Neapolis [5]: 4+3+(7-3=2+2)
===330. 1930===
Roma sewer system, start bank: 5+4+(22-0:16+11)
Cash 541-9 (yes, aqueducts get sold too), research 46.
===331. 1931===
Roma [13]: 5+4+(24-0:18+12)
Capua marketplace > Sewer system: 2+10+(21-5:12+8)
Tarquinia granary, start bank: 4+9+(16-3:10+6)
Izumo takeover complete, max production: 3 profit.
Cash 538-1, research 49
===333. 1933===
Ostia [11] and bank: start theater:1(profit)+15+(16-2:15+7)
Paestum coastal fortress, start our first library
===334. 1934===
Neapolis [6]: 3+5+(9-4=3+2)
Tax 30% to get Explosives next turn: cash 547-32, research 69
===335. 1935===
Explosives > Refining
Edo musketeer, start Engineers.
===337. 1937===
Roma [14]: 2+13+(22-0:10+15)
Ostia Theatre, start engineers: 0+21+(16-2:9+10)
Paestum [14]: 2+18+(24-4:13+14)
===338. 1938===
Edo [7] briefly: 0+7+(9-3=2+4)
Phoenicians are scampering for safety in Sparta in the face of our three good units and two recovering units.
Egyptians have been in population or territory trouble since 1890: British influence suspected.
===339. 1939===
Ostia [9] plus engineers, start old riflemen: 3+11+(15-2:9+9)
Paestum Library: start Colossus: 
Tarquinia [10]: 1 profit +15+(16-3:6+9)
Pompeii cathedral, start coastal fortress: 2+3+(6-2=1+3)
Phoenic have a 50/50 with Arty; he's a bit hurt; and he's left Sparta empty!!
===340. 1940===
Babylonians gone: in 1915 their population was just above ours; 1880 they started a big military build-up but it was too late or too little; their tech had surpassed Egypt's.
Edo [5] plus engineers, start new rifleman: 3+4+(8-3=2+3)
Pompeii [5]: 1+5+(7-2=2+3) but wait for moves on Sparta!
Capture Sparta [11] !! with barracks and aqueduct - would have been [10] if the guy had gone home, but he just sat. Pompeii hasn't lost any besiegers, so they must be from elsewhere.
Japanese talk and we become friends; we get Democracy for Environmentalism, Automobile for Sanitation, Magnetism for Metallurgy.
===341. 1941===
Refining > Automobile
Capua Sewer system, start freight: 3+7+(21-5:7+11)
Tarquinia bank, start freight: 1 profit +15+(16-3:9+9)
Neapolis [7]: 2+6+(11-5=2+4)
===342. 1942===
Capua [13] and sees that its freight would be too late: change to offshore platform.
===343. 1943===
Automobile > Democracy
Roma Bank, start engineers: 2+13+(22-0:15+15)
Sparta takeover complete, sell aqueduct, start engineers: -1+5+0 (it will drop once)
Find Athens [8] with 48/32: tempting.
===344. 1944===
Ostia rifleman, start library.
Sparta [10]: 0+6+0
Capture Athens [7] with barracks and aqueduct.
===345. 1945===
Ostia [10]: 1 profit +16+(15-2:9+9)
Tarquinia freight, start library.
Neapolis coastal fortress, start courthouse: 0+7+(12-5=2+5)
British nasty galleon sniffs at Izumo.
===346. 1946===
Democracy > ground unit design
Roma [13] plus engineers, start library: 1 profit +13+(20-0:13+14)
==World's second Wonder - ours==
===347. 1947===
Paestum builds Colossus and starts granary.
Athens takeover complete. sell aqueduct: -2+2+0
Tax to 10% to finish military this turn: cash 336-77, research 99.
===348. 1948===
Blue-suited infantry: 124/93/1.5, cost 70. Research Magnetism.
Capua [14]: 0+16+(23-5:3+16) - but ":139+9)" after tax back to stable level
Athens [6], continuing engineers, but 0+2+0. (lots of sea; but that start position was almost a winner in another game on this map)
Tax up to 50%: cash 259+2, research 53.
Ostia and Tarquinia sell uncompleted libraries (poor value now) and switch to Infantry; Edo also switches witjout losing any value.
===349. 1949===
Pompeii [6]: 2+6+(9-3=3+3) but enemy has found the inlet.
Settler resumes mining at Edo where he left off a long time ago: 10.5/12.
===351. 1951===
Paestum granary, start offshore platform: 
Sparta [8] plus engineers (who may build a long road north-west and/or an inland city), start second engineers: 0+4+0
===352. 1952===
Magnetism > Mobile Warfare
Roma Library, start offshore platform: 4+4+(24-0:27+18)
Sparta switches to infantry because enemies have a new fast piece.
===354. 1954===
Spend 228 to complete Sparta Infantry!
===355. 1955===
Capua offshore platform, start bank.
Pompeii coastal fortress, start harbor: 2+6+(9-3=3+3)
===356. 1956===
Paestum [15]: 4+12+(28-5:27+16)
Neapolis courthouse, start marketplace: 3+6+(12-2=5+5)
===357. 1957===
Roma[14]: 1 profit +13+(22-0:24+16)
Neapolis [8] and switches to factory: 0+9+(14-3=6+5)
Reports from Sparta suggest that the money was well spent.
===358. 1958===
Ostia [11] and 2nd elite infantry (starting third): 2+16+(18-3:18+7).
===359. 1959===
Mobile Warfare > Electricity
Edo Infantry, start second.
Sparta's infantry has a third stripe.
Egy talk: we get The Corporation for Mobile Warfare.
===360. 1960===
Capua Bank, start The Oracle: 2+24+(25-6:22+9)
Pompeii [7]: 1+8+(10-3=4+3)
===361. 1961===
Paestum [16]: 1 profit +21+(27-5:24+16)
Start new city on hill north of Edo.
===362. 1962===
Tarquinia builds another hardened infantry, starts Michelangelo's Chapel.
===363. 1963===
Paestum Offshore Platform, starts Eiffel Tower: 0+27+(27-5:24+16).
===364. 1964===
Pompeii harbor, starts courthouse: 3+4+(12-4=4+4).
===365. 1965===
Capua [15] and spends 12 to get Wonder next turn: -2+27+(23-5:20+9).
===366. 1966===
Electricity > 
Capua Oracle, start Library.
Sparta second infantry, start coastal fortress.
===367. 1967===
Chinese gone: peak population and territory a little higher than ours about 1910 then steep plunge; military power had been above ours but from about 1840 it wasn't growing as fast; tech was above Americans' over last 100 yr.
Ostia [12]: 0+21+(18-3:18+7).
Athens [4] plus engineers (who will head inland), start more engineers: 2+2+0.
Ercolanum new city near Edo, start Town Hall: 1+2+0.
===368. 1968===
Roma offshore platform, start Sun Tzu: 1 profit +21+(25-0:29+18).
But Oracle seems to be working: cash 323+53, research 68. So - tax down to 40%, cash 323+1, research 86.
===369. 1969===
Capua Library, start engineers: 1 profit +27+(26-6:18+18).
Pompeii [8]: 0+10+(11-4=3+4).
===370. 1970===
Athens engineer starts city NNW of Sparta.
===371. 1971===
Capua [13] plus engineers, start Power Station: 0+21+(24-5:18+16)
'''
British have a transport: 0/276/4.5, carry 8, cost 140 (but this one is empty; more significant, it is green, which means they didn't have a Dockyard where it was built).
===372. 1972===
Radio > Ground unit research
Edo has two infantry and starts factory: 1+8+(7-2=2+3)
Americans talk: we get University for Radio. Egyp talk: we get Amphibious Warfare for Radio. Japanese talk: we get Physics for Radio and Navigation for Electricity and Combustion Engine for Mobile Warfare. 
===374. 1974===
Alba Longa new city on portage north of Sparta (using its wheat): 1+2+0.
British have an Ironclad: 368/184/4.5, artillery, cost 196. Ouch!
Evacuate Athens and sell its barracks. Pay 76 to finish Sparta's fortress, which will give our elite infantry defensive strength of at least 196+93=289 if they've been unmoved for a turn; that will make Brit Ironclad a bit unhealthy for a while (and they don't heal at sea). If we built one of our Cruisers now, its attack strength would be 180; wait to build a dockyard and it could deal with Ironclad. But we can now design better ships. Give us time! Our ship-sinking ground units are nearly available.
===375. 1975===
British reduce Athens to [2] as expected; switch to Trade Goods: 
New Howitzer: 220/44/2/5, Arty, cost 108. Research Amphibious Warfare.
Ostia finishes another infantry and starts a run of howitzers.
Pompeii courthouse, start factory: 0+10 (11-2=4+5).
Sparta coastal fortress, start engineers.
===376. 1976===
Capua Power Station, start tade goods: 2+28+(23-5:15+16)
Find Corinth [9] defended by Engineer.
===377. 1977===
Start new inland cities south of Ostia and south-west of Neapolis.
===378. 1978===
Amphibious Warfare > Navigation
'Roma builds Sun Tzu's War Academy, starts Power Station: -1+24+(22-0:20+19)
First elite howitzer rolls southward.
===379. 1979===
Neapolis factory, starts Power Station: 1 profit +13+(14-3=4+7)
Capua starts Dockyard.
===380. 1980===
Tarquinia builds Michelangelo's Chapel, starts Hydroelectric Dam: 4+10+(18-3:13+9)
Second howitzer sets up inland west of Paestum.
===381. 1981===
Navigation > ship design (for troop transport with maximum armor and artillery)
Disarm Corinth [5].
===382. 1982===
Capua Dockyard, starts Cruiser despite cost.
Sparta [6] plus engineers (who will go inland, possibly for a link to Corinth then a new city); do more of them: 0+6+0.
Capture Corinth [4]; and it's not coastal.
===383. 1983===
Roma Power Station, start Dockyard: 0+32+(22-0:20+19) (and will then have two turns of 24 with more trade).
Aquileia new city south of Ostia: 1+1+0.
Tarracina new city near Neapolis: 2+1+0 but should soon add a resource.
===384. 1984===
New Destroyer 184/368/4.5, Arty, carry 4, cost 224. Research Astronomy.
Ostia builds 3rd howitzer, starts Power Station.
Tarquinia [11]: 4+13+(18-3:13+9)
===385. 1985===
Paestum builds Eiffel Tower, starts Power Station: 3+22+(29-5:22+21)
Corinth takeover complete, sell aqueduct, start Town Hall: 0+6+0.
Rifleman finds British Ironclad north-east of Corinth. Curtains, probably, but very valuable info and may save a city by damaging ship.
===386. 1986===
Roma Dockyard, start Cruiser: 4+24+(26-0:22+24)
Casinum new city on river in middle of main drag: 1+1+0
===387. 1987===
Astronomy > (focus Electronics) Physics
Capua [14]: 2+32+(25-6:18+16)
Athen [3]: 2+2+0
Ercolanum Town Hall, start barracks: 1+2+(1-0=0+1)
===389. 1989===
Temple of Zeus has been destroyed. What a pity; could have been useful.
Ostia Power Station, start Library: 0+28+(18-3:13+9)
Tarquinia [12]: 3+16+(18-3:13+9)
Neapolis Hydroelectric Dam, start aqueduct: 1 profit +18+(14-3=4+7)
Sparta [4] plus engineers, start Town Hall: 0+4+0
===390. 1990===
British Ironclad further damaged by infantry north of Alba Longa: 72%. It dies before reaching Alba, and howitzer gains 30% experience (useless for an elite unit). Now - do they have more?
Physics > Theory of Gravity
Paestum Power Station, start Observatory: 3+30+(29-5:22+21)
Capua Cruiser, starts another.
Tarquinia Hydro, starts sewer system; 1 profit +26+(16-3:11+8)
Cruiser finds a bit more land and hopes there's no ironclad near.
Empty British galleon possibly looking to be killed: we could, with downside and no upside.
===391. 1991===
Second ironclad gets howitzer and has one stripe but is down to 24%, just a fraction over what it needs to kill another howitzer on open ground. 
Roma [15]: 4+26+(28-0:24+25)
Find Byblus [12] with ordinary defense. 
===392. 1992===
Ostia Libray, start howitzer (and send the northern one south-east): 0+28+(18-3:13+13)
Corinth Town Hall, start temple: 3+3+(6-4=1+1)
Capture Byblus [11].
Third ironclad near Alba Longa [2].
Phoenicians gone: from 1800-1870 they were top known nation in population; about 100 AD their territory was top; military power was above ours from 1760 till they lost Athens (except when we briefly spiked about 1890); tech was not competitive: Tactics, Explosives, Ballistics, Amphibious Warfare, but no Code of Laws, Bridge Building, Railroad, or Steel.
===394. 1994===
Paestum [17]: 2+34+(30-5:22+22)
Neapolis aqueduct, start temple: 3+14+(14-3=4+7)
Alba Longa Town Hall, start barracks: 0+2+(2-1=0+1)
Howitzer finds two nasty Brit galleons east of Byblus, sinks the one-striper.
===395. 1995===
East howitzer dies - they had another nasty one.
Theory of Gravity > Atomic Theory
Roma Cruiser, starts another
Tarquinia sewer system, starts Hanging Gardens.
Pompeii factory, starts engineers
Byblus takeover complete: start engineers: -2+4+0
===396. 1996===
British cut Alba down to [2].
Roma [16]: 0+36+(26-0:22+24)
Capua [15]: 0+38+(25-6:18+16)
Edo factory, start hydro: 1+12+(7-2=2+3)
Byblus [10]: 0+4+0
Sink one-stripe ironclad at Alba.
See separate pages /1st 100 turns/ etc. 
(to be continued)
Category:C-evo test Book 31