Turn 146 and T147.
Double turn played yesterday. Forgot to take demographics T146 (or maybe it just didn't take).

So...yeah, OH has galleons. and CKN, and swords, and a few trebs, and he has position, which is like saying "I need a good 5 turns after building everything just to get it where I need it". OH took this city on T147. And I think he took the other core city, leaving just the capital.
I am running the scout on this island down to check it out.

OT4E must be pissed. Gav starting his golden age and he is stuck pushing out an Artist to just hold his front cities borders, and it looks like they have cities minimum distance from each other on flatland?! That can't be stable.

SW needs a forge. There is a very real chance I need to sacrifice great people production and push out boats here: I have no other coastal cities south of this, only the island cities. I'm going to need to push out Carracks constantly to hold the ocean against OH when it comes to war and I'm now convinced that it's going to be war because I can't safely attack Lewwyn and defend against OH that effectively, so might as well just go for OH and take everything from him. Worst case scenario is probably losing the Hindu shrine to a raze but keeping the Buddhist shrine. I could steal a tile from WB and push SW up to 25 base hpt, 2 turn Carracks. Something I'm mulling over.

I think I'm getting the Artist out just in time, and this is exactly why I didn't want to leave the gpp in the city. I can trigger an emergency GA on T151 if I need to

I swear this was luck and not micro. I need to move some Xbows over here, it needs a good 6 units sitting in it (yes I'm paranoid, but 2 galleons could come sailing over from superjm even if OH has no way of getting galleons here without me seeing them.

As ridiculous as the crop yield is becoming, I'm now starting to put plans into place to gaurd against that potential pivot to start razing my coast. Firstly, I don't have anything useful over there until SW on the end peninsula. Seconly, I'm changing tech path: I'm going to rush to Knights. The best defense is a good offense etc. Also, knights are what destroy his CKN if he lands, and if he can't land and make headway, all that OH does it piss me off and then I start opening him up to invasion from Cairo. I also checked that I believe there are at least 3 players in Vassalage, and I believe superjm and superdeath have longbows which would push Feudalism to a 1.5 modifier (and Guilds will be the same as well shortly). I could get either Optics eot148 with nothing left for a T153 Feudalism or Feudalism eot150 and, I believe, Guilds eot151 if 5 other players have it (superjm has Guilds from tile yields, OT4E has no visible workshops in his entire empire, Gav does not yet have Guilds, so this is not that likely) or Guilds eot152 if not.
Double turn played yesterday. Forgot to take demographics T146 (or maybe it just didn't take).

So...yeah, OH has galleons. and CKN, and swords, and a few trebs, and he has position, which is like saying "I need a good 5 turns after building everything just to get it where I need it". OH took this city on T147. And I think he took the other core city, leaving just the capital.
I am running the scout on this island down to check it out.

OT4E must be pissed. Gav starting his golden age and he is stuck pushing out an Artist to just hold his front cities borders, and it looks like they have cities minimum distance from each other on flatland?! That can't be stable.

SW needs a forge. There is a very real chance I need to sacrifice great people production and push out boats here: I have no other coastal cities south of this, only the island cities. I'm going to need to push out Carracks constantly to hold the ocean against OH when it comes to war and I'm now convinced that it's going to be war because I can't safely attack Lewwyn and defend against OH that effectively, so might as well just go for OH and take everything from him. Worst case scenario is probably losing the Hindu shrine to a raze but keeping the Buddhist shrine. I could steal a tile from WB and push SW up to 25 base hpt, 2 turn Carracks. Something I'm mulling over.

I think I'm getting the Artist out just in time, and this is exactly why I didn't want to leave the gpp in the city. I can trigger an emergency GA on T151 if I need to

I swear this was luck and not micro. I need to move some Xbows over here, it needs a good 6 units sitting in it (yes I'm paranoid, but 2 galleons could come sailing over from superjm even if OH has no way of getting galleons here without me seeing them.

As ridiculous as the crop yield is becoming, I'm now starting to put plans into place to gaurd against that potential pivot to start razing my coast. Firstly, I don't have anything useful over there until SW on the end peninsula. Seconly, I'm changing tech path: I'm going to rush to Knights. The best defense is a good offense etc. Also, knights are what destroy his CKN if he lands, and if he can't land and make headway, all that OH does it piss me off and then I start opening him up to invasion from Cairo. I also checked that I believe there are at least 3 players in Vassalage, and I believe superjm and superdeath have longbows which would push Feudalism to a 1.5 modifier (and Guilds will be the same as well shortly). I could get either Optics eot148 with nothing left for a T153 Feudalism or Feudalism eot150 and, I believe, Guilds eot151 if 5 other players have it (superjm has Guilds from tile yields, OT4E has no visible workshops in his entire empire, Gav does not yet have Guilds, so this is not that likely) or Guilds eot152 if not.