Immediately cancel our Marble deal with Cyrus. We are building Taj, and this will double speed the construction. Taj drops from 10 turns to 6 turns. Eventually we will need marble to help double speed some of the religious buildings.
Tyr is going to be one of our Legendary cities I am pretty sure, and yet we have built two workshops there, rather than cottages for the cultural slider. I will use the workshops briefly to rush out some temples, but we need to cottage over these afterwards.
We have two workers sleeping in UP when we need to do some tile replacement in Mansa's old lands. A farmed grassland in a city with 5 food resources? Mansa was a little
T200: Research positive at 60%. 6 turns to Constitution. Can probably knock out Democracy too during the Golden Age. Then I decide to get a Forge in Tyr for the building production (will probably go back to OR), so I put us on max shields in Tyr, which reduces Constitution back to 7 turns. Bibracte is getting a Forge too for the same reason.
T201: Cottaged over farm at Bibracte. Our Trireme has run into unpassable lands in the south. Make this trade with Mansa:
I would prefer to trade with Mansa (who is Pleased with us again, despite two war declarations and our crippling him
![smoke smoke](https://www.realmsbeyond.net/forums/images/smilies/smoke.gif)
), than Cyrus. Mansa cannot win.
T202: Cottaging over workshop at Tyr.
T203: Need to get Hindu and Christian missionaries out to spread, so that we can get temples up in 9 cities for all 3 religions. Right now I am going to pump them from TT's Gambit. Temple complete in GV, now building Oxford. Another Mansa trade, although I added the gold and world map too:
T204: The Espionage ridiculousness began this turn, with a town pillaged back to village status. Stupid Espionage. Other workshop at Tyr cottaged. GArtist born in Tyr. Put it to sleep.
T205: Taj in. Onto 6-turn Notre Dame build in UP. Forge in Tyr, onto Aqueduct to deal with unhealthiness.
T206: Constitution finishes. I can tech Banking in one turn at full research. Then I will go ahead and grab Economics to see if I can still get the free GMerchant. And the extra trade route. Not going to switch to Representation because our old Mansa cities will go into unhappiness without the garrison happiness. The "yearn to join motherland" crap is preventing this.
T207: We don't have a single foreign trade route because we don't have Astronomy, so I put us into Mercantilism. Vienne onto Christian temple. Economics in four turns, at -22gpt 80% science.
T208: One turn Jewish missionary in One South.
T209: Judaism spread to TT's Gambit. I put up long build queues in each of the Legendaries. The next turn player can obviously change this around as desired. Economics finishes in 2 turns. Maybe we can grab the GMerchant to fuel the culture slider later. Christian Monastery finishes next turn in TT's Gambit, so we can get our missionaries from here. Oxford due in GV next turn. ND due next turn in UP. Brennus is furious with us, so we might want to get one our brothers of the faith to bring the hammer down on him.
Religion Spread:
Legendaries: 3 cities (Bibracte, Tyr, GV) all have all 3 religions.
Hinduism: 9 cities
Judaism: 10 cities
Christianity: 7 cities (need to spread to NE corridor)
So really, we just need Christian missionaries to spread to two more cities, and then we should revolt to OR and use the 25% bonus to help us get all these temples constructed. Then we get up the +50% buildings, start churning GArtists wholesale, turn the cultural slider on (do we want Rifles?), and build Hermitage in our weakest Legendary city.
Demographics on steroids from 24 straight GAge turns:
Tech screen:
We could definitely win space I think if we had wanted to go that route.
Once Notre Dame is in, we will have enough happiness to revolt to Representation if we want.
At some point, we will want to just run straight cash to fund deficit culture slider.