Right, Notre Dame is officially in. We also got 22 failgold for it.
The merchant made it safely to Lupin III and produced 1273 gold. Did you know that 37 is the 12th prime number, and 73 is the 21st prime number? Awesome huh? I know this because I've had some interesting luck in my life involving those numbers, and not because I'm some kind of math genius.
By the way, we have a small strike force moving into possition to capture this island. Hopefully we can catch both cities on a turn without new units.
Research stayed at 100%, and more famine was induced in various cities. We may be able to swing steel in 3 more turns - mouseover after ending turn shows it will take 2 now! (But of course we're switching out of specialist civics after just 1 turn, according to current plans which I think we'll stick with.) Last turn (100% on an unfinished Chemistry) was a new GNP high, by the way. I love hitting those outside of golden ages.
Also note Mackoti has started spending his 1000ish-gold stockpile. Gunpowder? Think he'll try to match our navy again? Well it's not going to work this time. Our ship production capabilities will be vastly superior to his with our civics, Kremlin, and Drydocks coming in soon.
Since Chemistry was to upgrade all our workshops at EOT, I had to do some careful city micro. Ganymede was producing more than enough hammers for a musket every turn and was almost at the overflow cap, so I hired a temporary merchant and queued up a settler for next turn to use up all the overflow. Yeah we'll start making more expensive cannons soon instead, but with police state we'll be 1-turning the cannons regardless, so the overflow would just go to waste.
I also microed Titan, firing a citizen because it has one workshop. As you can see below Kremlin was not delayed - due EOT112.
Also visible in the above shot - all the triremes that got upgraded to frigates when we finished Chemistry. Unlike all my previous games we have an opponent who doesn't skimp on navy, so we won't skimp either. Plan is to start a few privateers next turn, and whip them t113. Why privateers? Well it's nice to have a couple just for sentry, but more importantly, Mackoti gets first strike after the peace treaty ends. (I believe he can declare t115, and we t116. I'll have to confirm this mechanic though.) We can't have his galleons moving out of his culture directly to our cities that turn. So, we preempt him with some boats that can already sit on the key tiles inside his culture. t114 we make some frigates, so we can move them into key defensive tiles. After that we should have steel and can start whipping in 5xp cannons, and drafting 2xp muskets. It's about to get serious!