diff --git a/docs/Playing/LT-Guide/final-notes.rst b/docs/Playing/LT-Guide/final-notes.rst
new file mode 100644
index 0000000000..ae3c8df888
--- /dev/null
+++ b/docs/Playing/LT-Guide/final-notes.rst
@@ -0,0 +1,34 @@
+.. SPDX-License-Identifier: GPL-3.0-or-later
+.. SPDX-FileCopyrightText: James Robertson <jwrober@gmail.com>
+
+.. Custom Interpretive Text Roles for longturn.net/Freeciv21
+.. role:: unit
+.. role:: improvement
+.. role:: wonder
+.. role:: advance
+
+Final Notes + Victory Declaration
+*********************************
+
+Depending on how things have gone for you to this point, you might be ready to declare victory. This is one of
+the really great features of an :term:`LTT`/:term:`LTX` game; you do not actually have to kill off your
+enemies completely with total domination. You and your alliance can severely wound or cripple your enemy
+without actually destroying them to a point where your production capabilities greatly outweigh theirs and the
+game essentially is over at that point.
+
+Victory declaration occurs on our Longturn Discord Server (https://discord.gg/98krqGm). Each game has a
+dedicated ``Ongoing Games`` channel. Opposing teams have 5 days (:math:`5\times24\text{h}`) to oppose. Notice
+that this is technically more than 5 typical turns (:math:`5\times23\text{h}`) and shorter than our newer
+turn change cycle of 25h.
+
+We used to use an old Forum site (https://forum.longturn.net/), but have moved away from it in favor of
+Discord.
+
+As a final conclusion – remember, :strong:`this is a game` and the Longturn Community values good
+sportsmanship as much as we do anything else. Have a good time, play to win, lose with grace, and make some
+friends.
+
+See you next game!
+
+Regards
+The Longturn Game Admins - Wieder_Fi, Louis94, Panch93, TriClad, Kryon, Corbeau, and Jwrober
diff --git a/docs/Playing/LT-Guide/first-turn.rst b/docs/Playing/LT-Guide/first-turn.rst
index 029e1d2cdd..7540f535cf 100644
--- a/docs/Playing/LT-Guide/first-turn.rst
+++ b/docs/Playing/LT-Guide/first-turn.rst
@@ -11,8 +11,9 @@ The First Turn
 **************
 
 The first turn (typically ``T1``) is an incredibly important turn for any Longturn game. With any Longturn
-game, the first turn is always 3 days long (``3 * 24h``). There are many reasons for this, but a main one is
-that the first turn can either set you up for success or doom you to demise. Yes, it is that important.
+game, the first turn is always 3 days long (:math:`3\times24\text{h}`). There are many reasons for this, but
+a main one is that the first turn can either set you up for success or doom you to demise. Yes, it is that
+important.
 
 .. note::
   If you have not played a game in some time or if this is a first time to play, be sure to explore the
diff --git a/docs/Playing/LT-Guide/index.rst b/docs/Playing/LT-Guide/index.rst
index d4b8e783f7..dfc514a6ad 100644
--- a/docs/Playing/LT-Guide/index.rst
+++ b/docs/Playing/LT-Guide/index.rst
@@ -12,4 +12,7 @@ online against other human players.
   intro.rst
   first-turn.rst
   twenty-turns.rst
+  mid-game.rst
+  late-game.rst
+  final-notes.rst
   :maxdepth: 2
diff --git a/docs/Playing/LT-Guide/late-game.rst b/docs/Playing/LT-Guide/late-game.rst
new file mode 100644
index 0000000000..7c30ceb974
--- /dev/null
+++ b/docs/Playing/LT-Guide/late-game.rst
@@ -0,0 +1,78 @@
+.. SPDX-License-Identifier: GPL-3.0-or-later
+.. SPDX-FileCopyrightText: James Robertson <jwrober@gmail.com>
+
+.. Custom Interpretive Text Roles for longturn.net/Freeciv21
+.. role:: unit
+.. role:: improvement
+.. role:: wonder
+.. role:: advance
+
+The Late-Game Strategy
+***********************
+
+
+The late game is generally considered any turn where most (if not all) of the players have progressed to the
+7th level of the technology tree (e.g. :advance:`Metallurgy`, :advance:`Steam Engine`, :advance:`Explosives`.
+and :advance:`Leadership`). This is where things can get really interesting.
+
+Diplomacy
+=========
+
+At this juncture of the game, if you have not determined who your friends are and who your enemies are, then
+you are in trouble. While there is no requirement to formally declare an in-game alliance, you should have
+already started discussions with other players about combined or shared plans. Most players that survive this
+long are good players and will also have developed alliance plans.
+
+.. note::
+  Every Longturn game has different alliance victory rules and conditions, so make sure you are aligned with
+  those rules before getting carried away.
+
+City and Terrain Management
+===========================
+
+If your form of government is not Diplomacy or Federation and you do not have the mass majority of your cities
+celebrating, then you are behind. By the time you have learned all of the Level 6 technologies you should have
+many cities already celebrating. The Gold and Luxury output will greatly boost your gold per turn
+(:term:`GPT`) and bulbs per turn (:term:`BPT`) capacities. You can rush-buy buildings at this stage if you
+planned things right. Gold ends up being your production “super power” at this stage of the game.
+
+Keep those :unit:`Workers` going. Get a :improvement:`Sewer System` in your cities so they can grow bigger
+than size 16. Once you learn :advance:`Explosives`, you can either use gold to upgrade the :unit:`Workers` to
+:unit:`Engineers` or allow :wonder:`Leonardo’s Workshop` to do it for you. Every tile should be grassland by
+now (or at least the majority of them). Use :unit:`Engineers` to cut down Mountains and Hills (ones without a
+special on them). Use the :unit:`Engineers` to get rid of Desert tiles (ones without a special on them). This
+is the time of the game where the majority of your cities should be at +20 food and growing every turn.
+
+This is also a time in the game where pollution can cause Global Warming. In :term:`LTT` and :term:`LTX`
+games, Global Warming is very powerful and can wreak havoc on your growth plans. Keep tiles clear of pollution
+as best you can.
+
+.. tip::
+  :unit:`Transports` can clean pollution from shallow and deep ocean tiles. Best to put them with a defender
+  as they are sitting ducks to your enemies.
+
+.. note::
+  Do not be surprised if you see other players ignoring their pollution. This is a known strategy to force
+  Global Warming on everyone. You can certainly attempt to get them to clean up, but do not be surprised if
+  they ignore you.
+
+.. tip::
+  With :unit:`Engineers`, you can turn a city center tile from any type of terrain into Hills. The
+  terraforming exercise is very expensive in worker points and will take many turns, even with a large number
+  of :unit:`Engineers` working on the same task. However, the defense bonus will make your cities harder to
+  capture and also will not be impacted by Global Warming’s effects as badly. It is advised to do this for
+  your capital at least.
+
+Research
+========
+
+What to research at this point in the game can vary widely depending on what your strategy is with your
+alliance. Different players in an alliance can research different paths to specialize. For example, one player
+can go for all the sea-going technologies (:advance:`Steam Engine`, :advance:`Railroad`,
+:advance:`Engineering`, :advance:`Steel`, :advance:`Combustion`, etc) and develop a very strong Navy. Another
+player can concentrate on air-based technologies (:advance:`Flight`, :advance:`Radio`,
+:advance:`Advanced Flight`, :advance:`Robotics`, :advance:`Combined Arms`, etc) to build out an Air Force and
+a third player can concentrate on a traditional land-based mechanized Army (:advance:`Leadership`,
+:advance:`Tactics`, :advance:`Amphibious Warfare`, :advance:`Labor Union`, :advance:`Robotics`, etc.). When it
+comes time to defeat your enemies you can work together to bring to force what is needed at the right time.
+There is no set prescription this late in the game, you will have to use your best judgment.
diff --git a/docs/Playing/LT-Guide/mid-game.rst b/docs/Playing/LT-Guide/mid-game.rst
new file mode 100644
index 0000000000..e145f8457e
--- /dev/null
+++ b/docs/Playing/LT-Guide/mid-game.rst
@@ -0,0 +1,164 @@
+.. SPDX-License-Identifier: GPL-3.0-or-later
+.. SPDX-FileCopyrightText: James Robertson <jwrober@gmail.com>
+
+.. Custom Interpretive Text Roles for longturn.net/Freeciv21
+.. role:: unit
+.. role:: improvement
+.. role:: wonder
+.. role:: advance
+
+Turn 20+: Mid-Game Strategy
+***************************
+
+The Path to Democracy
+=====================
+
+While you are filling in the map with as many cities as you can, you are going to be developing your empire
+by terraforming tiles and adding infrastructure with :unit:`Workers` and at some point it will be necessary to
+add happiness buildings as well. Once you research :advance:`Monarchy` or :advance:`Republic` and take the two
+turns of Anarchy to change governments you will really see a change in output of all of your cities due to the
+elimination of the Despotism penalty.
+
+.. note::
+  As a reminder, you can also get rid of the Despotism penalty with the :wonder:`Pyramids` Small Wonder if
+  that fits your strategy better. However, at some point you **must** get to Democracy.
+
+You should research the following technologies (not necessarily in this order):
+
+* :advance:`Currency` --- Gives :improvement:`Marketplace` improvement, which increases the luxury and tax
+  output in a city by 50%.
+
+* :advance:`Writing` --- Gives :improvement:`Library` improvement, which increases the science output in a
+  city by 50%, or by 100% once the :wonder:`Great Library` Great Wonder has been built by any player.
+
+* :advance:`Seafaring` --- Gives :improvement:`Harbor` improvement, which gives one extra food resource on all
+  Ocean or Deep Ocean tiles (but not Lakes).
+
+* :advance:`Construction` --- Gives regular :improvement:`Aqueduct` for those cities not near fresh water to
+  get them bigger than size 8.
+
+* :advance:`Monotheism` --- Gives the :improvement:`Cathedral` improvement, which makes 3 unhappy citizens
+  content in a city.
+
+* :advance:`Bridge Building` --- Allows your :unit:`Workers` to put roads everywhere, especially rivers. This
+  is an important task for all of your :unit:`Workers`. You get an extra trade point for a road on a river
+  tile.
+
+* :advance:`Feudalism` --- For the :unit:`Pikemen` unit. Your first really good defender. With a
+  :improvement:`Barracks` and the :wonder:`Sun Tzu’s War Academy` Small Wonder you can produce vv
+  :unit:`Pikemen`. :unit:`Phalanx` can be upgraded to :unit:`Pikemen` as well.
+
+* :advance:`University` --- Gives the :improvement:`University` improvement, which increases the science
+  output in a city by an additional 50% (in addition to what the :improvement:`Library` is doing), or by
+  100% once :wonder:`Isaac Newton's College` Great Wonder has been built by any player.
+
+* :advance:`Banking` --- Gives the :improvement:`Bank` improvement, which increases the luxury and tax output
+  in a city by an additional 30%. With both a :improvement:`Bank` and a :improvement:`Marketplace` in a city,
+  the total bonus is 80%.
+
+* :advance:`Invention` --- Gives the two workshop wonders. If someone else gets :wonder:`Verrocchio’s Workshop`
+  you should still build the :wonder:`Leonardo’s Workshop`.
+
+* :advance:`Economics` --- Gives the :improvement:`Mercantile Exchange` improvement and also allows for the
+  Federation form of government. :improvement:`Mercantile Exchange` increases the luxury and tax output in a
+  city by an additional 30%. With a :improvement:`Mercantile Exchange`, a :improvement:`Bank` and a
+  :improvement:`Marketplace` in a city, the total bonus is 110%!
+
+* :advance:`Democracy` --- Allows for the Democracy form of government.
+
+* :advance:`Gunpowder` --- For the :unit:`Musketeer` unit. Your second-level, really good defender.
+  :unit:`Warriors` and :unit:`Archers` can be upgraded to :unit:`Musketeers`.
+
+* :advance:`Sanitation` --- Gives the :improvement:`Sewer System` improvement. This allows your cities to get
+  bigger than size 16.
+
+
+Getting your Cities to Celebrate
+================================
+
+While you are researching the list given above, you need to work to get all the happiness and luxury buildings
+constructed in your cities as it makes sense.
+
+.. note::
+  Cities size 3 or smaller cannot celebrate. Also at this small size you get very little effect from all the
+  happiness and lux buildings anyway, so it makes sense that small cities will not celebrate.
+
+
+You need to eventually get the following buildings inside your largest cities:
+
+* :improvement:`Temple` → :improvement:`Cathedral`
+* :improvement:`City Walls`
+* :improvement:`Courthouse`
+* :improvement:`Library` → :improvement:`University`
+* :improvement:`Marketplace` → :improvement:`Bank` → :improvement:`Mercantile Exchange`
+
+You must have :improvement:`Temples` in all of your cities at a minimum before you switch to Republic or
+Democracy or you will have disorder on your hands all over. Ideally you would have :improvement:`Temple`,
+:improvement:`City Walls`, :improvement:`Courthouse`, and :improvement:`Marketplace`, along with all the Small
+Wonders that enhance them before you switch to Republic or Democracy.
+
+With all this in place, you will want to now get your largest cities (ideally all of them, but it is not
+always possible to do that) to celebrate. To accomplish this is a multi-part process:
+
+* Ensure you have :improvement:`Temple`, :improvement:`City Walls`, :improvement:`Courthouse`,
+  :improvement:`Marketplace`, and a :improvement:`Bank` inside the city.
+
+* Even better if you can get :improvement:`Mercantile Exchange` in there as well.
+
+* :improvement:`Amphitheater` and/or :improvement:`Cathedral` help with the happiness aspect as well and are
+  needed for cities larger than size 16.
+
+* Change the global Lux value to 30%.
+
+* Manipulate the citizens in your cities and convert them to Entertainers (yes this will stall growth). As you
+  add Entertainers the content citizens will turn happy and if you have enough Lux and Happiness available the
+  city will go to “happy” in the city dialog (right panel). You need half of the citizens to be happy for the
+  citizens to celebrate.
+
+* The citizens will go from happy to celebrating at :term:`TC`. You will see the effects in your gold and
+  science output when this happens.
+
+.. tip::
+  You might have to go to 40% global Lux to get the cities to celebrate initially. Once they are celebrating
+  you can adjust the global Lux value down and still keep them celebrating. You can use the
+  :ref:`Cities view <game-manual-cities-view>` to monitor the situation. Be sure to have the “state” column
+  enabled to see the status.
+
+
+Mid-Game Military
+=================
+
+This is the point in the game where some fighting often happens. You are going to be bumping up against your
+neighbors, they might have more land than you at this point. Just like with the notes about military
+aggression for the early game, any involvement in military conflict is taking away from growth. As with all
+things “Longturn”, there are tradeoffs.
+
+A few thoughts about aggression at this stage of the game:
+
+* You cannot declare war on a player you are at peace with if you are in Republic, Democracy, or Federation.
+  You have to go into Anarchy and then declare war, which will kill 2 turns of any progress.
+
+  .. note::
+    In Monarchy, Despotism, and Tribal you can declare war at will.
+
+* If you are going to go into a hot war with a neighbor, make sure they are smaller than you. If they are
+  bigger you have no chance as they can out produce you. Get some help with an ally if it is really necessary
+  to invade. Also, if your neighbor is further along in the technology tree than you are, they could easily
+  have more advanced defending and attacking units than you do. You really have no chance in this scenario as
+  you cannot out produce them and it will take more units than you can produce in a reasonable amount of time
+  to kill more advanced defenders. Wisdom over Valor!
+
+* As a general rule of thumb, at this point in the game you still do not have a ton of production capacity
+  and it still takes awhile to construct units (or gold to buy them, which could be scarce). If you are going
+  to go to war, it is advisable that every city is involved. Every city should be producing units (attackers
+  and defenders). If you do not go all “in”, you risk your opponent doing the same in retaliation and taking
+  you out of the game as a result.
+
+* Be sure to have your own defenses set up very well. There is an old saying --- a good defense is the best
+  offense. This is a team sports phrase, but it works very well in Longturn games.
+
+* Also recall from earlier, cities without :improvement:`City Walls` will lose a citizen for every unit killed
+  inside the city, plus one more when you enter the city. Use a :unit:`Diplomat` to investigate cities before
+  you go in and attack. If you think you are going to get some beautiful, large city as a result, you may be
+  surprised to see ruins instead. At this stage of the game, only ships do not kill citizens for the coastal
+  cities.
diff --git a/docs/Playing/LT-Guide/twenty-turns.rst b/docs/Playing/LT-Guide/twenty-turns.rst
index d1ab9b370e..09fbce7759 100644
--- a/docs/Playing/LT-Guide/twenty-turns.rst
+++ b/docs/Playing/LT-Guide/twenty-turns.rst
@@ -48,9 +48,12 @@ you should not overstay your welcome. There is also nothing wrong with placing a
 shared border, on a tile inside your border, to act as a sentry.
 
 .. note::
-  As opposed to typical single-player :term:`AI` games, “peace” is the default state between nations in
-  :term:`LTT`/:term:`LTX` rulesets. When you meet a player and establish a contact embassy, you will
-  automatically go into Armistice with that player and in 16 turns will be in Peace diplomatic status.
+  As opposed to typical single-player :term:`AI` games, “Armistice” is the default state between nations in
+  :term:`LTT` and "War" for :term:`LTX` rulesets. When you meet a player and establish a contact embassy, you
+  will automatically go into Armistice or War with that player.
+
+  This setting comes from the ``initial_diplomatic_state`` setting in the :file:`game.ruleset` ruleset file
+  and is not shown in game help.
 
 
 Deciding on an Initial Strategy
@@ -332,9 +335,14 @@ This table provides some information on the important wonders before the :advanc
 |       |                 |                              |                                | Veteran 2 (175%) right away     |
 |       |                 |                              |                                | after production.               |
 +-------+-----------------+------------------------------+--------------------------------+---------------------------------+
-| 5     | King Richard's  | :advance:`Chivalry`          | notes...                       | notes...                        |
-|       | Crusade         | /                            |                                |                                 |
-|       |                 | :advance:`Navigation`        |                                |                                 |
+| 5     | King Richard's  | :advance:`Chivalry`          | Reduces the unhappiness caused | The primary benefit of this     |
+|       | Crusade         | /                            | by aggressively deployed       | wonder is the reduction of gold |
+|       |                 | :advance:`Navigation`        | military units owned by the    | upkeep for military units. With |
+|       |                 |                              | city by 1. Under governments   | Monarchy, unit upkeep is in     |
+|       |                 |                              | where unit upkeep is paid in   | Gold. This wonder helps your    |
+|       |                 |                              | gold, it gives two free gold   | treasury greatly.               |
+|       |                 |                              | per city towards upkeep every  |                                 |
+|       |                 |                              | turn.                          |                                 |
 +-------+-----------------+------------------------------+--------------------------------+---------------------------------+
 | 5     | Leonardo's      | :advance:`Invention`         | Upgrades two obsolete units    | At about this stage of the      |
 |       | Workshop        | /                            | per game turn.                 | game, most players will have a  |
diff --git a/docs/glossary.rst b/docs/glossary.rst
index 14d26a492f..456b962857 100644
--- a/docs/glossary.rst
+++ b/docs/glossary.rst
@@ -22,6 +22,11 @@ community discussions.
     Freeciv21 comes with a pre-programmed artificial intelligence that you can play against in single-player
     games.
 
+  BPT
+    Bulbs Per Turn
+
+    This is the rate of science output by your nation.
+
   FC
     Freeciv
 
@@ -62,6 +67,11 @@ community discussions.
 
     The amount of damage an attacking unit can inflict on a defending unit within a single round of combat.
 
+  GPT
+    Gold Per Turn
+
+    This is the direct output of your nation's economy.
+
   Goto
     Units that are out of :term:`MP` can be given advanced orders to take an action at the start of the next
     turn. There are many possibilities. See :menuselection:`Unit --> Goto and ...` for some ideas.