Well, that was a lot of discussion for nothing, as we weren't first to philosophy.
Turn 0:
Move Tlatelolco citizen from regular grass to river grass.
IBT: Apologize to Cleo. Barb horse kills jag on mountain, build curragh, start settler
Turn 1:
Workers mine, curragh heads east.
IBT: Settler is built, start a jag. Cleo builds Oracle, starts ToA. So do Greeks. Mayans build the pyramids.
Turn 2: Send settler towards 1N of horses. This isn't an ideal city spot, but it will keep barbs from spawning there. Pausing here - can learn philosophy this turn.
IBT: Get kicked out of Egypt. Learn philosophy. After all this, we weren't first, anyway. Start on lit.
Turn 3: Trade philosophy to France for Math, Mysticism, and 35 g. Trade it to Egypt for 165 g and to Greece for 12 g. Egypt and Greece both are up construction and polytheism; we can't get construction at any price, and poly costs more than we can afford (philosophy plus 11 gpt plus 55 g, before selling philosophy). Lux to 20%, Tlatelolco to Statue of Zeus.
IBT: Tenochtitlan jag to settler. Barb horse visible to west.
Turn 4: Build Calixtlahuaca. Jag goes east for fog-busting.
IBT: Barb horse by Tlatelolco. Egypt and France are at war.
Turn 5: Curragh makes it around the eastern tip of land and spies nearby coastal waters. We make contact with the Maya, who are up map making, HBR, and poly. We can see light blue borders, too. If the curragh survives, we'll meet Spain next turn. Warrior covering worker goes off after barb horse, wins and promotes 5/5.
IBT: Teotihuacan settler to settler, Tlaxcala warrior to barracks, curragh sinks.
Turn 6: Nothing much.
IBT: Curragh to curragh, barb horse attacks Tlaxcala and dies. Maya start Great Lighthouse.
There is a sea connection from our continent to theirs.
Turn 7: Nothing much.
IBT: Barb horse appears by Tlatelolco. Tenochtitlan settler to barracks.
Turn 8: Reg warrior kills barb horse, promotes. Build Xochicalco and the eastern end is safe from barbs.
IBT: Egypt learns map making, we connect horses.
Turn 9: Nothing much.
IBT: Nothing much.
Turn 10: Just moving.
Settler should settle, disbanding the barb camp next turn. One more settler will make the south secure from barbs.
There is a curragh headed over toward Spain. A galley could cross safely; if we can pick up map making cheaply it would be great.