Turnset Report T98-T105
T98 --
T99
Capture
slave#2, CF with Hannibal.
Sal's Damascus will keep the iron tile.

Pop10 on flat grass w/CGIII DrillII archer on top.

Tons of forests. Unknown food resources. Separated from Mecca by lots of water. Galley transport absolutely the solution. We'll need a scout to determine if worth keeping.
Mecca has a 1f1h6c incense.
Great Sci born somewhere.
T100
We're
Sailing!!! Finally we can trade with all AIs, most notably Darius. We can get deer and cows, if we choose. We get a 3cpt TR with Tolosa (pop13), 9cpt total, but of course lose the TR with DaGift.
Another Great Sci born somewhere.
Hinduism spreads to Carthage. (saw a Sal miss at Hadr a few turns ago)
Medina has a 5f1h1c floodplains/plains tile and a 1f1h6c incense.
DaGift has second consecutive revolt.
Gilga, Hannibal and Sal all have HBR by the way.
T101
Pliny charts the most powerful: Brennus, Sal, Gilga, Zara, Hanni, Darius. We're
hopeless.
Sal's Najran is a genuine piece of crap.
Woodie+slave#2 are unavoidably threatened by a barb archer. Pray for their souls.
Darius has sent a Buddhist missionary our way, coming from the
NW as we suspected.
T102
Woodie teaches the barb archer a lesson.
Our spy stumbles upon an
abacus!!! 
Medina(Sal) and someone else spawn GProphets.
Sheesh. Construction= Sal+Hanni+Zara. Calendar=Hanni+Sal+Gilga. I'll be surprised if every team wins this game.
Darius is turning out to be one of the slower techers. We need to chain-gift a pile of crap cities to these other characters. I wish.
DaGift comes out of revolt and captures our forest at HC-2W1N. We'll get it back before long.
T103
Sal has Currency.
Sal builds the Temple of Solomon in Medina.
Damascus is pop12 with magical fish, furs, deer, sheep (not even pastured yet), and 11 forests. Probably worth dumping a city for.
T104
Crap!
Hanging Gardens built somewhere.
Darius finally completes
Construction and gladly gives it to us.
2 barb archers near iron. COuld be a problem. I forgot to put a warrior together with the settler. All on land.

We spy Persian culture, just north of Sal.
T105
Barb archer kills 1 warrior, @2.4/3, other barb archer goes into fog. No way to land this turn.
We could lure 2.4 farther north, sacrificing another warrior and hope the other archer goes farther west. We could also load a chariot onto the galley and build another in Rome, increasing chances of settling T108, if not possible on T107.
UPLOADED to examine.
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