CHANGES: Salamanca changed to size three, ball court added, starting culture set to 50 (like the rest of the mesoamerican capital cities).
Note: Yes, Im being horribly stereotypical regarding native American culture, mixing up stuff from plains Indian tribes with those who inhabited the northeast. Im just joking around, although I dont think too many people here are that thin-skinned.
In the beginning of the year the white man called 1492, a new leader arose to lead our people after the Great Conclave held at Salamanca. His name was Chief Dead Horse, and he spoke of a new way for the Iroquois people:
My people, I come to you having seen a vision of the future, a future that cannot be escaped. The white man comes with firewater, cannons, and travels in great ships. His weapons, they are not magic. They are no more magical then a bow, or a knife. It is not his weapons that will defeat us in the end it is his strategy. He will divide us, and conquer us. He brings with him deadly plagues that will decimate us; diseases that even the most skilled shaman cannot ward off. We must learn the secrets of the white man to survive the storm that is coming. We must have one leader, one master!
Chief Dead Horse proclaimed himself to be the chief of all the Iroquois. Those who resisted fell before his braves, and a new order was established. His first task was to decide how to go about divining the secrets of the white devils. The shamans suggested that perhaps they could look into the Aztec and Mayan rituals of sacrifice and murder, to better appease the gods so they might smite the invaders. The Chief refused. We are not crazy murderers. Besides, the gods help those who help themselves. Begin research on a system of writing. One of the shamans though about asking how the chieftain knew what this alphabet was, but decided that he did not want to get scalped and thought better of it.
Preturn: Salamanca starts with no improved tiles; the fastest I can get it to grow is seven turns, and that is with only 2 spt. Good think we are agricultural, or this would be even worse. Since we do not have access to an enslavement unit at this point, I decide to lead off with a worker, do in three. Our mounted warriors should be sufficient military for now. I change my mind on the alphabet research; we should be able to get it off the Europeans, and we will want to tech up to Quetzal Bowmen anyway, which means researching the non-tradable meso-american techs on our own. Start on Enslavement, due in 80 (We, uh, dont have any income 

. Two mounted warriors and the settler head west, one MW heads north and another south to hunt for some barb huts.
IBT: Barb archers show up to the north.
Turn 1: Attack barb camp up in Maine, killing one archer.
Turn 2: Our braves continue to ride across the plains. Northern MW kills another barb archer and disperses the camp, netting us 25g.
Turn 3: Salamanca builds worker, starts on settler. Our braves spot many white-cloaked warriors on their journey west.
Turn 4: Many white-cloaks are defeated and scalped.
Turn 5: And so it was in the year 1495 that the White Man arrived in our lands. The Spaniards found a city under the fog, approximately where modern-day Virginia is spotted. Some braves spot a great ship with orange sails as well. We smoke the peace pipe with the very
white Queen of the English peoples. She will not sell us knowledge of the alphabet or of masonry, but we can buy her map of the world for a copy of our own (that we somehow made without a written language, let alone map-making
) and 16 lumps of gold (no coins or anything, we dont have currency yet). Perhaps we can get on this Map-trading bandwagon, although we are not sure what a wagon is, exactly. Somehow, we also have contact with all the other European civs; maybe the Spanish sold contacts around? Henry will give us knowledge of the Alphabet in exchange for our map and all of our gold; we will go bankrupt if we do this however. Instead, we sell our map to him for his map and 34 lumps of gold. Francis of the French gives us his map and 30 gold for our map. William the Orange gives us knowledge of the Alphabet in exchange for our map and 115 gold. Isabelle of the Spaniards gives us 20 gold and her map in exchange for our own. Not too bad; not the craziest set of map trades Ive seen, but itll do for now. If we can make contact with the bloodthirsty freaks to the south first, we might be able to swing masonry or, hopefully, writing. Defeat three camps of white-cloaks, and seize 75 lumps of gold.
IBT: The white-cloaks finally grow enough of a spine to attack our braves. Our warrior in the north skillfully defeats their archers, promoting to elite. One of riders down in what I would guess to be Carolina or perhaps Georgia is badly wounded and forced to retreat.
Turn 6: Our braves discover the land of horses and wheat-this shall be our first new teepee base. Another camp of white-cloaks is defeated. The wounded band of riders retreats deeper south, spotting the Gulf of Not-Mexico. 155 Gold and our map get us Masonry from Henry the Fat. Generate 37 lumps of gold selling our maps that we magically make despite not knowing what a map is yet. Ah well.
Turn 7: Our warriors have almost reached the conflux of three great rivers. Generate 40 lumps of gold selling maps.
IBT: Elizabeth establishes an embassy in our capital.
Turn 8: We contact Monteczuma of the bloodthirsty Aztecs. Pick up 170 odd gold selling contact around. Cant swing a tech deal. Sell alphabet to the Aztecs for 85 gold (market value). This gives me enough gold to swing a deal for either Currency or writing. Currency is of little immediate value; writing will let us get Map Making eventually so I choose it over currency. Buy it from the English for 245 gold and our map, and then recoup about 50 gold selling our maps around.
IBT: The British found Jamestown to the north of Salamanca, next to some beavers. Maybe we will culture flip them or something.
Turn 9: Found Niagara Falls at the center of mighty not-Mississippi-yet river. Starts on Granary (veto able! its at an awkward point since it is making 3spt and 5pt; it has access to a plains cow, a grassland wheat, some forests, and a bonus grass. Horses will be ours after a border expansion. Disperse a barb camp, more gold. We barely break even on map sales this turn; the White man has been busy.
Turn 10: MM Salamanca to finish its settler and grow in three turns. Hawk maps around.
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