Turn 1 4000bc
Move 1 tile S to the hill. Worker start chop
Turn 2 3950
Found Persepolis warrior due in 4. There are three furs and one goody-hut in sight. Our border expansion will pop the hut.
Select Pottery in 10 set slider to 90/0 10 gold in bank earning 0 GPT. Since this is Regent we should be able to do our own research. I think we can skip the GL and build Immortals instead.

I hope there is fresh water near. I see plains.
Turn 3 3900
Zzz
Turn 4 3850
Zzz
Turn 5 3800
Zzz
Turn 6 3750
Persepolis > warrior > warrior
Worker finished chop & starts a mine.
Move the city to work the food tile so we grow in 8 more turns. Slow growth start but a granary chop will make it up.
Warrior moves south & sees desert. Ugh.
Turn 7 3700
Pop hut and get Ceremonial Burial.
Pottery due in 7; warrior die in 9; we grow in 7
Turn 8 3650
Moving south I spot the 5th fur. Well get to do some nice trading.
Turn 9 3600
Mine completes, start road. The 2nd warrior is now due in 3. Ill send him north.
No rivers or lakes yet. Ugh.
Turn 10 3550
Spot a 1-tile choke point to the south.
Warrior in 2; pottery in 4; grow in 4
Turn 11 3500
Worker completes mine. He moves to the BG since our borders expand next turn.
Our border expansion reveals a 1-tile choke point connection to the northwest. This is a little surprising to me since we are so far north on the mini map. I figured north was a dead end.
Turn 12 3450
Our second warrior completes and heads to the north.
Worker starts a mine on the BG. Expansion brought 4 grasslands into our city area, so our food situation is much better. Pottery is due in 1 turn, but I cannot move the slider to save any cash. Still 10 in the bank and we are earning 0 GPT. I hope we meet someone soon to trade with.
Turn 13 3400
Pottery comes in and I go for Iron Working due in 30. Persia needs to know where the iron is. Northern exploration reveals another goody hut.
Turn 14 3350
I still cannot see any fresh water.
Our glorious capital is now size 2 and working the BG & Mined G.
Ive got Persepolis on 1 more warrior which is due in 2, then I'll will move to a granary since there seems to be no need for any more regular warriors to explore. No barbs in sight either.
Turn 15 3300
Mine is completed on the BG. Next the worker will build a road then move to the furs to chop a granary.
Uh-oh. The northern warrior popped the hut & got 3 barbs. The capital may have to build 2 warriors. 1 is due next turn and we can build another in 2 more turns by working the forest if need be. Im on the 2 grasslands now so we can grow.
Turn 16 3250
Exploring Warrior wins on defense and fortifies to heal. He did not promote.
The 3rd warrior goes off to block an advancing barb. I set the capital to build a forth warrior. 2 warriors versus 2 barbs we should be fine.
Southern warrior spots the green borders of our future victim
Turn 17 3200
The barb farthest away retreats into the darkness, and the near barb advances. Our third warrior takes out the visible barb No barbs in sight now.
Persepolis switches to granary and worker moves to the furs to begin a chop/mine/road.
Turn 18 3150
Exploring warrior spots Dyes in the northwest.
Southern warrior spots more dyes in the south.
Turn 19 3100
Aztecs contact us & politely tell us to leave their lands. I declare war (just kidding).
All they have to offer is warrior code. We get warrior code + 10 gold for masonry. We are up Bronze working & Pottery on them.
Northern lands dead end in an ice patch.
Turn 20 3050
Zzz
Mad-Baxs rules state:
The first player plays to the end of the 3000BC turn (turn 20)
Everyone else plays 10 turns from there. Please try to stick to this. People finishing on the wrong turn is my biggest headache believe it or not.
So Ill play to the end of 3000. I guess he considers 4000 BC turn 0, not turn 1.
Turn 20a 3000 BC
I moved to the south despite Montys asking us to get out of his lands last turn. He got mad again this turn, but was kind enough to kick us out by teleporting us to his south so we can continue to explore.

We are now only up pottery on him.
We have 20 more turns to iron.
Notes:
There are two warriors in the north. Bring them both home & then periodically check back later to see if there is a newly established barb camp. Barb Farming is a nice source of income. It would also be nice to get them promoted. I think you can move the one on the choke point before you hit enter.
The worker will finish the chop in 2 turns for 10 shields. We are pulling 2 SPT in the capital, and grow in 3, so we can complete the granary in 7 I think. You may need to MM and possibly use the forest 1 turn.
After the granary Id chop the remaining grass/forest to get a barracks, then build settler/spear/settler/spear out of the capital.
In our newly created cities we can build veteran warriors for an upgrade to Immortals.
My screen shot has a potential dot map for discussion.
Keep exploring to the south of the Aztecs so we will know where the iron is down south if there is none in our lands. This is regent, so we can afford to settle on the southern choke settle back towards the capital I think. Let's try to start our GA via an Immortal victory after we have all our cities down.
Here is the save:
>> SGOTM1PTWJEFF3000BC <<