I haven't got around to looking at that save yet, but I should do so in the next couple of days I hope.
Ah cool, thx!
Btw. In the same game I only got the cities that are not attacked by barb stack because of a Ai flaw I think. half of Tupi army suicided on a scout with very many promotions and a general nearby who also had 10 promotions I think.
So the scout had
many first strikes and was on wooded hill, I also had a tracker and a thief nearby to kill the units AI didn't suicide right after as the scout was not able to attack himself.. but if the Tupi just had waited and had estimated the first strikes correctly they should have just ignored the situation and let the one tile occupied by me - after all they had several other tiles to work...(thx to deer*6 spawn bug) basicly they should have researched... axes and stuff, well they had no chance to kill those units I had there (thx to amazon cobra) anyway... which leads me to another suggestion: animals should not give xp to generals, it's just too exploitable.
-->What about hunting generals, like real master hunter, that get xp from killing animals and give boni vs animals?
I beelined to tracking, when I got to it my wanderers had already farmed the first general and he was promoted quite a bit. //I made the risky move to send my 3 elite wanderers with him in the wild Haast eagle and Moa killed 2 of them and my last wanderer had to rescue general from battlefield until reinforcements arrived. The food and hammers from hunting helped the city to grow to 2 and from there on tracking became visible at the horizon.
To make a long
tupi story short, I somehow managed to get the early 2. and 3. city.
After that, while building their economy buildings (I was on 0% science for quite some time) and I had to bribe the previous Tupi capital to stay on my side (steady minor revolts

) at times -yet when they finally wanted to break off, it payed off I beelined to petroglyphs and my superior inca elite was able to seek shelter in lascaux caves which impressed the natives so much that they loved to work for me again^^
In screenie 2 you see my I conquered the first place in GPT, which - yes, I know - is thx to many exploits and minor start bug but it's 2 city AI deity start and I think I can be a little bit proud of me after all. 4070 BC is to be beat now hehe

(what about a monthly C2C GEM HoF lol)
Atm my Moa and Haast Eagle brigades have established at least some defense (est. 1:5) against the stack of doom which got even larger in the meantime (screenie1) and I hope I won't trigger it anytime soon... //at least as long as you don't provide the fix, that is^^
Hope you had a happy birthday! Keep on mastering the art of codeology
EDIT just found a little thing that might add flavour to the game:
When building Lascaux Caves, the a bit
sucking underperforming graphics [speaking of glasshouses, I can't do it any better as I suck at 3d-modeling or never really tried it so...

]
should not be displayed
in the city if it is not on a hill (+ extension rule: you are only allowed to build if hills are in bfc), but somewhere in the surrounding hills (imagine how it could look like in screenie 4) ---or it might even stick out of a _peak_ now that would look interesting^^
Screenie 3, the general next to the cave brought me to yet another idea: could there maybe be a BUG option that allows you to change the size of your units?
It always bugged me to have so 'large' units and that climaxed when my wife saw me playing civ4 for the first time she asked "why are the units so large compared to the city buildings?... so now, a few years later I am ready to ask for a solution or at least ask for how I can produce that solution...
the idea is like this: You could have the units smaller (and have larger numbers of them at a certain zoom level)
so much like zooming in and zooming out your angle
(which I often do for screenshots) there would be another bar below that which allows you to have the displayed unit larger or smaller (maybe not 100 like the angle bar but 4 positions) and if smaller, at certains steps have their graphics mirrored so larger unit-stacks are displayed^^)? see screenie 5
As I suppose that mirrored graphics would make the game slower, a normal machine could just have it like now and leave the secound slider at lets say (1) all the time and a faster machine could have it at (3) for smaller and more units in the first eras and later maybe switch to (1) when there are generally more units... so it would be a win-win to have that other slider, wouldn't it?