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Turn 0 - 690BC: Looks good. Exploring trade opportunities.
We give to Celts: Map Making, 439 gold
We get from Celts: Contact with Germans, Bronze Working, The wheel.
We give to Germans: Map Making, 235 gold
We get from Germans: Iron Working, Masonry, Warrior Code
Turn 1 - 670BC: Slider adjustments, to speed research of CoL, hopefully a trade opportunity.
Turn 2 - 650BC: Disorder in Nottingham. I thought these slider adjustments helped

. Rather than increase the slider again, I micromanage laborers to high-commerce tiles.
Egypt build the Oracle in Alexandria.
Germans are building the Pyramids.
Turn 3 - 630BC:
Conscript barb warrior kills our regular, Fortified in a forest warrior up north, near the camp. Note to Self: destroy that camp!
Celts are building Pyramids.
CoL in 18 turns.
Turn 4 - 610BC:
Oxford founded, East coast between York and Hastings
Turn 5 - 590BC:
much barbarian activity, nearly lost a galley with settler

!
Horses are connected
London MMed due to new mines. Great Lighthouse from 16 down to 14 turns.
Turn 6 - 570BC:
Land spotted up north!
London MMed from 13 to 11 turns for Great lighthouse, but disrupted settler factory.
Turn 7 - 550BC:
London riots! Not a very good day for me...
Barbs heading for my new city. Reshift power forces, this time looking out for disorder.
Turn 8 - 530BC:
Barbs destroyed, turned around and attacked York.
Land up north is but icy tundra, with a goody hut. Shall I risk popping it with a settler? seeing we are expansionist, I do. And we get 50 gold!
Turn 9 - 510BC:
Celts have Philosophy, refuse to trade. Germans lack it, however.
We build Liverpool, in the midst of jungle.
Germans and Celts are on the same island. An early war has occured, as there are ruins between them.
Turn 10 - 490BC:
I decide to land the scout on the German and Celt homeland.
The Save
Enemy island: