Inherited Turn:
London entertainer switched to taxman.
Steveopolis switched from library to granary. Population = Power.
All other cities are left unchanged.
Three settlers being trained. We do have a shortage of workers which I will try to address. Only one worker is being trained as I take over the game.
Priorities: Build more cities and workers, and get the wines into the trade network to reduce luxury taxes.
(1) 130BC
Barb horseman uprising sighted. 8 horsies head towards a warrior on a hill. I move the warrior across the river onto another hill so that the barbs have to attack across it.
London grew to 10 last turn, so I turn that taxman back to an entertainer.
Hottown builds granary, starts worker.
(2) 110BC
Warrior fortifies on hill. Maybe he can take out a few barbarians. Maybe not, he is defeated by the first horseman.
AAAAAAAAARGH!!!! We lose the Great Library to the Zulu with only two turns to go. Bummer.
(3) 90BC
There is nothing we can trade with the Romans to save the shields in London (this is also the capital, so no palace build is possible). They have Map Making, but the Great Lighthouse requires a coastal city, so no go there. London gets a VERY expensive library and 297 shields are wasted. UGH!
London builds library, starts temple to get rid of the entertainer.
Hottown builds worker, starts settler.
WesternWines builds worker, starts spearman.
The Egyptian city of Thebes completes the Great Wall.
(4) 70BC
Barbarian horseman raid on Horsey Town is imminent, so I move the defending spearman there to protect the worker roading the horses, and call up Caesar.
I trade Literature, Philosophy and 130 gold for the Roman World map and Mathematics, thus limiting the amount of gold that the barbarians can pillage.
Horses are connected to our empire.
Barbarian outcome - our temple in horsey town is destroyed, population reduced by three and the gut-wrenching loss of four gold.
Erik's whales builds a settler and starts a granary.
The domestic nag warns me my treasury is low. I love the domestic nag. So authoritative, so dominant...
(5) 50BC
Science from 50% to 40% to build up gold again.
Erik's whale's settler put on goto to his final spot - a jungle square which will include a whale after border expansion.
Horsey Town spearman replaced and fortified.
Delta Forse builds settler, starts horseman. We need to start trashing some barb camps.
(6) 30BC
Delta forse settler put on goto to claim flood plains between Horsey Town and WesternWines.
(7) 10BC
A barbarian camp has popped up in full view of our scout. Didn't think this was possible.
ChrTh's Folly builds library, starts horseman.
LeeVille builds settler, starts granary.
(8) 10AD
Millenium celebrations throughout the land.
I send the warrior in WesternWines forth to deal with the latest barbarian camp, as it's too close to where I want to expand for comfort.
Temple built in London - Entertainer put back to work. Barracks started.
(9) 30AD
Steve's Castle founded in the jungle within a border expansion of a whale. It's near the capital, so will be a low corruption/high production city one day.
Our people want to build the Forbidden Palace. Maybe we should. Or maybe we shouldn't...
Steveopolis completes it's granary and starts a horseman.
Hottown builds a settler and starts a library.
Our scout gets chased by a barbarian warrior.
(10) 50AD
We have a couple of settlers on the move, but nowhere to place them until the barbarian problems are resolved. I can see three barbarian camps on the map right now.
(11) 70AD
The Floodlands is founded between Horsey Town and WesternWines. Warrior ordered for defence against barbarians.
Our scout accidentally walks within range of a barbarian horseman. He's dead.
A Khazak encampment is dispersed for 25 gold.
London produces barracks, starts churning out horsemen at the rate of one every two turns.
ChrTh's Folly and Delta Forse produce horsemen, each starts another.
(12) 90AD
Wines are connected to our empire. We still need 20% luxuries as London grew last turn.
WineVille builds temple, starts courthouse.
(13) 110AD
A couple of barb horsies die, a couple of our troops promote to elite.
London churns out another horseman.
(14) 130AD
Steveopolis builds a horseman, starts a library.
(15) 150AD
(16) 170AD
Brighton Nudist Beach (yes, this really exists) is founded.
Erik's Whales builds a granary, starts a courthouse.
Rome has FOUR settler/spearman pairs heading into our territory.
(17) 190AD
We are militarily weak compared to the Romans. So I decide against ordering the Roman settlers out of our territory. I move a horseman in to block their progress though. The Romans turn back

We continue to build horsemen though - these are sent towards the Roman front as we have enough in the field to bust barbarian camps now.
(18) 210AD
More barb horsies die.
One London citizen is turned into a taxman as the city has grown to size 12.
Science upped from 40% to 50% to drop republic from 8 turns to 6 turns, at a loss of 3 gold per turn.
(19) 230AD
More horsemen are trained and sent towards Rome.
(20) 250AD
Not much really, killed some more barbs. Our horsemen are closing in on the encampments.
AZS-01 - 250AD