Yeah, I'm in the game, and I finished my first set of turns already
Turn 0 1750 BC
We're running 20% lux for Nottingham alone. York doesn't need MP now, and it will have completed 2 warriors by the time it grows, so I wake the warrior in York now and send him north.
There is a Carthage settler pair traversing our land. It would take 5 turns for them to get through, and I don't think we have enough units to block them.
We're down be a lot of techs, including Writing to Cathage. We do get writing at min next turn.
London is bring in 7 shields this turn. I think that it can go to 6spt and still do the settler in 4, so the mined BG goes to Warwick for now.
IBT: Writing->Philosophy
Carthage begins Pyramids. A good thing, I think.
One more Carthaginian settler pair shows up.
Turn 1 1725 BC
Nottingham grows to size 3. I hire an entertainer in there, and lower the lux to 10%. London gets another MP so it should be happy at size 5 with 10% lux. Nottingham will get an MP next turn and road connection the turn after.
We can research Philosophy in 11 at 90%. Portugal must have not met Carthage yet. Writing can barter almost 4 tech from them, so I'll hold on to it for a few more turns.
IBT: One more Carthage settler pair from north, and a healthy reg Carthage warrior came up from the south, Does that mean there are no more barbs down there?
Turn 2 1700 BC
London grows to size 5, it needs to get the BG tile back from Warwick to make the settler. If we irrigate one more plain tile for London, than it could to the settler w/o waste.
IBT: Carthagenians are greedy, they also start Colossus.
Turn 3 1675 BC
Southern warrior sights a barb camp on the hill.
London and Warwick MM again to get the settler and curragh both in 1 turn.
Pull the trigger on the Writing deal:
Writing + 96g to Portugal for Masonry, Wheel, Bronze and CB.
We're down Iron Working + WC to Portugal, and only WC to Carthage.
There is horse right at London.
Turn 4 1650 BC
Found Newcastle in the middle of all the bananas.
Another Carthage warrior in the south, looks like they will take care of the barb problem for us. Thus our warrior goes on an exploratory vector.
London builds settler.
IBT: Summerians completes the Pyramids.

Iroquois completes the Oracle.
Turn 5 1625 BC
Nottingham finishes granary, goes on a palace pre-build.
Find enough unit (and using the city) to block Carthage Settler next to York.
Turn 6 1600 BC
Miss clicked and leave a curragh in sea square, cross my fingers and hope it doesn't cost us.
Start running a suicide curragh off Carthage coast.
Turn 7 1575 BC
Both of our curragh survive for the turn. The miss click curragh finds the southern tip of our island. The suicide currage finds nothing.
Finishes irrigating London's plain. Warwick permanently gets the BG tile.
Turn 8 1550 BC
There is goody hut down south, I hit it and get map.
Southern curragh finds another island south of our home island.
Suicide curragh sees coast on the horizon. Come on, one more turn!
Continue to block Carthage settlers as best as I could.
Our own settler heads towards the hilly region, hoping for iron.
IBT: our southern curragh beats barb, goes to vet.
Turn 9 1525 BC
Our suicide galley survives and meets the Summerians.

They still don't have writing yet, but are up WC, IW, Math and Myst.
Another barb camp spawn up, the Carthagenians are on it.
The settler blockage is broken down, but we did manage to give 2 of our settlers a head start on them. I'd suggest grabbing the possible iron regions with those 2 settlers. If the Carthagenians settle any where down south, the city will be corrupt enough that we can take it easily in a war, so resource should be the only thing that matters.
We're just 1 turn from Philosophy, since I haven't seen what the team decides to do with the free tech, I'm going to play just 9 turns and stop here.
The path that I see are:
1) Take CoL and get started on Republic. Problem is no GL and there may be war with Carthage on the horizon.
2) Buy Math from Summeria and get Construction for free. Construction is the most expensive tech.
3) Not really an good option, but I'm listing it none the less -- get Literature for free. It's not a good option because 1) I think we may not need the Library, and 2) our pre-build is not nearly ready, we could research something else, then comeback and self research Lit and still be in time for the pre-build.
All the builds are vetoable. I had no clear direction as to what I want to build, so I just continued with what the previous play did, with the understanding that project won't finish before the next player takes the game.
And of course the next player please take 11 turns to even out the dates.
I also made a dot map for the south.
- Red dot allows irrigation to reach the south, and gets all the hill tiles. I'd send one of our settlers there.
- Yellow dot makes best use of our coastal tiles, and takes the rest of the iron possibilities in the south. The settler closest to that dot is heading towards it.
- The purple dot is the only one that I can fit fresh water to.
- The blue dot is saved for us by the marsh
- The cyan dot fills out the interrior. I picked the one spot that gets all the tiles and is closest to the capital.
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