Despotism 10.0.0
194 gold, +9 gpt
Bronze Working (stalled)
City Production
* Karakorum (3) settler in 2 (1), grows in 1.
* Ta-tu (1) Scout in 1, grows in 3.
Military
* 01 Workers
* 03 Scouts
* 02 Archers
* Support Costs
o 6 Total Units
o 8 Allowed Units
o 0 gpt Unit Support
Wonder Races
* Pyramids
o Moscow (Russia)
International Relations
* China - peace
* Russia - peace
We have three Scouts exploring. One is heading roughly NE of us. One is near
Russian lands, standing between cities. The third is past Chinese borders,
getting hemmed in.
Both Archers are MPs in K'korum.
Long Term Goals
Conquer the world.
Mid Term Goals
Get our core 5 cities settled and productive in preparation for war (well, core
four, given our mandate to declare upon settling city #5).
Short Term Goals
Keep exploring
Settle our third city
Improve Ta-Tu
Keep an eye out for good trades.
Pre-turn:
Switch Ta-tu to 'rax.
Trade with AIs:
Buy CB from Cathy for 181gold + 2gpt
Buy BW from Mao for CB + 10 gold (all he has).
IT:
We see two Chinese warriors move, one near Scout x, one near Scout y.
We see a Russian warrior stand on the hill next to Scout z.
K'korum grows, but the settler doesn't produce. Looks like the governor was set to emphasize food.

I switch that to Emphasize Production. Ouch, six shields will be wasted.
Turn 1/41 (2110 BC):
Lux slider to 10%, preventing riots in K'korum.
Switch citizen to roaded riverside tile for an extra commerce.
IT:
K'korum: Settler->Archer
Turn 2 (2070 BC):
Settler pair embarks to the E from K'korum
Lux slider to 0%.
Mao learned The Wheel and IW, which Russia lacks.
IT:
Ta-tu grows to 2. 'rax now due in 2.
Turn 3 (2030 BC):
Explore a bit, look at cities, wishing there were more MM to do. Utterly forget to up the lux slider to prevent...
IT:
Ta-tu riots

I can't BELIEVE I missed that
Turn 4 (1990 BC):
Lux slider to 20%.
Cathy has IW now.
IT:
Order restored in Ta-tu. I'm still upset at myself for letting that riot happen.
Worker completes his mine.
Turn 5 (1950 BC):
Kazan founded 3 E of K'korum. Making 'rax.
Worker begins roading the same tile.
Work the roaded, unmined tile 2NW of Ta-tu; rax still done next turn, but we get an extra commerce.
IT:
Russia founds a new city.
K'korum: Archer->Archer (due in 3)
Ta-tu: rax->Archer (due in 7). I thought about a Worker, but he'd complete before the next growth.
Turn 6 (1910 BC):
MP Archer arrives in Ta-tu. Lux to 10% with no risk of riots.
IT:
Zzz...
Turn 7 (1870 BC):
China learned Mysticism. We ask about trading it, but it can't be done.
We can afford The Wheel - barely - but since we can't trade it, it's not worth it yet.
IT:
Road to Ta-tu completes.
Turn 8 (1830 BC):
Zzz...
IT:
K'korum: Archer->Archer.
Turn 9 (1790 BC):
China and Russia both learned Alphabet on the IT. Also, we can now afford Mysticism! Sadly, Russia knows Mysticism, so we don't have any trading opportunities.
IT:
zzz...
Turn 10/50 (1750 BC):
Zzz...
and the save:
http://forums.civfanatics.com/uploads/95212/Buce02_1750BC_Tusker.SAV