3000BC - The reign of Louis has just begun. At first, he takes a look around to get an idea of what to do. Byzantines have Alphabet, but won't trade it. Zulu don't have anything. It looks like we have a Chasqui too many, and we are paying unit support. But I'll leave them for now. I don't think I'll change research and see if I can trade for it eventually.
Pre-turn: Change Granary to Barracks for possible war against Zulu, hit enter.
1. 2950BC: Warrior heads back for MP. Send Settler south. Scouts head north just to see how small our land actually is. Byzantines have a settler.
2. 2900BC: Pretty much the same. City next turn.
3. 2850BC: And our expeditions into new lands have decided to settle down. And they call the city Tiwanaku. And they think it a wonderful, fine city. Shave a turn off The Wheel by working coast. Build worker.
4. 2800BC: Byzantines have built a city. Scouts will cross Byzantine territory soon.
5. 2750BC: MM for shields in Cuzco, worker roads oasis. Check Diplo screen. You've gotta be kidding me. Byzantines have the Wheel!

Finish up turn by angrily moving scouts. At least Zulu have absolutely nothing.
IBT: We apoligize for the mistake. We will move our troops out of your territory.
6. 2710BC: We have 5 turns on the wheel, I'll just live with it. Move in Chasqui for MP in the future, warrior heads to other city. Byzantines might be out of territory too (this would be really crowded than).
7. 2670BC: Chaqui moves up to see the very top of the island. We are on a rediculously small island with two other civs! Zulu haven't built a second city, but that'll likely change. I'm definately thinking an Archer rush will be the best. MM to shave a shield off of Barracks without loosing any research
IBT: I've left our troops in Byzantine territory! They force me to use my magical powers to save a turn or so walking distance

8. 2630BC: Move scouts back to be disbanded for shields. Road has completed. Move worker to road to Tiwanaku.
9. 2590BC: Road, blah, blah, blah
IBT: Barracks finish, start Archer. Finish Worker, start Settler. Next player can veto this, since I have no idea if it will work right (probably won't), but I figure we could always change it to a spearman or archer without any problem.
10. Wheel next turn. Start roading the ivory. Scouts go south.
IBT: The Wheel has finished. Set to Iron Working (lack of something better), due in 20
11. 2519 BC: Same old, same old. MM for more gold.
12. 2470BC: Worker move *yawn*
13. 2340BC: Workers road and scouts move (the usual). Byzantines have Ceremonial Burial. I remember the Zulu exist, but they still don't have anything
IBT: Ivory connects!
Cuzco: Archer --> Spearman
14. 2390BC: Irrigate ivory. Zulu must have build a second city. Its on hills.
15. 2350BC: Move scouts.
Notes for next player: Road done next turn, which will connect ivory to both our cities. After I irrigate the ivory, work that square, instead of the sugar. You can keep playing with working the fresh water in Cuzco to shave off research time without loosing production. Keep an eye on the settler in Tiwanaku to see if it won't complete. Let's get Alphabet whenever we can. Since we are on an island, Curraghs are very important.
And, making sure that his empire was in good hands. Louis was pleased that the empire would survive. And, when bloodily murdered in a coup, and the next ruler took the throne to rule onward.