Preturn (340 AD):
Nothing jumps out at me as needing to be changed, so I'll hit Enter to start off my round.
Turn 1 (350 AD):
I decide to pursue Currency as our next science research project. My reasoning is that it will be done in only 7 turns at the current rate, and will allow us to start working on Marketplace, which will then have a good effect on the happiness of our citizenry. At this point, I think that will be more valuable than the ability to build fortresses.
Zimbabwe finishes the Forbidden Palace and I order them to start on a spearman. We need to be building up our forces against the possibility of invasion when we are discovered.
Antioch is set to building an Immortal.
With the completion of the worker in Tarsus (whom I order to start on a mine), I set them to building a spearman as well. Also around Tarsus, I move 3 workers in place to continue irrigating next turn.
The worker west of Bactra is put to work building roads into our new city so that it will be connected to the rest of us.
Workers east of Susa begin clearing forest.
A worker near Bapedi connects the mine with roads. I moved all the workers to the other side of the city to begin clearing forest. We need to get to the point at which this city will begin cranking out some culture so that we can expand our borders and get access to the spice resources.
Turn 2 (360 AD):
Two workers from Tarsus head over to Zimbabwe to begin mining the bonus grassland, which will give us an extra shield (thanks, Padma!). One worker stays behind at Tarsus to irrigate the land around the city.
A worker west of Ulundi is sent to the other side of the city, where he will build a mine in the hills there. It'll take him two turns to arrive.
Workers northwest of Bapedi are set to clear jungles. This is a slow-moving job.
Our galley continues its exploration of the small island to the northeast of us. Doesn't look like we're going to find anything.
Workers west of Bactra begin clearing the forest. Next, we'll connect the city to the rest of our civilization by building roads there.
Turn 3 (370 AD):
Zimbabwe starts working on a barracks.
Pasargadae begins building walls around the city, and then will start work on a courthouse. Hopefully, this will help with the corruption. The idea behind the walls is that this is a coastal city and may soon need the extra defenses. I'm not sure what to do with the newly-finished settler that was created here. So, I decided to send him to the tip of the island, above Antioch, and we'll found a coastal city there.
A worker east of Ulundi begins building a mine to improve the tile there. Meanwhile, we continue clearing forest around Bapedi.
Arbela starts creating a horseman.
Turn 4 (380 AD):
We complete the Pyramids in Persepolis.
We complete the Oracle in Babylon. Hey, I just realized one of the bummers of a succession game--not everyone gets to see the wonders completed. Oh well, it's not like we have wonder movies anymore, right?
Babylon and Persepolis both begin producing spearmen.
Tragically, our galley is lost at sea near the newly discovered island. I moved it one square out to sea to broaden our knowledge and hopefully get a glimpse of other land. Then, I moved back toward the island, hoping that it would be close enough to stay alive. Looks like I lost that gamble.
Workers near Zimbabwe moved to the forest tile southwest of the city. I wanted to move them to the grassland just in front of the forest, but I couldn't seem to get them there.
Workers connect Bactra with roads, then move to connect our horse resources near there.
We begin building a mine near Susa.
Turn 5 (390 AD):
Zimbabwe declares "We Love the Emperor Day".
Ulundi begins working on its second spearman.
Antioch starts work on a Courthouse.
We move a worker to the iron deposits near Bactra, and work continues around Bapedi clearing the land around this city.
Turn 6 (400 AD):
On second thought, maybe we won't touch the iron deposits near Bactra, since we've already got plenty, and I don't want to waste this now.
Babylon starts work on a barracks, while Bactra begins work on a new galley to replace the one I lost. We're still 19 turns away from the Great Lighthouse--we really need it, since we have no clue where our friends and foes are hiding.
We send a worker to the wheat square near Gordium, and another to the forests near Babylon.
Jungle clearing work continues around Bapedi.
I moved workers in place to clear some more forests around Susa.
Sidon founded in 400 AD at the northern tip of the island.
Turn 7 (410 AD):
Zimbabwe's cultural influence expands! Zimbabwe starts work on a courthouse. Honestly, at this point it's getting harder to know what to build without knowing what we should be getting ready for. We really need to know who our neighbors are and where they're located.
Pasargadae finishes her walls and starts working on a courthouse.
I start Ulundi working on a courthouse as well.
Arbela starts producing her own Immortal.
Tarsus was feeling left out, so they're building a spearman as well.
Gordium needs a temple, so we start to build one there. Just then, the people declare their love for me and I get to work on our temple.
A worker near Babylon starts to clear forests, as well as near Susa and Zimbabwe.
Turn 8 (420 AD):
I instructed our scientists to research Literature. It only takes 4 turns, and the library (or Great Library) may be useful.
Workers near Zimbabwe, Susa and Bactra are instructed to clear forest.
Turn 9 (430 AD):
Persepolis finishes the horseman and begins working on a marketplace.
More workers head for Zimbabwe to help with clearing the forests there.
In Gordium, a worker begins connecting the wheat square with a road.
Turn 10 (440 AD):
Babylon begins work on an Immortal. Perhaps we can load this guy on a boat later when we're able to explore seas more freely. The Great Lighthouse is only 15 turns away!
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