Game Settings
*Domination, Conquest and Space Race victories
enabled
*Cultural Conversions are on
*Those b@$7@rd Scientific Leaders are also on... we will never get one.
Pre-Flight
Our start is pretty nasty, nothing but plains as far as the eye can see, BUT WE HAVE ONE COW! (

) Move our tribe one space NE, to create
Capital of Cuzco as a port city, it begins a scout.
We begin with the techs:
Masonry: Allows for the creation of monuments and Working Housings, both are marvelous early builds IMO
Warfare: Allows for the creation of archers and Eagle Warriors (A good unit to have early on) and elephants are displayed
Since we MUST start with a dead end tech, and there is only one choice, I begin a max research (50% until next government) on Boat Building.
3800 B.C. Turn 4
*Cuzco Scout--Tribal Guardsman
Worker finishes roading cow and now begins another road (we can't get mining for awhile, and can't get irrigation for a LONG while)
3650 B.C. Turn 7
A Goody Hut gives us the 1st tier tech of
Alphabet, we create the great Frat of
Tappa Kegga Pi in honor of this glorious event. No special units/buildings/extras come with this tech.
3550 B.C. Turn 9
We learn
Boat Building, begin Sailing at max rate
Another GH is popped for a HUGE map of our surroundings, nice lands actually.
3500 B.C. Turn 10
Cuzco's borders expand and... we begin to starve. Put lux up to 20% for 1 turn.
3450 B.C. Turn 11
*Cuzco Tribal Guardsmen--Hardy Clan (say good-bye to helpful goody huts

) (I know this might not have been wise, but I had no idea if we had enemies to our north/direct south yet, sorry)
Lux is back down to a blissful 0%.
3350 B.C. Turn 13
A GH gives us barbs, so I get myself out of there!
3100 B.C. Turn 18
Another GH gives us some maps, more of our north revealed.
2950 B.C. Turn 21
Learn the art of
Sailing, begin our advancement of Naval Warfare (35 turns of research with size 2 city!!!)
We are the 4th richest civ according to the history books. (37 gp making 2 gpt)
2700 B.C. Turn 26
*Cuzco Hardy Clan-- Eagle Warrior
Send our HC to our covered south, 89.5% sure it's a small peninsula.

Good, we have elephants to our direct north!
2630 B.C. Turn 28

Our HC JUST MISSES a fish resource... DAMMIT! (moving it so that it could reach it would cause SERIOUS overlapage w/ Cuzco in the future)
2590 B.C. Turn 29
*Cuzco Eagle Warrior-- Hardy Clan
Eagle Warrior heads toward the newly founded
City of Machu Picchu as a MP. The city begins a harbor, obviously vetoable.
Well Greebley doesn't need any tips here, it's a really nice set up. Mainly because I think we OWN THIS WHOLE ISLAND!! I have not uncovered all of the south, but these looks aren't all that deceiving right now. Time will only tell. Remeber, as soon as we're done with that top row of techs, we must focus on getting the QUICKEST possible dead ends (so fermentation and stuff first). Also, if you can, go ahead and take 20 turns Greebley, after that it will be a nice and steady 10 turns a piece.
Bring us some good news.