Before I start I have an ethical question and if there are objections to my play I will completely understand and either replay my turn or sit in the proverbial penalty box.
Preturn: 2070BC: set lux to 10%, no entertainer want to keep growth up 10% lux slows the wheel to 11 turns with 0 gold and 0 gpt.
Now the bad bad things??!!
Sued for peace and recieved potter, wheel, a worker and 6 gold.
Cleo asked for us to leave <automatic> if refuse and start a war way before 20 turns more like no turns. Dishonest? yes! Dasterdly? yes! An exploit - let me know. Any way the rest of the turns are not nearly as thought provoking or exciting.
1990 BC : Barracks completed start temple (5) Turns - loose warrior in an attack of Egyptian archers(2) - yes she did send out he 2 archers! - Had to adjust lux to 40%!!! Not quite sure way the unhappiness jumped at this point - war werriness in despotism?
Archers and spear kill elite spear and regular spear, take thebes and raze the city 1 archer is lost no promotions.
1950 BC: Switch temple to spear - barb approaching
1910 BC: zzz
1870 BC: finish spear adjust lux down to 20% (new MPs) start temple due in 5 turns. Troups are now healed heading east.
1830 BC: Vet spear defeats barbs, sending 1 archer west to find barb camp. Others continue east
1790 BC:zzz
1750 BC: Worker finish mines and start roads. More unit movements.
1725 BC: See RED warrior attack Barb camp on a nearby Island off the Eastern coast. They are the Iriquios.
Finish temple start archer for barb hunting. Adjust lux down.
1700 BC: Contact Iriquios - 2 cities, Myst., HBR and 31 gold. No trades
1675 BC: Learn Mystism from Hsung-Nu tribe in the SE coast - trade aphabet with the Iriquios for 30 gold, increase research spending running -3 gpt writing in 11 turns.
Hotrod
EXIII - OCC 1675 BC
Also I am pretty sure the Iriquios are not on the same land mass as us. This will be come a problem if these masses are not connected to the West because I am almost certain they are not in the East.