Surprisingly a fairly eventful turnset, which began our struggle for land with Hatty.
Turn 1
NY expands and takes in the pig and copper resources, I notice here that Hatty is short of copper, but with horses her War Chariots will be a pain if we fight her early.
I'd prefer not to have to deal with barbs coming from behind us and send a warrior in NY southwest to lessen the foggy regions.
Turn 2
Our scout finds the Roman lands to the NE of Hatty. Seeing how desert with only a copper resource separates them, I wouldn't expect anything but a junk city from Hatty to grab the Copper here.
Turn 3
Done with the farm, our worker goes after our copper.
Also our southern warrior spots a barb warrior emerge! Good thing I sent him there then huh?
Turn 4
Washington goes from completing our new shiny worker to a Library (I like Libraries

).
The worker heads off to get stone suitably quarried, possibly for a run at Pyramids later?
Boston is founded in suggested site, while not immediately having any resources to work, only needs 10 turns then it grabs pig, corn and horsies! Nothing can stop that right?

Oh yeah I start an archer there too.
Turn 5
IBT our Warrior smacks down the barb without breaking sweat and takes up his optimal fog liifting area.
NY's work boat is completed and immediately gets to work on that Clam, with food a bit higher there now + the copper mine being done soon, I start a Granary. NY might also have grown to size 2 this turn but I wasn't paying much attention to that
With Washington at its happiness limit, I avoid growth and grab a few extra hammers.
Turn 6
Hurrah! We have Iron working, which reveals Iron close enough to work near Washington. My brain decides to go AWOL and I pick sailing for the trade route and potential lighthouse for NY. But at least it only takes 5 turns.
While we dsicover Iron working, Hatty adopts Slavery, which suggests she only just got Bronze working.
QUICK HISTORY LESSON
IRON > BRONZE
Oh yeah we now enter the classical era, however without any classical music which somewhat spoilt the moment.
Turn 7
Our homesick scout reveals that JC has Copper too. Pretty useful if he doesn't get on well with our Egyptian neighbour in the coming years.
Also start a road that I end up neglecting to get Copper hooked up.
Turn 8
While sending a spare warrior a little to the west of Boston, I spy a settler and warrior dawdling along. It seems Hatty doesn't want us to make a chokepoint here
Turn 9
Nothing to see here, move along.
Turn 10
The worker completes part of the road for the Copper, then I inexplicably send him to start a road from the newly quarried stone to Washington.
But rather disastrously, Hatty founds Heliopolis right next to Boston and takes in the Corn which we would grabbed after one expansion.

Seems she wasn't following the script we had set out, and with Hatty being Creative, we won't be stealing any land from Helio anytime soon. At the moment only an unpromoted warrior is stationed there, but an archer is just a few tiles away moving to fortify it.
Ahhh the turn was going so well until Heliopolis blew away our hopes of sealing off the south. I feel we're going to face a real struggle to stop Thebes and Helio stealing a few of Bostons tiles and war might be wise as soon as the Iron and Copper (d'oh!) gets into the system.