Ah well, we let the tapdancing hero skip this turn and let him work on his musical achievements.

He will be back with a vengeance!
The Save
Pre-turn - Ah, the player before me is a teleporter of my taste...no changes in prefs.
Quick check - all is good. Remember the advice on granary in Teo.
We should be on the 2150bc save now, so we are late. Someone pinched a turn, but it doesn't matter. Anyone that needs more or less turns can take it, if there's a reason. Like you start a war on turn 8 and want to continue, go for another 5 after turn 10 to get your plans into action. Or, if you feel war is on the doorstep at turn 5 and you don't want to handle it, just give it to next player.
Ok, on to the game
2070bc - Nothing really, just move a JW up north and another towrds Teno.
2030bc - Our scouting elite JW finds a pooping American warrior (warriors looks like they sit and poop) They are up Alhabet, BW, Masonry, Wheel and Pottery. They have the audicity to ask for 70g for Pottery and 170 for BW. Too rich, the other techs are beyond our reach. No trade.
Move JW into Teno for as turn, to help happiness
1990bc - IT - Barb attacks our fortified JW next to barbhut and almost kills him, but he survives on 1 hp. (I was going to sack that camp next turn)
Teno settler -> JW. Send settler to goldhill NE.
1950bc - IT - American warrior sacks "our" barbcamp.
But we find another closer to our territory, send a couple of JW's there.
Send extra Teno-guard to Teo, the city will grow next turn.
1910bc - Kill a barb on the loose. Move another JW next to camp.
Nortern scout finds another barbcamp.
1870bc - Vet JW takes out barbcamp, gaining 25g. N scout decides 2 barbs is less interesting than discover new lands and continue scouting.
Research down to 80%, Pottery next turn.
1830bc - We learn Pottery, research to 10% on Poly. We need nothing now, but to crank out those settlers for a while. If we find other civs, we can start thinking of trades. Right now Abe will take all our money and give us too little back.
Change Teo to granary / 14 truns.
Teno JW -> granary (we have enough MP) New JW kills barb, losing 2hp.
Tlateloco founded on goldhill (renamed Loco) -> JW. Income jumps 4 gpt, this is why I love goldhills
Now I change the ridicilously long names of the other cities to Teno and Teoti. Isn't the word ridicilously another ridicilously long word. I hereby rename ridicilously to RIDIC!
1790bc - Nothing really
1750bc - Again nothing, except we found the American homelands...It is far away, we should be able to grab a fair bit of the lands between us, when our granaries are done.
Meanwhile, a couple of JW's are on the way up there, they might do the "divert-the-settler-jig". If not, we take them later anyways.
Really, scouting is our best thing right now, if we find another civ or two, we can actually start bargaining. I played only 9 turns to make it even, I keep the right to take 12 or 17 whenever I need it tho

You have the same right of course.
We have 219g and make 8 gpt atm. Poly in 38t with 10% research, keep it that way.
And yes, let those granaries complete, then we will spawn like the devils own. Which we are!
When will I stop blabbling? Teno can actually look for a wonder after granary, it's very shield rich. What's your thought about this?
A pitiful attempt to do a dotmap:
We might want to chnage the locations on those NE cities by the coast one up, to grab more sea-tiles. But otherwise I think that's it!