2110 (1): Thebes archer --> archer. A Zulu warrior appears around Heliopolis--a conscript from a hut, fortunately. 2030 (3): Memphis settler (whipped) --> worker. 1950 (5): Thebes archer --> spearman. 1910 (6): A Songhai warrior appears in the NW, and we declare war. The Zulu conscript dies attacking one of our warriors, after which a regular Zulu warrior appears (1-0). Heliopolis settler (whipped) --> settler. BW --> Wheel. 1870 (7): We defeat the Songhai warrior with an archer (2-0). 1830 (8): We shoot down the second Zulu warrior (3-0). We found Elephantine on the northwestern coastal site. The city has two offshore grassland hexes it'll be able to use eventually, since Crete is an unusual spot on this map. 1790 (9) - 1750 (10): Not much. We have a force of a settler, a spearman, and an archer in position to reach the choke in two turns; but they can wait a few turns if the next player feels that's safer. Excluding this force, we have three units for four cities. We've whipped Memphis twice for settlers, and Heliopolis once. I suppose we might as well be consistent and whip Heliopolis once more before we stop doing this. This is one of those situations in which a city (Memphis) is content at 1-6-3 but unhappy at 0-7-3.