Fire up Civ assist, check things over.
Science: 10 % (BW in 15 turns)
Lux: 10 %
Income: 3 gpt (38 in the bank)
Switch capitol to build worker (1), Ta-tu is building barracks (8) and press enter.
6 units with 8 allowed.
Workers: 1
Scout: 1
Warrior: 1
Archer: 2
1, 2310 BC.
Capitol pops worker -> archer
Pull back the scout
2, 2270 BC.
Nothing
3, 2230 BC.
Nothing.
4, 2190 BC.
Capitol archer -> settler
Lux to 30 % to prevent rioting at Capitol.
Worker mining is just two turns slow to get a settler in 3 turns. So I switch to archer to get it in 2 turns, so we can get a settler in 3 turns after. An extra archer for one extra turn of building the settler.
Move the scout to Ta-Tu.
5, 2150 BC.
Ehh, veteran archer suddenly is marching left over the hill. Must have accidently moved him when switching windows.. reload and repeat.
That's the only thing remotely exciting that happens.
6, 2110 BC.
Karakorum archer -> settler
Worker finishes mine, shaves off a turn on the barracks in Ta-tu.
7, 2070 BC.
Ta-tu barracks -> archer
With this lux and the extra barracks, our income is now 1 gpt, that's without even breaking unit support. min-science was definitely the right choice
8, 2030 BC.
Ta-Tu grows and finishes barracks -> archer
9, 1990 BC.
Karakorum settler (the fully granary startled me, I don't remember the last time I had a
capitol that wasn't on a river) -> worker to empty the granary
Not sure whether to move the settler to the hill, to better space the used tiles, or right next to the wheat so it can grow right away. Or rather S, SW, SW from Karakorum, so it can share the game tile. I would actually prefer the latter because we won't need to road any hills.
I'm going to stop here actually. I don't want to make any mistakes at this point of the game. AW is different than I'm used to. I'm thinking either W, W, SW from Karakorum, or S, SW, SW. With my preference for the latter because they can share the game tile