- Turn 1- 4000 BC- Build Capitaltopia at starting location. Move worker to game.
IBT-begin reaserching Writing
Turn 2 - 3950 BC- Worker begins roading game. Pop a goody hut. Get a map.
Turn 3 - 3900 BC- scout movement
Turn 4 - 3850 BC- pop a hut. Another map. Capitaltopia Scout => Warrior
Turn 5 - 3800 BC- scout movement
Turn 6 - 3750 BC- pop another hut. Get a free Warrior.
Turn 7 - 3700 BC- not much
Turn 8 - 3650 BC- pop yet another hut. free warrior. (do you see a pattern with the goody huts? I?m hoping to pop another one in 2 turns

) Capitaltopia Warrior => Settler
Turn 9 - 3600 BC- nothing important
Turn 10 - 3550 BC- begin irrigating wheat. set sci funding to 20% (still 32 turns, +2 gpt) no goody hut
IBT- Cultural expansion!
Turn 11 - 3500 BC- nothin....
Turn 12 - 3450 BC- POP A GOODY HUT! [dance] get cerimonial burial.
Turn 13 - 3400 BC- goody hut, get Warrior
Turn 14 - 3350 BC- begin roading wheat. goody hut, GET MYSTICISM [dance] MONARCHY, HERE WE COME!
Turn 15 - 3300 BC- nothing much
Turn 16 - 3250 BC- nothin
Turn 17 - 3200 BC- pop hut, get warrior code. Capitaltopia Settler => Granary
Turn 18 - 3150 BC- see SE corner of a pink civ. possibly France. pop a hut, get Bronze Working
Turn 19 - 3100 BC- yawn....
Turn 20 - 3050 BC- Trade France Mysticism and 7g for masonry.
End notes- I really liked all the luck we had with goody hut location. Were up France a few techs thanks to them. The settler is on his way to a city as we speak. I'm not sure, but we might be on our own peninsula, with france at the base. If that is the case, we should built some citys near france as blockers so we can claim the rest of the peninsula as our own. By the way, good luck to who ever is next.