OK. Finished, and I think I played 10 turns. Could have lost count in there though
Io1: Turnset SC-1
0: preturn.
Take the skirmisher of goto. Stop the chopping around FM. Move the skirmisher in the south towards the hills for better barb supression.
Change build in Timbuktu to courthouse.
1: The barb attached our skirmisher in the woods. I thought he would pillage. Dumb barb. I whipped the settler, and brought our skirmisher back to the city. GH to produce a skirmisher while it grows, then back to worker/settler. We need an escort for the new settler anyway.
Sent the worker from FM over Timbuktu to build some roads while the other two fixup the land around timbuktu.
2: Started the worker mining for copper around timbuktu.
Set the Skirmisher in the Iron/gold lands over to hill to watch out for barbs better. Moved the skirmisher from FM to CH the turn before the new skirmisher was due in FM.
Swapped to fishing to new city can start on work boat as soon as it's founded. Ultimately that will cost us about 6

and get about a 7 turn start on the work boat.
3: Beat up the 2nd barb incoming to CH form the south. Send the worrior near the barb city to camp out on a jungle hill to absorb barbs. Hopefully he can get some XP before the archers/axes turn up in the city.
I also remember about now I'm supposed to take screen shots too. And I missed out two fights.
But, We get fishing.
Sometimes the AI makes dumb-ass suggestions for city locations.

Do we really want one here ? Two seefood, no way to build a work boat ?
4: Nothing much happens. FM starts on a chariot so we've got some more mobile troops for running down the barbs. Probably try to get a barracks in there soon.
5: Doh. CH has flipped into unhappy cos I wasn't keeping a close eye on it. 4 turns of a non-productive person. Sorry. The warrior who was exploring the east is no on the way to a hilltop to try to suppress barbarian activity.
Oh yes. We get our city setup.
I set it to work on the workboat as soon as it can to really start growing.
6: got our first horsey unit.
The workers have finished linking CH up with timbuktu, but we could still do with more road for troop movement, but I wanted it linked up ASAP to build axmen in FM.
Send a worker down south to link up to Djenne and improve that area. That also links up our wheat for more health.
We get currency too.
7: Chariot over to CH to be a central mobile reserve. Skirmisher arrives at Timbuktu.
There's actually not much for the worker to do in Djenne. Doh. The road can wait a while as it will be linked via the see next turn, I send him back to Ch to build more road and cottages as we'll soon have gold on line and will be able to get the temple finished.
8: Got sailing. Set to alphabet.
I just realised writing this up that I was supposed to go for CS.
Well, I think getting the great library ahead of the AI is probably a better long term move. Then CS and bureaucracy can solidify our tech lead.
9: Hooked up gold. CH has 8

and 11

Settler should be out in 3, then we can finish temple while growing another point, then more settlers. May need more workers, or we may be able to get away with 3 for now.
10: Granary finished in Timbuktu. Leave it to go onto the courthouse. We'll need it soon.
There's an axe with 1 turn left in the build queue of FM, I think FM can slip in a barracks, then back to promoted axes. If the barbs get stronger, we can get the axe in the queue out before do any damage. I'd We can then aim for an axe/skirmisher pair for each city. that should see us through for a while.
Djenne will finish it's workboat soon, then move the worked tile to the see food. and start the 2nd or maybe a galley. I'm hoping we'll get a free spread of religion there soon. I've loaded up the build queues with what I think is useful, but feel free to change it.
We should have literature in 10 turns, then we can set CH to build the Great Library and chop that out. If we manage overflow correctly we should be able to get a boost if we whip 2people into the temple.
Maybe then FM can take over creating settlers for a while, and Timbuktu troops ?
Here's a pic of our empire.
Looking quite good IMO.
We'll eventually need some junk cities I think to fill in the gaps, but if we can run a priest somewhere to generate a profit then the shrine income should make those cities profitable very quickly. Speaking of which, we probably may need to delay the greal library a little to get the GPPs into profit points before the library overtakes them. What do people think ? Do we need a shrine ?
I think we should go for stone/cows next, then gold/wheat or gold/iron.
The spot south west of Timbuktu should probably be farmed to allow the wheat to get irrigated with CS.
Here's the save.
http://forums.civfanatics.com/uploads/111964/Io1_BC-0425.Civ4SavedGame
And the roster, as best as I can make out.
Roster:
IdiotsOpposite >> Up now
Hackapell >>on deck .
S.ilver
Simon_c >> just played.
open