IT: All is well in france. I feel like some wine and a nap, but I hit enter instead.
1 (840 BC): MM Paris for granary in 1.
2 (820 BC): Granary in Paris start Library. We need them specialists with Rep.
3 (800 BC): Work boat in Orleans, debate library/granary. Decide we will use the whip for a hammer and our citizens as the anvil, so granary.
4 (780 BC): According to Machiavelli, we are the 4th most cultured civ and are "mediocre". Whatever Mack, we'll remember that. Get your facts straight next time. The other civs are obviously unknown.
Sailing is in, MC is a whopping 46 turns

. Until we get some specialists running, I opt for IW. It leads to compass and allows us to improve all those jungles. Due in 20.
5 (760 BC) Switch Paris to Lighthouse. Great lighthouse is very tempting. Let's whip the library later.
6 (740 BC): Barb war appears to west. We are fortified on a jungle hill across the river from him. Do you feel lucky, punk?
IBT: Apparently he felt lucky. Wrong time to push it all in bud, we are completely unharmed as we club him to death.
7 (720 BC): Whip Granary in Orleans. 71 hammers for 2 pop? Thank you, come again. Notice we could get 74 hammers for 2 pop in Paris, but they are still pissed about some sort of "oppression". Come on guys, lighten up. That was like 200 years ago. If you put 30 hammers in without whipping, I wouldnt have to do it, now would I? The whippings will continue, just as soon as morale improves

.
8 (700 BC): My god 70 turns for a lighthouse in orleans. Hammer overflow gives a war in 1, though. Convenient.
9 (680 BC):War sent east to fog, should he be going west? I decided east cuz there's only 1 buster there. If he gets unlucky we'd have to leave our city undefended to deal with a barb pop. Que up Lighthouse in Orleans, now 80+ turns. figured I'd put a lone hammer into it and can be switched when we grow next turn.
10 (660 BC): Lighthouse in Orleans drops to 20 some turns, which is a little more reasonable. Interesting here though, we could switch to a settler, which Sid recommended. It would be done in 13 turns, which is the same turn IW comes in, so he'd be ready to go settle there. I will leave it for next player to decide.
Ideally, there will be Iron over by the gems and the goody hut. That would be a sneaky way to pop it (with the settler). On second thought, does it even pop if its guarded? Anyone know?
The save