Turn 0 4000 BC
Set research to CB.
Check prefs to ensure that stop at end of turn is ON and that darned book cursor is OFF.
Settler NW to hut. We get Bronze Working [dance]
Scout sees wheat on the FP within our proposed capital's radius.

There's more FP to the north. We are going to make lots of little Mongols around here.
Scout West to hill. Sees more sheep to the W/NW
We can see lots of plains on the river to the west. Good stuff, lots of shields.
Our proposed city site would have:
1 x FP/wheat
4 x FP
1 x sheep/hill/river
1 x olives/hill/river
3 x forest river
3 x plains river
1 x hill/river
2 x coast
1 x desert
2 x ?? forest
This is a great settler factory

Settler west to forest, confirms the hidden tiles are also forest.
Worker starts to irrigate the start tile FP.
Turn 1 3950 BC
Found Karakorum -> warrior (4)
Sliders to 10.0.0 for Mongol-speed research and 4 gpt into the piggy bank
Citizen works sheep/hill
Scout west sees coast to SW, west again to coast, sees whale tail and goody hut
Turn 2 3900 BC
Scout to goody hut, gets a settler [dance] I

this game!
Scout NW on coast
Settler heads SE towards RCP 3.5 location on the hill by the river.
Turn 3 3850 BC
Settler SE to coastal hill on river. Sees a second whale tail, but a site to get both would not be on the river.
Scout N, E to hill and sees another goody hut.
Turn 4 3800 BC
Worker completes irrigation starts road
MM Karakorum for 1 shield and extra food from FP to complete warrior in 1 turn.
Found Ta-Tu on west coast, start a worker (10 turns)
Scout N on hill towards hut.
Now earning 6 gpt
IBT:
An AI unit appears across the water and pops the goody hut over there.
Karakorum Warrior -> Warrior
Turn 5 3750 AD
Contact Korean Ashigura Footman (spearman stats)
Korea is polite, has Alphabet and 10 gold, needs Warrior Code. Already has Bronze and Pottery.
No deals available, if we offer all we have (28 gp + 6 gpt + WC) we are close to a deal.
Warrior SE to sheep hill to do a little local exploring to the south while our long range scout heads north-ish. Warrior sees wheat on grass, and a coast to the south. Looks like we are near the southern end of a land mass.
Scout north to the hut and we get ... the Wheel
![Party [party] [party]](/images/smilies/partytime.gif)
We can see horses a short distance north of Ta-Tu.
Back to Korea then, with our new-found technology.
We can have Alphabet + 10 for Wheel + WC.
Or we can have Alphabet for Wheel + 28 gp + 1 gpt.
I decide to take the first option. I prefer to keep our treasury strong, and Warrior Code might become obsolete for trading purposes if Korea meets someone else.
Turn 6 3700 BC
Warrior SE to olives hill. Sees more coast on both sides of the narrow channel.
Scout N, E, Sees more river, forest, FP.
Turn 7 3650 BC
Worker completes road, moves NW to second FP.
Warrior South, see fish
Scout NE, N, sees fish
Turn 8 3600 BC
MM Karakorum for growth next turn at maximum shields.
Ensure governor is set to manage production and not moods. Don't want an entertainer, thanks!
Scout North
Worker starts irrigation.
Warrior West
Turn 9 3550 BC
Karakorum grows to pop 2
Slider to 9.0.1 to control happiness
Warrior South
Scout NW, NW to mountain, sees horses, rivers, hills. This looks like a big island!
Korea still has sero gold and no cities.
Turn 10 3500 BC
Warrior heads back North towards Karakorum to take up MP duties.
Scout W, SW to hill
IBT Karakorum completes warrior2 and starts a granary. Its borders expand.
Turn 11 3450 BC
Scout west, sees more sheep
Warrior2 east on the road, and north to check out the east coast north of Karakorum.
Turn 12 3400 BC
Worker completes irrigation and starts road
Warrior2 north on coast
Warrior1 back into Karakorum for some R&R and to entertain the ladies.
Slider 10.0.0, +7 gpt
Scout West, sees a hut, pops it for 25 gold, sees furs
Korea still has zilch
Turn 13 3350 BC
Warrior2 north, sees local furs north of Karakorum. So we shall have one luxury

Scout south, south, sees lambs
IBT Ta-tu completes worker2, starts barracks
Turn 14 3300 BC
Warrior2 North on coast
Scout W,W, sees cows x 2
MM Karakorum for growth next turn at maximum shields
Worker2 to plain for irrigation duties
IBT karakorum grows to pop 3
Turn 15 3250 BC
Worker2 starts irrigating
Warrior2 NW on coast
Scout W, N, sees horse
Korea has CB, wants over 100 for it. There's no hurry, and the price will come down if we meet someone else.
Slider to 9.0.1 to keep Karakorum happy.
Turn 16 3200 BC
Start chopping the forest SW of Karakorum. This will provide shields for the first settler.
Warrior2 N
Scout W, NW to hell, sees NW coast.
Turn 17 3150 BC
Scout NE, N. Warrior NE
Turn 18 3100 BC
Warrior NE, sees oysters. Scout NE, N sees hut
IBT Warrior meets Han warrior on the NE coast. We are not alone on this landmass!
Karakorum grows to pop 4
Turn 19 3050 BC
Meet Han. He's cautious, has 44 gold, furs, Masonry and also has no cities! This is not Emperor as I'm used to seeing it!
He needs Alphabet, Pottery, Wheel. We have a trading opportunity. Let's deal
Give Korea 114 gold for CB
Give Alphabet+Wheel+Pottery to Han for Masonry+33 gold
Sell Masonry to Korea for 99 gold.
We gained Masonry+CB+18 gold
We are at tech parity with Korea and we are ahead of Han by CB.
Set our massive team of scientists to research Mathematics, flat out at zero cost.
Scout NE to hut and pops Mysticism, moves north to hill on NW coast
Warrior NW
Worker completed irrigation, starts road.
Slider to 8.0.2 to keep Karakorum happy
IBT Han warrior heads in our general direction
Turn 20 3000 BC
I decide to turn warrior2 back towards Karakorum, just in case Han's warrior gets any bright ideas. He heads south, cutting off the Han direct path down the coast.
Scout moves east ,east, sees the Han light blue border.
State of the nations:
Scores are Mongols 117, Han and Korea 89
Korea has a second city. We are up CB on Han, and Mysticism on both.
We have two cities, no improvements, two warriors, one scout, two workers.
We have a granary in 5 turns in Karakorum, and currently it is set to grow to pop 5 on the same turn. We will want to slow that growth by one turn without slowing the granary build. This will leave the granary full. Karakorum has a variety of combinations of spt and fpt available for fine tuning - a micromanager's dream. So this will be easy to arrange. There's a forest chop that will complete on turn six, putting ten shields in the production bin towards a settler. So we should queue a settler after the granary, and we can then pop a settler four turns later, as the city reaches pop 7. We'll need some serious entertainment tax when Karakorum reaches pop 6, so let's watch for, and avoid riots. Warrior2 can return to base as an MP to help with this.
Here's a screenshot of our world, and the zipped save: