350 BC
We have 27% of the world's population. It makes it quite clear how power agricultural is. Even if you ignore the Byzantines we should only have 20%.
I would like to switch to horses, but we still lack horseback riding.
I switch Corman Coral to walls. That city will be at the front of the fight with being our only horse source. The capital switches to settler. We need to keep the expansion going while the wars are meaningless.
As suggested I up science to 80% to get currency to 1 turn.
(IT) The next science project is horseback riding in 4 turns. That times perfectly with the completion of the library.
330 BC
The assault on Constantinople begins. I am shocked as both catapults score a hit. We lost 1 archer. The city is razed to the ground. We get $2 for our troubles. No workers were to be found.
310 BC
The game does like to throw a curve your way sometimes. Our next contact is India! With the Great Library two turns away I don't risk trading Literature.
I ship India Currency and get Burial and Horseback Riding (saved 3 turns). That trade does send India to the Middle Ages.

I then proceed to declare the mandatory war.
An obscene amount of horses shows up in the barb camp near Hovd. That makes him clearly the second to go to the Middle Ages.
Tzintzuntzen is formed. This is the city next to the gold hills.
Science is shut off this turn with the GL due in just 2 turns.
I have to go chasing a Byzantine spear / settler pair.
(IT) I stare in complete disbelief as ever horse from the barb game heads north. I wonder if the town is empty.
290 BC
We have our first Indian workers. You can never have enough workers.
The Byzantine were nice enough to put that settler next to us, so I have another 2 workers.
(IT) The Great Library completes.
The Barb horses near Hovd all turn back around. There is another stack near Corman.
270 BC
Malinalco is built. This is the western yellow dot.
(IT) As I expected our spearman in Tzintzuntzen is destroyed. We get ransacked for a good amount of our gold.
We lost a spearman that was trying to head north.
We get the following techs for free: Mysticism, Map Making, and Construction.
250BC
Somehow I lost track of this turn.
230BC
I kill a Byzantine archer.
(IT) The barbarian rush appears again and massive ransacking occurs at Corman Coral.
We see a Mongolian unit kill the barb camp.
The Library supplies more technology: Philosophy, Code of Laws, Polytheism, Monarchy,
We may not be ready, but I start the revolt.
210BC
We burn Caesarea to the ground. We get $8 and no workers.
Our forces all start heading back home. We are now in a race to get the troops back home before the Mongol rush. We have just four more turns for the anarchy to end.
190BC
(IT) A couple of stray barbs commit suicide at Corman Coral.
170BC
I destroy a barb camp promoting a swordsman to elite.
150BC
We kill our first Mongol unit promoting another Swordsman to elite.
Summary:
The second we see ships please put a guard on the iron by the capitol.
I don't want to have to try and kill units on the mountain to protect our iron.
The anarchy will end in 130BC.
This is an exceptional AW game. You rarely see a civ gone in the BC time frame.
The settler is heading to the city site just south of the dyes.
It is time to trip our GA. We have 2 jags nearing the Mongol borders. Make sure we sneak in some buildings during the GA. We are really hurting for buildings outside of barracks.
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Signed up:
LKendter
Tarkeel (currently playing)
Greebley (on deck)
Meldor
Grs
Our general game plan:
1) Pure 3 apart cities with NO exceptions. If we want a critical city 4 tiles away then we build a tightly packed city between it. I refuse to have another Copan / Budapest like LK71.
2) Science research must be very aggressive with deficit spending if we can afford it.
3) Try to build the roads before the city to take maximum advantage of the 3 tile city plans.
4) We really want an early FP. LK71 proved it went we almost we bankrupt before it was built.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
http://www.civfanatics.net/uploads8/LK73-150BC.zip