4000 BC (0) Move worker to W hill, see game tile nearby. Move settler to the aforementioned hill.
3950 BC (1) Move worker to game, settle on the hill. Start warrior. Set research to WC at max (18t)
3900 BC (2) Worker begins roading game.
3750 BC (5) Warrior produced, start another. Send explorer south.
3700 BC (6) See a GH nearby. Worker finishes road, sent to BG.
IT See a purple scout (Iro?) run in and out of view from the west.
3600 BC (8) This time Portugese scout stops on our border. Second warrior finishes, start a third. Mas + 10g is close for Alpha, but that breaks some tenets anyhow, doesnt it? Would like to get started down the path toward Philo though. Gee, on Reg, perhaps even a CoL -> Philo -> Rep gambit could work. Send new warrior E, and pop a hut with original, get CB.
3550 BC (9) E warrior sees a hut well never beat the scout to.
3500 BC (10) Henry popped BW from the hut.
3450 BC (11) MP produced, start settler. Border expansion reveals a nearby cow on river.
3350 BC (13) Both explorers make finds. Gems about 8 tiles SE next to a volcano, and Portugal a similar distance to the SW.
3250 BC (15) WC comes in, and Im a bit torn on what I want to research next. I end up opting for TW, which is the only available Portugal doesnt have.
3150 BC (17) CI builds settler, starts another MP. Should probably try to get CI up and running for some military, with the new city to become our factory.
3100 BC (18) Volcano becomes active as SE warrior is next to it. Run, Forrest, Run! Forrest spies a nearby GH in his escape attempt.
3050 BC (19) Copan founded, starts worker. Maybe an odd choice, but Id like to get it to 4 turn status ASAP. Forrest heads for the GH, but is still in the blast zone.
IT The people seem to like the direction were going in, as the cave gets a facelift. Volcano erupts, misses Forrest by a tile.
3000 BC (20) Forrest pops the hut, revealing maps, and the scout standing a tile away. He must be fast to beat the scout there.
Summary CI should probably switch to a rax next, would be nice if we could spare a worker long enough to get a helping chop. Maybe squeeze a quick worker there? Then we start churning out JTs. Copan, however, should be top priority. After the worker/growth in 4 turns, we should switch to a granary and help it with a chop. Our W warrior will more than likely get the boot next turn. Still no other contacts. Henry isnt offering great values with the trades he has. We seem to have some very nice city locations about, so we should be able to build up fairly easily, especially if we take Henry out of the picture quickly

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I dont want to seem like a jerk, but is everyone familiar with the 4 turn factory, and how to get it set up?
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