Well here we go.
Whoops! Start playing from the 1750 save
0) 1375 BC
Trade with the Aztecs Writing for Iron working. There is Iron 2 tiles from our border south of the Dyes - Score!
1) 1350 BC
Set 2 archer patroling around. Elite gos to heal on hill to the north.
Exploring warrier finds a goodie hut and Barb Camp.
2) 1325 BC
Get 50 Gold from hut
Currgh spots purple borders on land acroos the sea.
3) 1300 BC
Finish Temple >> Archer(2)
One worker starts roading towards Iron.
Kill barb Camp.
With 90gp and temple feel I can boost science up to 4.5.1, Philo in 8 (from 13) and -1 gpt.
Purple Border is Korea, they are on our land mass (was just a little dip in the coast).
Can get The Wheel and 48 gold for writing, but hold off a few turns.
4) 1275BC
Find a barb camp on a mountain.
Size 11, Philo now in 6 with +0gpt
5) 1250BC
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6) 1225BC
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7) 1200BC
Archer>>Sword
8) 1175BC
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9) 1150BC
Sword>>The Pryamids
At 12 Beijing produces 19 sheilds at +1fpt
10) 1125 BC
Philosophy comes in, Nab republic.
The choice on what Gov to use didn't seem to have a definate conclusion. I will leave it too the next person as at the moment Rebulic gives us only +1gpt.
Trade Code of Laws+59gp with Korea for Maths and Mysticism.
Sell CoL to Rome for Peace, The Wheel and 47gp (their treasury).
Sell CoL to Aztecs for Horseback Riding and 25gp
Start Research on Currency (korea has Polytheism) Due in 24 at -1gpt
Switch Bejing to MoM, Due in 10
Take out Barb Camp.
All in all, a good turn.
The nearest horses are on the plains about 6 tiles NE
11) 1100 BC
Crap! Forgot about war happiness, Beijing riots, set lux to 20% and Sci to 40% (Currency in 29)
12) 1075 BC
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13) 1050 BC
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14) 1025 BC
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15) 1000 BC
MoM due in 6
End
Sorry about the rioting guys. the big decision is if we want Republic or not. I'm inclined to say yes, earlier I forgot about the despotism penality cutting off the Colossus bonus on river tiles so its an extra +6gpt, worth it?