Very IMPORTANT for next player:
*How to deal with the barbarian uprising:
The Galley to the north (originally heading to the river north of the jungle) of the Barbarian encampment has a settler near it. If the encampment only contains its defensive warrior, place your settler near it. The hordes will change course to attack the settler. Then, load the settler on to the galley next turn (before the hordes have a chance to attack!) I have tried this the previous turn and it worked.
My round:
250BC (turn 1)
We declare War on the Roman filth. (they have 1408 gold, at least 5 more techs than us, and 14 cities) I add a bit of Luxuries, allowing Persepolis to go without specialists.
Spearman vanquishes barbarian tribe, netting us some gold. That same division encounters the English.
230BC (turn 2)
210BC (turn 3)
Tyre founded. We find Dyes in the jungle!
190BC (turn 4)
170BC (turn 5)
We research Polytheism. Work starts on Mathematics.
150BC (turn 6)
We lose a Spearman near the Roman hordes!

But, we are ONE TURN away from the Great Library!
130BC (turn 7)
We complete the Great Library. Where's our tech?? Persepolis starts production on Library.
110BC (turn 8)
We learn Mathematics and a ton of other techs from other Civilizations.
90BC (turn 9)
Arbela's cultural influence expands!
70BC (turn 10)
GLORIOUS victory! The stack of 4 Roman archers and 1 warrior is defeated by one Archer and 2 Spearmen (on a hill) Now will they still demand our city of Sidon for peace? Persepolis builds a library.
50BC (turn 11)
30BC (turn 12)
Gordium builds a Harbor.
10BC (turn 13)
We disperse an Illyrian encampment and gain gold. Our archer defeats a Roman Warrior.
10AD (turn 14)
We found sardis on an Iron resource. Immortals will be the key to destroying the Roman Empire, once we have expanded our empire more and built a Harbor at Sardis. This will take a long time to prepare, however.
30AD (turn 15)
We destroy two more Roman archers. We have mastered construction, allowing us to build Aqueducts!
50AD (turn 16)
Uh-oh. We lost a 2nd spearman.
70AD (turn 17)
We destroy an elite Archer by defending with our Elite spearman.
90AD (turn 18)
We have researched Republic. Massive barbarian uprising near Sardis. Hopefully the Romans will take the brunt of the hit. (hopefully)
110AD (turn 19)
Our scholars devise a system of currency. As a result, we enter a new age of productivity and warfare: the Middle Ages. We discover Monotheism, Tarsus builds a Harbor, and the Palace is expanded! In negotiations, Rome caves in. While they still have an available Worker, we grab it and establish peace. We gain all their gold (>1000gc), one worker, and 3 Communications (India, Babylon, and Azteca) in exchange for Monotheism.
-To India, we trade Construction for Contact with the Zulu, Contact with the Egyptians, Contact with the Germans (though we're probably better off not knowing they exist!) and 4 gold. India has 12 cities.
-To Shaka of the Zulu we trade Construction for 21 gold and their Territory Map. (12 cities)
-The Aztecs have 15 cities.
-Cleopatra of Egypt rules 19 cities.
-Germany is composed of 17 cities.
-To England we trade our World Map for their 746 gold. The English still have money left, but won't use it: they are the most technologically advanced country in the world and don't need anything. (14 cities)
-We establish an embassy in Rome.
130AD (turn 20) With the spread of ideas and technology in this new Age, the people violently overthrow the despot (me) and start a revolution. The people want a Republic. (5 turns of Anarchy).
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Imperative for Future Growth of our Civilization:
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*One more VERY IMPORTANT note: do not forget there is a MASSIVE barbarian uprising near Sardis. DO NOT ALLOW SPEARMEN TO GO EXPLORING UNTIL THE DANGER HAS PASSED (OR DESTROYED)
*WE MUST control the freshwater lake between Sardis, Bactra, and Sidon. It would give us 3 food per tile if we built a harbor there! It is possible to put 3 more cities next to that lake. (on the north, east, and west)
*On the southern cities, I set a priority of growth over building temples. When each city gains by a few more laborers, priority should be switched back to temples and forests.
*Set a settler to the island west of Rome's island for one more city!
*Don't forget you will have Civil Disorder in Anarchy. Remember to switch your entertainers back to laborers should you choose to avert Civil Disorder.
*watch for barbarians when founding cities!!!!
*The Zulu do not have Iron and do have many small cities. Something to keep in mind.
*We can fit a city on the very eastern tip, between Arbela and Gordium. As well as a city on the very western tip, but I couldn't seed forests there for some reason [ maybe I needed Construction?

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http://www.civfanatics.net/uploads/saga130ad.zip