1 - 4000BC
Scout W (hill) - reveals Cows (1 in radius for start)
Mecca founded - Scout - I want to know the extent of this island ASAP - we have 4 Wines in radius, is this a monopoly?
Research set to Mysticism @ 0%
Worker SW - I'll have to irrigate this BG to get water to the Cow
I notice that we have Wines on BG
2 - 3950BC
Scout W - spots GH to the N, N - GH gives a friendly Settler (honest guys, it just happened that way

)
As RCP isn't going to be viable on an archipaelago map:
Settler NW
Worker irrigate (BG)
3 - 3900BC
Medina founded - Warrior
Scout W, W
4 - 3850BC
Scout SW
5 - 3800BC
Scout SW (hill) - spies GH SW
IBT
Mecca Scout - Worker
6 - 3750
Worker irrigate - road to SW (Cow
Scout01 SW - GH gives skilled warrior - we spot land across the strait (park scout here once our island is known)
Scout01 NE
Warrior N
Scout02 N
Medina switches to Scout
7 - 3700BC
Scout01 NE
Warrior N
Scout02 E, E - reveals more Wines and Wheat
IBT
Medina Scout - Worker
8 - 3650BC
Scout01 NE
Warrior N
Scout02 E
Scout03 N, N - spies GH N
9 - 3600BC
Scout01 E, S
Warrior N
Scout02 SE, E
Scout03 N - GH gives map of the region - Furs revealed
10 - 3550BC
Scout01 S, SE
Warrior NE
Scout02 NE - spots GH E, E - GH gives skilled warrior
Warrior02 S - spies Gems in mountains SE
Scout03 E
IBT
Mecca Worker - Settler
Mecca culture expands
11 - 3500BC
Worker02 N (Wines)
Scout01 SE, NE
Warrior01 NE
Scout02 E, S
Warrior02 SW
Scout03 E
IBT
Medina Worker - Warrior
12 - 3450BC
Worker03 (Medina) SW (Cow)
Scout01 N, NE
Worker02 (N Mecca) road
Warrior01 SE
Warrior02 S
Scout02 E, S
Scout03 E, NE - spots GH NE
13 - 3400BC
Scout01 3NE
Worker (Medina) irrigate (Cow)
Warrior01 SE
Warrior02 S
Scout02 2S - spots GH SE
Scout03 NE - GH gives skilled Warrior, SE
Warrior03 N
Worker (2SW Mecca) road - irrigate
14 - 3350BC
Scout01 NE, E
Scout02 SE - GH gives 25gp, S
Scout03 SE (mountain)
Warrior01 S
Warrior02 SW
Warrior03 NE
Medina switches to Worker
IBT
Wines hooked up
15 - 3300BC
Worker (N Mecca) road - S
Warrior01 SE
Scout01 SE - spots GH 2SE
Scout03 NE
Warrior03 NE
Warrior02 S
Scout02 2S
16 - 3250BC
Worker joins Mecca (need pop for Settler)
MM Mecca for growth & Settler in 3 turns (both exact)

Warrior01 SE (Medina)
Scout01 SE
Scout03 E, SE
Warrior03 NE
Warrior02 S
Scout02 S, SW
IBT
Medina Worker - Settler
17 - 3200BC
Warrior01 fort Medina
Worker (Medina) W
Worker (SW Medina) irrigate - road
Worker (2SW Mecca) road - heads for hill 2N of Mecca
Scout01 SE - GH gives 25gp
Scout03 E, S
Warrior03 SE
Warrior02 S - spots GH to the W
Scout02 W
18 - 3150BC
Worker (W Medina) mine
Scout01 S
Scout03 S, E
Warrior03 SW
Warrior02 W - GH gives skilled Warrior
Warrior04 S
Scout02 S
IBT
Mecca Settler - Granary (we have quite a bit of land to settle so it seems to make sense to build granary now)
19 - 3100BC
Settler N
Worker (hill 2N Mecca) road
Scout01 2S
Scout03 2SE
Warrior03 S
Warrior02 E
Warrior04 S
Scout02 2SE - spots GH E
20 - 3050BC
Worker (SW Medina) road - NW
Settler N
Scout01 SW
Warrior02 E
Warrior04 S
Scout02 E - GH gives nothing

, E - spots foreign border

Scout03 2SE
Warrior03 S
Notes
I've started a granary in Mecca as there's enough land to warrant it.
Settler on hill 2N Mecca needs to move 1N to settle (coincidententally at 4.5).
You may need to join a Worker to Medina to get the pop needed for the Settler. I'm too tired to work out the math

We are almost at our first contact. Who will it be? What will be on offer.
I suggest using both Mecca & Medina to pump out Settlers/Workers for the near future as there is a lot more land to settle & improve than I first expected. Remember that we're not Industrious, so more Workers will be needed.
I was sorely tempted to take an extra turn to find out who our neighbours are. But I managed to resist
Over to you Hooray. The save is
> here <
regards
Ted