Too late anyway

, I've played the first 20 turns. Here' s the log:
MB3 - It starts
goals: Not botch the start

, build many warriors for quick exploring.
4000BC - turn 1
Move worker SW to avoid the rivers and take a peek. Nothing special is revealed so I found at the starting spot. Not bad..., a cow and Dyes is revealed, start warrior. Nix science, I figure we are going to meet the other rather quick anyway.
3950BC - turn 2
Worker starts mine.
3900BC/3850BC - turns 3,4
Zzzzz
3800BC - turn 5
Worker starts road.
3750BC - turn 6
Warrior is build, starts heading west (has the longest black space), reveals wheat.
3700BC - turn 7
Worker NE, N
Warrior continues W
3650BC - turn 8
Worker start mine on BG
Warrior NW on moutain, reveals Silks and water (hope its not sea already, it is

)
I'm having second thoughts about nixing the research and start Pottery on (3,7,0) due in 20 turns.
3600BC - turn 9
Warrior S on mountain
3550BC - turn 10
Warrior S on mountain
Second warrior ready, start 3rd, Warrior 2 heads east
3500BC - turn 11
Culture expansion and growth, move slider to (2,7,1)
MM to not lose shields on the 3rd warrior.
Worker starts road
3450BC - turn 12
Warrior3 ready, heads N, no 4 started
3400BC - turn 13
Warriors continueing to move out, such fertile lands!
Worker moves on cow
3350BC - turn 14
Warrior number 4 is born, start settler as I can't use rax as pre-build for granary, Pottery due in
12 turns.
Worker starts irrigating the cow.
3300BC - turn 15
Warriors reveal more Silks
IT: An Aztec Jag warrior moves near.
3250BC - turn 16
Meet the Aztec the still lack Masonry but have Pottery, WC and CB. I think they haven't met anyone yet. I give Masonry + 2gpt and 17g for Warrior Code and Pottery.
Swicth production from settler to granary.
Nix research.
Worker roads cow
IT: Celt settler pair appears from the North.
3200BC - turn 17
Contact Celts, they have CB but lack Pottery and Masonry. I decide to not wait until they have a bit more money it looks as their original 10g + 25g from a hut.
Sell them Masonry for CB and 35g.
Go back to the Aztec and see they know Alpabet and Myst now. They must have met somebody.
Meet Rome! They have Alphabet and Myst but still lack Masonry, phew. Buy Alphabet for Masonry and 1gpt (insurance) and 28g.
3150BC - turn 18
Our capital is now size 3, move slider to (8,0,2)
Worker moves S
3100BC - turn 19
The Aztec have the Wheel which the other two lack, but it's too expensive.
Worker starts road.
3050BC - turn 20
The Celts will make a nice target in the near future (they founded near 'our' silks!).
Our lands:
The save:
http://www.civfanatics.net/uploads5/MB3-3050BC.zip
BTW I played in version 1.27. It seem this is interchangable with 1.21 saves but I thought I'd mention it anyway.