Pre-turn Everything looks fine.
2950 (1) Karakorum gran->settler.
2900 (2) Meet Rome. Julius is up Alpha and down Pots. He wont trade, though. Karakorum appears to be on a perfect 4 turn settler factory now, so dont disturb it.
2850 (3) -
2800 (4) Move science to 50% and get Wheel in 6 instead of 9, -1 gpt.
2750 (5) Karakorum settler->settler. Sumeria has CB now. Send the settler towards the ivory. Lower lux to 30%.
IBT Wow, an unescorted AI settler. Tis a rare sight indeed.
2710 (6) -
2670 (7) -
2630 (8) Inca now have the Wheel. Raise lux to 40%, Wheel due next turn.
IBT The Wheel ->IW.
2590 (9) Karakorum settler->settler. Lower lux to 20%. Move settler to the NE to block Sumerian expansion. Lower Sci to 10%, +1 gpt, IW due in 50.
We have horses to the SE!
Trade Rome Pottery and Wheel for Alpha and 10 gold. Trade Sumeria Wheel for CB and 10 gold. Trade Inca Alpha for Masonry.
Were now up CB on Inca, CB and Masonry on Rome, and Alpha and Masonry on Sumeria, and theyre all broke, while we have 32 gold (+1 gpt).
2550 (10) Increase Lux to 30%.
I left both settlers unmoved. The one to the north can settle on the spot, unless we want to settle on the ivory. I moved it here to block off Sumerian expansion quicker. We can decide where to send the other settler. Another settler is due in 3 turns.
Also, some stuff on Feudalism:
Unit cost is 3 instead of 1 gpt. Unit support is 5 for a town, 2 for a city, and 1 for a metropolis, so we should try to keep cities low in pop. WW is low, but cities can have up to 3 MP, too. Combined with the
5 6 luxes (incense in Rome) around our start, we shouldnt have any trouble with happiness.