750BC (130):
Preflight check. Gilgamesh dominates the power graph, so there is some concern from the east. We cannot see how Peter is doing due to lack of EPs, so that's another concern.
I therefore feel that is imperative that we get some cities up in the east to head off further AI expansion into our territory. A large problem though is that we lack copper, and horses are in the other direction. I am hoping our dry lands hold some iron at least, so we aren't completely defenseless against the AI hordes.
I concur with grandad that site 4 looks like a good secondary production site to get online, as we need to shorten the distance to Memphis.
Dialing science up to 70% runs us break even for a turn saved on Poly, so I do that.
Thebes is doing Pyramids in 69 turns. I assume that we are basically whipping production overflow into this (although that isn't my specialty), especially since we don't have stone hooked up yet. Seeing as Thebes will grow into unhappiness next turn, I dial up a settler in 13 turns. Will whip for 2 pop when able (if my counting skills don't fail me before then).
Memphis has zero production and too much food. We need a granary here to be whipped to make better use of that food. Let the worker finish first. I recall we want to pop a GP here as well, but I don't see a reliable way of cutting off the food and getting decent production.
Helio is also growing too fast, and we are working on a WB with 1 hammer, taking far too long. I will let this city grow until I can 2 pop whip a granary, as we desperately need to leverage slavery.
Oh, and I just noticed we don't have a granary in Thebes either >.<. But I must stall there because of unproductive growth.
725BC (131):
Cyrus wants open borders, and there is not much we can do to block him anyways, so I accept.
I notice the archer was rudely left on goto, and now I have both the archer AND the warrior heading for the desert hill overlooking Cyrus' town. Of course, I realize now that I can just WALK to his town... due to OB.
700BC (132):
Pericles wants OB too. Fine. Best to have peace with one side of the continent, seeing as we're in the middle.
The worker is done in Memphis, and I send him to help finish the road ASAP. I dial a granary while hiring two priests.
I notice OB with Greece helped, as we are pulling in foreign trade routes with him, netting us +2 commerce instead of +1 in each city. Minor, but every little bit helps. For good measure, I sign OB with Zara as well.
675BC (133):
Peter adopts OR, boo.
The stone is now connected so we have stone in Thebes. Yay.
Whip anger at Thebes has faded, so we have some leeway. I switch in a granary to whip next turn, as we want the food to be saved up ASAP.
650BC (134):
Poly comes in yay. Next up on the list is either Priesthood or Mono. Neither help us at all for the moment, except in setting up the prereqs for the bulb. 9 + 4 is 13 turns. The GP is due in 24 at the moment, but that's before some aggressive whipping takes place. GS in 14 so we have to wait at least that long, and most likely double the time.
With that in mind, I dial up IW in 13 for the classical age advance, and to uncover the metal, which, if it's not there, we're screwed. So we're better off knowing earlier.
Thebes grew this turn, and is at the happy cap again, to grow in 9 turns, so I whip the granary for 2 pop.
Memphis also gets its granary whipped. In retrospect, I probably should've whipped it last turn. Missed that small Micromanagement detail...
Our Thebes worker is done the mine, so I send him to Helio to help out that area.
625BC (135):
The whipped granary overflows 10 hammers into the Mids, plus the 5 production for this turn. That makes 37 hammers with bonuses applied. Probably could've done better, but granaries are CRITICAL.
Memphis' granary is also done, so dial up a library as I read that we need one here for some culture wars.
The gold mine at Helio is done this turn, giving us extra happiness leeway. I can't afford to work it yet though, not until we have a granary up in this city.
600BC (136):
Helio growth in 1 so I switch to a granary so we can whip next turn for the fastest possible granary.
I stick an archer into the queue at Thebes to soak up some hammers while we regrow some pop. We need the military anyways.
I start a farm near Helio so we can support the gold mine later.
575BC (137):
Nothing of note this turn, some tile MM to ensure best growth. I do note that Cyrus already has swords, and therefore IW.
In fact, his iron must be here, on the flatland mine. No other explanation.
Oh yeah, I remember to whip Helio's granary.
550BC (138):
We finish the granary at Helio and get back to the boat.
525BC (139):
Islam was founded in Susa. I REALLY hope that was due to CoL and not Theo.
We grew in Thebes, and we have 3 more turns for another growth. I debate, but slot the settler back in, as we NEED to expand. Like yesterday.
500BC (140):
An uneventful turn. Stuff building, nothing can be whipped just yet. Oh, and it appears that a barb city appeared next to our horses.
Will recall the exploring warriors to investigate.
485BC (141):
Ah hell...
Note the worst enemy of Zara.
Pericles becomes Buddhist, so we might want to line up with these guys.
470BC (142):
Ok, Peter settled another city north of Memphis it seems. We also grow to 4 pop again here, so dialing 2 priests.
455BC (143):
A bore... Oh, one thing.
I notice this Axe from Cyrus has not moved in many turns. And he's not healing. Staking a spot?
440BC (144):
Nothing except some MM, now that a farm is done at Memphis.
Wow, ok a quick check of the Foreign relations shows that Zara is first to Alpha. And we have nothing he wants.
425BC (145):
Nothing much at all happening.
410BC (146):
Helio grows and I work the gold mine. No contest. IW next turn. Dial science to 80% as it is break even.
395BC (147):
We enter the classical era with IW, and pass Pacal in points. We are now only third last

.
Oh yeah, there is iron all around us.
I dial priesthood in 3.
380BC (148):
Claude Dansey is born in Thebes, and I settle him.
Our EP quadruples lol. The 3 extra BP gets us Priesthood next turn too.
365BC (149):
Priesthood in, Mono in 6.
The settler is done, and heading for site 4, where a warrior is already fog busting. We default back to the archer, which we should let finish as we hurt for military.
350BC (150):
Pacal wants OB, but is Zara's worst enemy, so I refuse.
The WB at Helio is done, so I net the clams and work them. I tentatively dial a lighthouse to help this effort. But we need many things, and a lighthouse is probably not a high priority, so feel free to switch it. More military is good, but we lack a barracks anywhere and would need to invest in one. Lighthouse is cheap at 90 hammers though, and can probably be 2 pop whipped for some good overflow when the city grows in 4 turns.
Settler is at site 4, ready to found the city next turn. If, for some reason, we want to do something else with him, he can obviously still be moved.
Zara has a Bud missionary standing next to Helio, so we'll get Bud next turn, if that is of any interest. Peter is sending a Christian Missionary to Gilgamesh as well, so religious blocs are about to firm up.
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