Inherited Turn 60 (1600 BC)
Research begun: Mathematics
Turn 61 (1560 BC)
Timbuktu finishes: Stonehenge and begins: Settler
I dispatch the Warrior hanging out in Timbuktu SW. Our Settler could open up a butcher shop down there with the pigs and cattle. In the meantime, our Warrior can bust a little fog.
In the meantime, I step our exploring Scout atop a hill to get a view of the surrounding countryside. What should he spy ... but a barb Archer!
IBT:
While defending, Scout loses to: Barbarian Archer (3.00/3) at 0.2 percent.
Turn 63 (1480 BC)
Hinduism has spread: Djenne via the river
Turn 65 (1400 BC)
Djenne finishes: Skirmisher and begins: Worker
As I'm seeing several barb Archers wandering around, I'm tempted to go with another Skirmisher. But, we've only the one Worker, so I figure we could use another.
Turn 67 (1320 BC)
Remember that Warrior I dispatched to the SW? Well, so far the only fog he is able to bust contains a barb Archer.

I had hoped to end my turns with more troops than I started, but so far I keep losing them instead.
IBT:
While defending, Warrior loses to: Barbarian Archer (1.92/3) at 20.9 percent.
Turn 70 (1200 BC)
Timbuktu finishes: Settler and begins: Skirmisher
Since the Warrior got toasted, our Settler now needs an escort.
IBT:
Judaism founded in a distant land - most likely Peter, as he adopts OR the next turn.
While defending, Warrior defeats (0.92/2): Barbarian Archer at 67.7 percent.
Hey! I finally win one!
Turn 72 (1120 BC)
Timbuktu finishes: Skirmisher and begins: Skirmisher
There are just way too many barbs running around. We need troops and right now!
Now I see why! A barb city has spawned to our east.
IBT:
Tech learned: Mathematics
While defending, Skirmisher defeats (2.80/4): Barbarian Archer at 97.7 percent.
While defending, Skirmisher defeats (4.00/4): Barbarian Warrior at 100.0 percent.
Turn 73 (1080 BC)
Research begun: Iron Working
All of this grass land in the south is going to make for some really great cottage spam. Unfortunately, it is mostly covered in jungle. So, I'm tempted to use the 10 turns to pick up IW. Unfortunately, we only have 2 Workers. We really won't be chopping any jungle anytime soon. Instead, I opt for CoL.
Research begun: Code of Laws
For two reasons. First, we said up front that we wanted to snag a few religions. In 20 turns, we should be able to found Confucianism. Secondly, we really need to roll out a few cities. Early access to Courthouses could save our bacon.
Turn 74 (1040 BC)
Djenne finishes: Worker and begins: Skirmisher
Our sheep pasture will be pillaged next turn unless I take a risk. I decide to attack with our lone Skirmisher out of Timbuktu. If the barb gets a lucky RNG roll, our capital is undefended and will fall next turn.
While attacking, Skirmisher defeats (4.00/4): Barbarian Warrior at 99.6 percent. phew!
Turn 75 (1000 BC)
Timbuktu finishes: Skirmisher and begins: Settler
Kumbi Saleh founded
Kumbi Saleh begins: Worker
We need Workers, and a lot of Workers. But building them in our new cities, they take longer to build. I'm doing this intentionally to stop the growth. Civic upkeep is tied to population and I would like to keep it at zero for as long as we can. Secondly, the city is worthless until a Worker can get down there to improve the land.
And with that, we have 15 turns in the bag!
Here is a screenshot of the land to the west. As you can see, Tokugawa has been a busy boy and expanding towards us.
Here is a better look at the western lands and our newest city.
A screenshot to the east does not reveal much expansion by Peter. Rest assured, there is at least one more city under that fog that has not shown up on our map, yet.
Zooming back in, you can see the borders of the barb city. It is some choice real estate with cows, pigs, and 'nanas.
It would be nice if the barb city can grow to size 2 before we attack it. At size 1, it will be auto-razed and we will need a Settler for that spot. Unfortunately, Peter may not allow us to wait for it to grow. I prefer that we get the gold from razing the city rather than Peter. Plan on having 2 Skirmishers for every barb Archer. A fortified Archer will have a strength of 5.25 against our strength 4 Skirmishers.
And lastly, I leave you with a look at our demographics.
We are ranked first in the ever important GNP category, thanks to a couple of cottages that were built. For future reference, cottages should be built along the river banks
before being built on non-river tiles. With our financial trait, this translates to extra commerce immediately rather than having to wait 10 turns.
We are also ranked first in land area, thanks to the Stonehenge. It has already given us 2 border expansions. We are dead last in troops. We probably would have only been tied for dead last if I hadn't kept finding barbs.
