Looking over the save, I realize that we certainly have a lot of needs. We have identified 3 city sites in the northern desert. One of them was founded for us by the barbs

and we have a single Settler for one of the other 2. We have a ton of jungle land down south that will eventually need to be settled, as well. We currently have 6 Workers -- we probably should look at doubling that number in the foreseeable future.
Our military is, of course, pathetic. But, we are not dead last -- just mostly last.

We could use a few more Skirmishers, maybe an axe or two, as well. If Mao or Vicky declare on us, some spears would be real handy as they should have horses up north.
@Ozbenno: Yes, we are currently running in beaucracy.
Turn 120 (125 AD)
Take a look at the power graph. Alex has certainly been busy building troops. This probably means he has some metal hooked up, now.
I figure it is probably best to go ahead and sign a peace treaty for even money while the offer is still on the table. Once he has a stack in our borders, he may not be so accomadating.
I also notice that we have a culture war with Peter at Gao. We could potentially lose our source of copper and stone.
If you'll notice in the screenshot that Rostov does not have a religion. That means that Rostov's borders were expanded by the construction of a culture producing building: either an Obelisk or a Library. Once a religion spreads to Rostov, we will definitely start losing tiles. In order to bump up the culture in Gao,
I decide to switch us to Confucianism.
This change, of course, affects our happiness in our 2 Hindu cities: Timbuktu and Djenne. I do a deal with Alex to pick up Monarchy (and sign OB) and revolt to Hereditary Rule.
Tech learned: Monarchy
Turn 121 (150 AD)
Djenne finishes: Granary and begins: Axeman
Zapotec finishes: Worker and begins: Worker
Gao finishes: Worker and begins: Confucian Monastery
I start a Monastery, not to train Missionaries, but for the +2cpt in our culture war.
IBT:
Japan completes the Hanging Gardens.
Turn 122 (175 AD)
Djenne finishes: Axeman and begins: Axeman
Turn 123 (200 AD)
Because of unit production, I am forced to drop the research slider down a notch to 40%. I'm hoping to bring in enough coins from pillaging the barb city that I can raise it back up. As it stands, we have tacked on another 5 turns to the Music research.
Turn 124 (225 AD)
Kumbi Saleh finishes: Granary and begins: Settler
IBT:
We lose our copper in the culture war. And just in time for the quarry to be built.
Turn 125 (250 AD)
Since our Axeman in the queue isn't going to finish anytime soon, let's put something ahead of him.
Djenne begins: Skirmisher
In the meantime, I

the Monastery at Gao for 1 pop point. That should get us our copper back in a couple of turns.
Walata finishes: Worker and begins: Worker
Let the battle of Uzbeck begin!
While attacking, Axeman loses to: Barbarian Archer (1.38/3) at 22.9 percent.
While attacking, Skirmisher loses to: Barbarian Archer (0.45/3) at 24.9 percent.
While attacking, Skirmisher defeats (3.20/4): Barbarian Archer at 91.8 percent.
While attacking, Skirmisher defeats (4.00/4): Barbarian Archer at 100.0 percent.
Captured Uzbek (Barbarian)
I would have preferred a bit more cash, but hey, it gets us back to 50% on the research slider!
Turn 126 (275 AD)
Gao finishes: Confucian Monastery and begins: Barracks
Zapotec finishes: Worker and begins: Granary
Turn 127 (300 AD)
Turn 128 (325 AD)
A barb Axeman steps out of the fog south of Kumbi Saleh.
IBT:
While defending, Skirmisher defeats (1.12/4): Barbarian Axeman at 80.8 percent.
Turn 129 (350 AD)
We have our copper back, for the time being.
Djenne finishes: Skirmisher and resumes: Axeman
The former barb city of Uzbek comes out of revolt.
Uzbek begins: Granary
Turn 130 (375 AD)
Well sports fans, it appears that I have made a
huge mistake!

I thought my decision to hold off on founding white dot was a sound one. What I didn't expect was Cyrus' borders to expand to include white dot.
Did I mention that this was a
huge mistake?
We might still be able to grab the iron with a culture bomb, though. By moving white dot 1SW to that desert tile, we could still grab the iron, gold, and corn for a productive city. It will not be as great of a site since we would lose the two flood plains. However, since that tile is still in the fog, I'm not even sure if it is still available.
Music will be due in 6 turns, and the Great Library in 3 turns. Another Settler will be out next turn. A couple of folks are willing to trade us Construction. But, we'd have to give up our Alphabet monopoly in order to do so. Currency still isn't on the table, which is where I think we should head next. We could use the extra cash from the trade routes.