Play until a fine stopping point like a tech during the first round, then 20 turns per for 2 then 15.
Turn 0 (0)
Settle Amsterdam on spt and seeeeee....
Wow! I bet Mystyfly's happy at least...
Research Mining (Dutch start with Fish/Ag)
Turn 4 (4)
Our capital's borders expand and a few things happen:
1- The hut pops and our gift is...
2- It reveals some tiles- I can hear Mysty whooping from here
Stone- I think we should build the Pyramids and Stonehenge and the Great Wall and the Kremlin and a Hindu Mandir and a Wall and a Castle!
Turn 11 (11)
Mining finishes and I set research for the Wheel as it is needed for Pottery (we have the other prereqs as starting techs). I considered Hunting but deer is 4f1h and if we want 4f we can farm a floodplain.
Turn 13 (13)
Get 48 gold from a hut.
Turn 16 (16)
Taoism is founded in a different land. Oh, and our warrior is killed by a bear.....
Turn 23 (23)
Research on The Wheel ends and click on Pottery but this is debatable- we might want to farm all the FPs seeing as we have a lot of early commerce. But Pottery gives us Granaries!!!
So either Pottery, Hunting or Bronze Wroking next?
Crap overview of the land: