[0] 100 AD. Since no one answered my question about continuing to build the scout in Niani, i will let it finish. Exploration to the south cant hurt.
[1] 125 AD. Skirm at Kumbi completes. Start another. Move units into attack position. I plan to attack with 5 skirms. Failure to take the barb city promotes the survivors, and there is no siege.
[2] 150 AD. Skirm completes in Djenne, move to Timbuktu, skirm completing in Timbuktu will move to Awdaghost.
[3] 175 AD. Workers complete the corral @ Kumbi. Move them to build mine on iron near Timbuktu. Our other workers complete the road near Djenne. I elect to mine the hill, and then complete the road to Niani. Skirms from Djenne move into capital, and warriors in capital move to Awdaghost, which will complete its warrior next turn.
[4] 200 AD. Skirm completes in Timbuktu and starts worker. Djenne starts another skirm. Start Awdaghost on rax. Stack of 4 skirms moves into barb territory. Moses is born in Timbuktu. He builds the Temple of Solomon. Incomes goes from +1 @ 70% sci to +10
[5] 225 AD. The barbs do not attack.
Ok, the odds are 4.4 to 4.9, not too good. I will wait for 5th skirm. Fortify Kumbi's new skirm in Kumbi, and start a settler, due in 6, and in good position to settle in the back, once Alemmeni is gone.
[6] 250 AD. Workers on gems near Gao complete mine, and starts a farm for Gao (needs food). Attack on those heathens begins next turn. Weedy
, our new scout, moves south. I am moving him one tile at a time. Monarchy completes and start on math. I suggest we get alphabet next, which will allow tech trading.
[7] 275 AD. The barb city is sacked for 91 gold and destroyed at the cost of 2 skirms. I will fortify them, heal, and then position them for the settler due in 4 from Kumbi. Bump science to 80%, making +9/turn.
[8] 300 AD. Napoleon wants open borders, uh, no. Djenne makes another skirm. Fortify it in Djenne. Might be best to start it on a granary when the next unit completes, then pump settlers/workers from it. Send the garrisoned one in Djenne to Gao to beef up our borders. The next one should go to Niani. Worker starts on road to Niani. Iron mine completes, move worker to Timbuktu and start a cottage, we can use the money. I promote one of our skirms to heal, another to city defense, the other just promotes to extra strength (he was made without a rax). I keep moving Weedy due south.
[9] 325 AD. Caesar wants open borders, uh, no. Damn, lost 4 turns of production on a rax in Niani, because it was set to crank out scouts continuously. Fred has axemen, be careful.
[10] 350 AD. Road to Niani completes, start on farm for Niani. Start another skirm in Djenne. Math is due in 3 turns. Iron is hooked up. Skirms are on gotos to border towns to beef up our defenses. Kumbi's settler is due next turn, and a temple is queued up to close the border.