Here I go
Some preliminary thoughts:
Louis asks for Open Borders... in 2880 BC

That means he has
writing - looks like we weren't the only ones to pop some techs! We are going unhappy with growth next turn, so the current archer build will have to stay in the city. I'll have to build another archer to push back the borders. I think the city location is a good one, though, with plenty of food and production. Healthiness might be an issue there.
So I get ten turns, in which I'll probably end up building mostly archers, but we'll see!
Pre-turn - 2440 BC - Fortunately, Louis is the only one with writing. Amazingly, we have a trade route with Alexander all the way up in the north! Our river goes all the way to him! He doesn't have anything to trade at the moment, but it's something to keep in mind. Other than that everything looks really well set up!
Turn 1 - 2400 BC -
Pasargadae founded on the river to the north. I'm not sure what to build there. Interestingly, our quick connection to copper has left us with an inability to make any more warriors. It is starting on a floodplain so it has very little production, but I want to keep it there for growth. Hmm. We could use another worker but I don't want to start a worker at size 1. There is a
barbarian archer immediately to our north however! Ack, we could very well LOSE this city to that barb! I couldn't see him until AFTER I settled. Well, this game might become a real challenge here in a bit... In any case I set production to an archer, that should be
changed to a worker when we reach size 3
Between turns - the archer moves away. THANK GOODNESS. I wasn't looking forward to losing the game for us. Our scout to the east kills a panther on defense - I had left him unpromoted to this point to try and use his promotion for healing (he's already woodsman 2), but he wasn't injured so I guess I'll leave him for now.
Turn 2 - 2360 BC - Our scout pops a hut, and we get:
Another tech!!! We were in the process of researching this, so it only saved us 2 turns, but still, four techs? What to research next... I normally would go for priesthood becuase we need more happiness, but we don't have a religion, so it won't help us much. We could try for Judaism, but monotheism is 22 turns away altoghter, so I don't think we would get it. That leaves writing at 9 turns and iron working at 13 turns. I'll go for
iron working. I'm not sure this is the best approach, but if we can grab the sources of it first, it wouldn't hurt. Our worker completes the road on the copper mine, so I move him to one of our forested hills to start a chop. I plan to build an archer but
switch to a settler the turn the chop finishes, then back to the archer.
Between Turns -
Turn 3 - 2320 BC - Persepolis grows and finished an archer, but cannot grow anymore without becoming unhappy. I suppose we've found the disadvantage to not going for an early religion. I set it to max shields (which consists of several plains forests) and we are producing 11 shields. However, we can get two archers every five turns, which we'll need. I am going to mine some hills around it and, of course, when we build settlers and/or workers the food surplus is not a hinderance.
Between turns - no less than 3 barbarian archers in sight, and they are just the ones our scouts can see.
Turn 4 - 2280 BC - Two archers in production, and the worker is chopping for the settler. Our scouts are returning to home to try and clear some fog and also see what is to our west. I switch to a settler as the forest chop is coming in next turn.
Between turns -
Turn 5 - 2240 BC - The forest chop hits our settler, and I switch back to the archer.
Between turns -
Persepolis finishes the archer, starts again on settler automatically. I set it to ANOTHER archer first - we need to secure pasargadae and still have an escort for our settler. This was a tough call - we are delaying our growth a bit (2 turns), but I want to make sure we are properly defended from these barbarians.
Turn 6 - 2200 BC - The newly created archer moves to defend pasargadae, and I insert another archer into the queue before the (four tenths completed) settler. Worker starts a mine on the newly cleared grassland hill.
Between Turns -
Turn 7 - 2160 BC - Nothing of note.
Between Turns - Pasargadae expanded its borders a few turns ago, and I note that we are first in score. Not bad for monarch, so far.
Turn 8 - 2120 BC - The next archer finishes, and I reconfigure for max food to build the next settler. This archer is going to move out towards the cows to help the scout look for another city site. Our scout looking west
finds fur in the same general area as the cows and the deer - we DESPERATELY need that luxury resource!
Between turns -
Turn 9 - 2080 BC - Pasargadae grows to size two. Our scout finds
dyes and another river to the west!
Between turns -
Turn 10 - 2040 BC - The worker starts a road.
The intention of this road is to hook us up to the furs as soon as possible. Getting more happiness I think is the best thing we can do for the worker right now.
Our lands:
Notes:
- Persepolis is a great archer / worker / settler factory, even at size 5. However, it need careful micromanagement depending on if it's building a worker/settler or an archer. It can be set to no growth and 12 shields when constructing an archer, or 5 food + 10 shields when doing a worker / settler. I think this could be managed using the halt growth / maximize food buttons, but I find it easier to do it manually.
- I suggest the spot 1S of the cows for our next city. Pulls in cows, fur, deer, and two hills as well as lots of grassland (for cottages?).
- The scout to our north has a hidden archer directly below him, which I passed last turn. Be careful moving him, and remember he only gets one move in desert!