The Huns only know mathematics and code of laws from the standard tech tree, and the Vandals and Ostrogoths only mathematics, so a 3fer would be possible if we could buy polytheism, code of laws or map making from Western Rome, Eastern Rome or the Sassanids - and mathematics would be really nice to have for catapults! But we only have 23 gold with +2gpt with our current setup. So I temporarily set research to zero to free up virtual income, and do the following trades...
WM, 26gpt, 7g to Eastern Rome for map making.
Map making, 11g to Huns for code of laws.
Code of laws to Ostrogoths for mathematics, 11g.
Code of laws to Visigoths for WM, 58g (all they have).
Pillaging to Anglo-Saxons for WM, 31g (all they have).
Code of laws to Celts for WM, 39g (all they have).
Code of laws to Vandals for WM, 8g (all they have).
WM to Huns for WM, 14g (all they have).
WM to Ostrogoths for WM, 3g (all they have).
WM to Eastern Rome for 21g (all they have).
WM to Western Rome for WM, 3g (all they have).
WM to Sassanids for TM, 8g.
Then I raise lux to 10% to get some clowns to work, and increase our research rate again. Result? We know three more techs now, know the world map, all AIs are broke and we will get barbarian leadership in 8 turns instead of in 9, as it had been before.

The downside is that our economy is wrecked now, which will delay the upgrading of raiders a bit.
Our capital, Dispargum, is our best city to build the SoG in and is already on a library prebuild. But: Workers are chopping the game forest and irrigating another game tile; I stop that. We need shields and have enough growth already! And we cannot switch to a wonder once a forest chop has happened in the city. (BTW, why is Dispargum founded *on* a cattle tile and one tile away from a river? Stupid scenario!

) I also stop several other workers chopping forests; it takes longer to chop in this scenario than for normal C3C, and some cities are working unimproved bonus grass tiles. Also, we need to hook up the iron faster than with a slave worker.
Build orders are changed to a more militaristic approach, and finally I'm done with a long preturn.
(I) The Byzantines start to build St. Peters Basilika and the Hagia Sophia.
(1): The AIs have some money again, so I sell our WM for some more gold. Workers get moved. Several units surprise me by moveing automatically; please
no goto orders in SGs, thanks!
(2): Our scouting raiders start their long trek home, since we have maps now.
(I) The Romans start Justinian's Leadership.
(3): I have over-improved Dispargum and need to slow production down so that the prebuild won't finish before barbarian leadership comes in.
(I) Oy! The Vizigoths start to build the Scourge of God in their Capital!

Hope our prebuild will be enough...
(4): The Huns know barbarian leadership as well, but since the ETA for us has dropped to 2 turns and I can set Dispargum to max shield production again, I won't trade for it. I sell map making to the Ostrogoth for a worker, their WM and some gold, though.
(I) The Huns and the Vizigoths start the SoG, too.
(5): Now sacking is known by several AIs as well. Lower science and still get leadership in one.
(6): Barbarian leadership comes in, start research on sacking next. Our capital needs another 12 turns to finish the SoG - uh oh, that will be close!
(7): Our iron is connected, and our workers start to connect the wines.
(8): Our raiders are gathering in Marseilles, and our catapults in Cambrai.
(9): Several barbarians know polytheism now.
(10): Tongres builds a migrant. It is now set up to build a worker every two turns, because we need more!
I was selling our WM each turn, getting between 10-30 per turn gold that way, but now prices have decreased somewhat.
I don't know when we will be ready to attack Rome: We will need upgrades and embassies first. But it has to be soon!
Prepare us for some action!
I'm not sure about the roster now; I think Hotrod is up, and somebody else is on deck.
-Kylearan