Rod-01 Darski- turn log 3
1000BC -
Move two workers *towards* Iron Hill for roading Aggie goes back to help w/ irrigation.
Champion city worker moves to sq W of CC for roading
Curragh continues exploring coast no one new spotted on my turns
IBT :zzz: some barbs move -some heading towards Sugar Hill in a hundred years maybe
OK I miss these for the rest but nothing much happened either ...some barbs moving is all
950 BC-
Move Aeron out of Twofer for barb control
Twofer-- Archer finishes. Set up queue with warrior in 5 and settler in 15 can be changed of course. It might be worth building a quick galley for some careful research of nearby land after the settler but it could be very dangerous as well as Carthage could own right up to that tip of land we see..
Vet archer takes barb camp on tundra and promotes losing 1 hp - now Elite name him Fishy for obvious reasons.
move other free soldiers for barb searches
925 BC -
barb moves towards worker near Bergen. Aeron takes him out.
barb attacks Fishy - dies. Fishy will heal in place.
Send settler to iron source/ Aeron will join for trip
Trond with finished settler, starts Galley in 6- I moved the galley into the water but did not go far. i was thinking we should keep it and all galleys in port to fill them as needed.
(Trond is our only useful Port city for a while.. we will have to consider our production wisely until we get more cities in production)
900 BC - Rush barracks in N.B.C. We want to get some barb busters out there and we can make warriors that will upgrade.
Move workers onto hill to road to iron. I plan to found city on the Iron source so it cannot be pillaged while it lasts

Two workers continue irrigation behind road crew all workers will road hill next to iron for quicker completion
875 BC
2 barbs attack Sam after he finally catches them - promotes to elite with no loss.
Tried to lower science for last turn - can't be done... sigh.
Send little Sam to scout barbs near tobacco - next city location
Notice that Carthages borders are expanding towards the chokepoint mountain.
850 BC
Settler finishes in Bergen - start warrior with iron soon to be online. Settler will head to tobacco on coast
Barb camp 3E-1N of Sugar Hill
Math completes... switch to Poly in 14 w/ science at 80% and no loss of gpt. We have two cities coming on line in 3 turns so that can change
Champion City finishes worker and has no Rax so starts Cat (in 20).
825 BC
Poly in 12 but -2 gpt. (((sigh)))
Algernon takes out barb camp (is yellow)- 25G makes science easier to bear.
800 BC rush Rax in Sugar Hill. Barbs are becoming a common event and this area is getting dark again.
Our Northern Territory is in darkness, we have to clear fog before we can send settlers to that area.
Hooray! founded on Iron source. r-spear moves in to defend, Production set at Rax in 20 - grow in 20 but that is just what came up and I left it there as that will be a target city for the AI. feel free to change it - a harbour might be nice somewhere here.
775 BC
take a chance with workers near Champion city and move them to square for roading next to fog - ok... can breathe now- no barbs.
Fishy finds another barb camp.
Take out barb camp near S.H. -now @ 89 gold /no loss per turn with Poly in 9
Found Bus Stop with tobacco nearby (if you have ever been to a bus stop you know the connection

)
This shows as turn 89 Do I stop here or do I play to turn 90?
brain engaged... CAII is always a turn behind.. how do we keep track easily? For the brain-dead for example ? does someone have a list of start and stop dates for these games
just a rough guess even? I can't see how many turns I have played in notepad. ok I'll create a chart and try to use it... (((sigh)))
When 4 workers were freed from road to iron two are back at irrigating on road and two are starting road back to Trond with the expectation that cities will be founded on the hills along the coast.
Depending on our city builds there is water not too far away from Hooray. if I had settled on the hill on the right-> beside the iron, we could have transferred the irrigation but I thought the security of our iron was more important and other cities can pick up the slack for water.
Wrap up:
We are getting near completing our AA techs so we should be expecting others with more trading ability - to be finishing soon. I am thinking of Barb Uprisings that may result from that

especially with how that tundra is spawning camps. fishy was only 2 tiles away from the new camp when he finished the last barb there. He moved away for a couple of turns to bring light to the darkness but I sent him to check that tip again and there it was... deja vu all over again.
With only 10 turns and no iron for most of them it was rather difficult to start any serious conflict with India. We have lots of Rax now, we have iron, so we can start pumping out galleys and fill them with some swords, spears and cats... it about 50 turns.
Government: Despo
Economy: 89 gold - no loss at this date
Science: Poly in 8 @ 8 with no loss of gpt... raising it to 100%
cuts one turnand will cost a ton of gold.
Cities: we have 8 cities
Bergen Warrior in 1
Bus Stop r-warrior in 5 (then worker in 5 I believe with growth in 10
Champion City Cat
Hooray! Rax in 20
Nice Brown City Warrior in 5
Sugar Hill V-warrior in 5
Trondheim* Vspear in 3 with settler to follow(?)
Twofer Town Settler in 13 - has warrior escort in town.
Shouldn't the warriors auto upgrade to swords with the iron online?
Military:
Workers - 7
warriors - 8
archers - 7
Spear(r) - 1
Galley - 1
Curragh - 1
Military Expenses:
Allowed units: 32. current units: 25 support/turn = 0
I find it very hard to see docs in little bits and pieces as it is here in this window and also in my notpad stuff. of course I thought of a million more things to say after I saved it in Word.doc if this is out of order or strange, I'll try to do better but I am seriously spatially challenged and this is it.