save
Pre-Turn
ok, anarchy for another 2 turns
change tile assingments a little for growth
there is still an unmet Civ out there
China has
Naval warfare, get it for fermentation and 90g
sell it to India for 150g
wait with other deals, 300g not worth selling everything
1. 1225BC
nth much, sell vikings fermentation for 85g
IT we become a Monarchy
2. 1200BC
switch off research, lux at 10% and we make 20gpt
rigger goes north and spots new border
3. 1175BC
meet last unknown Civ, the Sioux, they know nothing and are as dumb as mali (building cultivator in 2pop city)
buy monopoly tech
bronze working from India for 370g
sell it to 2 Civs for 241g + 7gpt
good news, our jungle is blessed with 6 gems
4. 1150BC
zzzz
IT China demands 68g, no way, and they claim we are foolish, but courageous
5. 1125BC
3 civs know
mathematics
get it +10g from Vikings for weaving
sell it to India and Japan for 272g
6. 1100BC
rigger approaches Island and
so much about no research
do not trade for the moment since it's a monopoly
7. 1075BC
zzz
8. 1050BC
nth
9. 1025BC
India knows construction now
wait for a turn to see whether they trade it
10. 1190AD
China knows contruction now as well

trade poetry to China for
construction and 10g
since China knows nobody, did not trade poetry or other techs for money.
India has around 460g, which we could milk a little
we will get a hardy in 2 turns. I would settle roaded jungle to get the gems
Next settler to be sent to other Islands. Haraiki currently building some defense to deter amphibious attacks
both boats are on their way home to transport units
by the way, every turn research needs to be set to 0%, do NOT forget that
we currently have 1420g and make 22gpt