Pre-Turn:
Lower science.
Remember it's an exploit to circumvent rate cap.
Increase science.
Buy Worker+24g for writing (cheapest was wheel but he's gotta have started it because he won't do the deal)
IT
Dynasticism >> CoL onwards the Demo slinger
4 turns anarchy on the F1 big picture.
Catch riots in the bag
T1.
Move hardy clan towards the coastal plains
T4.
Reach the spot between the 2 ressources. I found there rather than 1 north because CA2 tells me the corruption difference is only 2%, from 51 to 53, and this way we are 100% sure it never will be in enemy hands without a full flip.
The baba near the core have been stalled but the archer will still be needed eventually.
CoL at 60% full for 12 turns.
T5.
Found stables, seeing as it won't have much for growth I start it on a worker, with sights on a harbor. Switching to either harbor or WH is still possible and very viable.
T7.
Kiev worker > worker, underway to road the BG.
T10.
Weaving is still a monopoly of ours but Bronze Working is now known to the Chinese as well as the Siamese. I don't see a need for spears at all, we need to REX a bit
now that we can make settlers.
Speaking of which there is one timed for growth in Moscow. This too can be changed.
My attempt at dotmapping, which might be a bit tight and should be discussed, either way:
And the save, back to our friend the bunny.