Tough luck!
Preturn - Nottingham get the chore to lose their excessive food for a turn or two and we won't even have to use a scientist. York works at 4fpt and granary next turn.
CoL next turn.
Sumeria is ahead in techs and Dutch slightly behind, no major dramas here.
1475BC - Scout a bit. A bunch of AI-troops heads to the west of London, hunting barbs I guess.
Nottingham get a harder job, use a scientist there to get Philo in 9t. No growth at all there, York uses the sheep and builds a settler in 5t.
Swap Hasting from worker to settler, let it work a fish. It's time we get some expansion on.
1450BC - Sumeria completes the Oracle and starts the Pyramids.
Our cities aren't optimized, so a scientist in Nottingham is hired and growth slowed in York. But Philo in 7t, which is more important.
Swap Nottingham to settler btw.
Dutch picked up Writing somehow, so no free gold from them.
1425BC - Theodora wants our troops? (dingy) to leave her shores.
Inca starts Pyramids.
Fuzzy helps Ann to build that darn mine on grass and Ann moves on to connect Hastings.
1400BC - Incan warriors kills 2 barbs threatening Hastings.
Coventry founded - >worker.
1375BC - London settler -> settler. Send him west.
The wife and the daughter kicks me off the computor. They have some match to play.
Restarting - What was the frigging save? I name saves like 111 - 222 and so on, can't find it and have to go autosave. I hate interuptions, especially when I'm tired.
1350BC - Not much, a Hittite archer enters our territory, let him walk freely.
1325BC - The Barbarians start the Great Lighthouse AND The Pyramids!
York settler -> settler. Send settler to marsh and fishes.
Drats, Philo dropped to 1t. We might've lost the slingshot.
1300BC - We learn Philo.....and then nothing when I look for Republic.
And then the Barbs starts MOM.
Now what? Give it 70% on Republic, we want that anyways.
Can't figure out our "settler-factory", the hill need to be mined or at least a plain to get those missing shields. Haven't even started that yet, thought road were better. Ah well. We get a couple of settlers anyways from other towns soon.
I make some deals then:
Sell Philo to Inca for their 231g.
Philo And 116g to Byz for MapMaking. Another crap, thought I could get more for it than that.

Maps to Maya for Maths and their 1g.
Philo to Sumeria for HBR and 21g.
Dutch get HBR for their 35g.
Bugger! I thought I could do better than that, but unfortunately Inca was the leaders with the techs and the gold.
Build embassies in Inca and Sumeria, that will do for now, so the research can keep on going. We got 115g losing 3gpt right now, only Nottingham is the grumpy town and it need another MP. Well after the settler.
1275BC - Nottingham settler -> worker. Send him to grab a spot N by the coast.
Warwick is founded -> warrior.
1250BC - London settler -> settler. Send him to the forgotten hill from my dotmap.
Newcastle founded in the marshes, it has 3 food, so -> worker.
Settler SE of London must settle on that hill next turn and other settler NE of Nottingham walk one more step up and then settle.
Bunny the worker is chopping for another settler from York, we've been dawdling long enough. We need those towns and should've had them already.
So we lost the slingshot, which I don't think many other teams did.
If we want to even think to win this, we can't be sloppy anymore. Every shield, every gold counts...and yeah, so does food.
So how do we win from this situation?
Well, the barbs think they will.
http://gotm.civfanatics.net/saves/sgotm10/FuzzyWuzzy_SG010_BC1250_01.SAV