http://gotm.civfanatics.net/saves/sgotm11/Shaka_SG011_BC1725_01.SAV
Summary
Barbs a nuisance north and south
Indians already have writing reducing our time down to 8 more turns
Curragh from Bapedi spies sea across the ocean to NW (? suicide passage)
Hlobane settled at red dot 1SE of sheep (on coast)
Road started to blue dot will speed arrival - settlerr in Ulundi arrives on site in 3 turns but barb camp adjacent 1S, so needs escort
Irrigation project commenced - worker currently irrigating planned to complete irrigation, move north, irrigate. Worker roading towards blue dot completes current tile on next IT then should go east, road 3 turns, move east again onto sheep on turn irrigation adjacent tile south completes, following turn sheep irrigation starts
Western worker has roaded to green dot (which I suggest follows blue dot) and is now preparing tiles for use by Bapedi and green dot after green dot settled.
Turn log
Scouts sent back, warriors sent out to help keep barbs away from cities (this is a luxury we have thanks to gems being connected and mp only required at size 3)
IT
Z builds archer -> north (F3 says barb camps near Bapedi)
Turn 1 2070BC
Warrior meets barbs SE of Ulundi heading north
Turn 2 2030BC
Returning scout finds barbs N of Bapedi
Warrior d barb -> 2/4
Turn 3 1990BC
Fortify injured warrior on forest, 2 barbs adjacent
4 barbs visible to scout in north
IT
U granary -> worker
Turn 4 1950BC
archer d barb on mountain (tried unsuccessfully to coax down with scout on desert just out of range)
IT
Z settler -> settler
B curragh -> worker
Turn 5 1910BC
curragh heads north towards Egypt (my thought was for clockwise, with 2nd counterclockwise)
settler -> red dot SE of sheep
warrior d barb -> 2/5 - our first elite
Turn 6 1870BC
worker arrives at northern lake shore (scout has been checking aroud to ensure clear of barbs
IT
2/5warrior d barb
Ulundi worker -> rax
Turn 7 1830BC
Irrigation project begins
New worker has 9 turns before can start irrigating sheep - best use I can find is road 1 tile towards blue dot (4 turns, 1 to move, 3 to road - completes as settler arrives), then road 1 tile towards sheep (4 turns for move and road) arriving on sheep turn 9 ready to irrigate turn 10
Turn 8 1790BC
3/3 Warrior d barb threatening new worker ->3/4
scout finds location of southern barb camp - its 1S of blue dot our next settlement site
settler arrives at red dot
IT Bapedi worker -> curragh ( could be switched to granary if that is the vote, at present I favour curragh)
Turn 9 1750BC
Hlobane settled -> curragh
Curragh spots a narrow 1tile ocean passage to NW between seas
IT
Z settler -> archer
Turn 10 1725BC
Indians learn writing this turn, we come down to 8 turns from writing - I think we are going to need to discuss option of philosophy next.
Archer d warrior -> 2/4
My thoughts for dot map
I think we need to plan further ahead so worker actions can be timed for settlements
eg
green has terrible area until irrigated, main value is opening up for B, so several tiles being prepared in advance
pink requires road through mountain. This will be a productive city and should be built soon so road through should be planned. Currently worker is roading 2SW of Z allowing quicker access to pink dot. This worker can also road tile 1SE before roading mountain as it will be that long before needed (may get barbs to south so escort should accompany worker when it goes to mountain)
There are 3 alternate positions for black dot - north of sheep or NE or NW of that tile. I favour NW so put that in dot map - what do other's think?
Green could go 1NE opening up more plains tiles for B.
Brown could become 2 towns on tips of peninsula - note we will get no irrigation in this area and oysters will be only bonus food tile.
Grey will be low corruption but should not be settled before out of despotism and avail grasland tiles are irrigated
Orange (and yellow) might be dropped down the pecking order although these sites may be at risk to AI after maps.