1325 bc interturn
Cleo signs Toku up to fight us. She then turns around and offers us peace if we hand over Philosophy + 40g

. No deal.
A barb horse ambushes one of our scouts.
1300 bc
The road between Zimbabwe and sheep town Isandhlwana is complete.
Interturn
Zimbabwe finishes the impi, and starts a sword.
1275 bc
The impi heads out to the northwest to patrol the desert looking for barbs. Meanwhile, the (elite) archer out there heads back to Zululand, ultimately expecting to go to the choke point to fight real people.
Interturn
We lose another scout to an Arabian axe.
Korea sells Mapping to Russia for Polytheism.
1250 bc
Mpondo_city7 founded on the south coast location chosen by socralynnek.
Interturn
An elite Japanese axe approaches our choke-blocking scout
from the south!
1225 bc
As workers finish their jobs in the core area, they start to move east to build a road up the isthmus. We have two archers guarding the southern end of the isthmus, and a scout blocking the northern end. The archers move north, and the scout heads north too, to avoid the Japanese axe.
Interturn
The AI blocs fall to peace. As we only have an embassy with India, all I see is India getting four peace deals back to back, but I assume the same goes for all the other AI too.
Zimbabwe builds sword, and starts settler.
1200 bc
Deal time: I'm going to try to get something worthwhile for Philosophy...
Give Abu 40g for peace. We are now at peace with everyone except Toku.
Embassy with Arabia (43g). Mecca has no improvements, 3 reg spears in defense, and is building horses, currently doing 3spt (pop 2, the irrigated bg is being worked by another town).
Abu knows Toku, but war would cost Philosophy + 12gpt. Too much...
I realise I should have started proceedings with giving India Philo for war with the Middle-east!
Give Cleo Philosophy for a slave + 25g. Give Abu Philosophy to get our 40g back.
Interturn
Egypt gets Construction and sells it to Russia and the Ottoman. So much for our monopoly... I couldn't judge its value with Egypt as they had nothing to give us.
1175bc
The impi in the northwest desert breaks up a barb camp.
The scout at the northern choke loses sight of the Japanese axe, which may be a mistake - I was hoping to be able to draw the thing into Arabian territory.
As Construction is out, I give it to Wang for Mapping + 93g, then both those techs to Abu for war with Toku. Lastly I take Mao's treasury (48g) for Polytheism.
1150 bc interturn
Zimbabwe builds settler, and starts sword.
China gets Currency! I really wasn't expecting anyone to get it so soon.
1125 bc
Mpondo_city7 is hooked up to the trade network.
Scout2 is wandering aimlessly in the India/Japan area. I was planning to use it for a pillage, but knowing that there is a Japanese axe on the isthmus, we could just kill that instead.
Our 2 elite archers and 2 swords arrive at the southern end of the choke.
The new settler heads southeast towards the site I marked with a pink dot in the above screenshot.
Third trade round in a row:
Give Mao Construction + Mapping for Currency. Cath's price on Laws is Currency + 14gpt! Ouch. She must be working on Currency. So I research Laws at max... 11 turns for 288 beakers.
Interturn
Barb uprisings! The AI have gone Medieval... China and Russia traded Laws and Currency.
Laws is now worth 16gpt from either civ. Of course, we could take it from China and attack Japan.
1100 bc
There is a barb camp south of Isandhlwana which I was trying to take out with an archer. Now it contains 9 horses

. The archer kills one of them. The elite archers and swords retreat from the isthmus to defend Isandhlwana from the barbs. Conversely, workers pile up into the isthmus where they are safer from barbarian ambush.
Toku is now prepared to give us peace, and would pay his treasury (35g) for the deal. But I don't go for it.
Interturn
India dows on the Ottoman. Interesting. They aren't very close though, so it may just be a phoney war.
![Pissed [pissed] [pissed]](/images/smilies/pissed.gif)
A barb horse takes the settler!

I should have had the area secured ahead of time. I should have held the settler back while I dealt with the barb uprisings. Awful awful awful.
1075 bc
An elite archer terminates the settler-killing horse.
The archers on the isthmus are still trundling north, and bump into the Japanese axe, which is still fortified where our scout left it, blocking the northern choke.
Zimbabwe's military police upgrade from axe to sword in case the barb horses head for our capital.
Laws is spreading through the AI; give Cleo Currency for Laws, and Zululand goes medieval.
I check Cath's free tech (Engineering), and start researching Feudalism at mininum.
Interturn
The Japanese blocker attacks our archers and kills one of them

.
Down at Isandhlwana, the barb horses aren't attacking - they skirt northwest around the town.
Meanwhile, more horses are appearing from the northern desert.
Zimbabwe builds sword and starts settler.
1050 bc
The remaining choke archer backs off from the Japanese axe. I was tempted to kill it of course, but we have little to gain from war with the Orientals right now.
1025 bc
Tired of the barb horse pack not attacking, I move all units out of Isandhlwana and Zimbabwe to meet them! Risky you say?

The units from Isandhlwana kill 4 horses, earn 2 promotions, and are left blocking the barb's route to the town.
Interturn
In the south, all remaining barbs impale themselves on our swords (1 more promotion).
The barbs in the north, however, are not taking on the fortified impi, and have taken to the mountains instead. Meh.
1000 bc
Micro the towns a bit. Retire regular swords to Zimbabwe for mp, and wounded units head into Isandhlwana. Most fresh units are still free to move.
Done.
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