2850(3) (cont): sell alphabet to Russia for masonry
sell alphabet, WC to Egypt for CB, BW, 10g
sell pottery to India for 58g
nobody knows iron working or mysticism (or math, but that would have been a surprise)
north scout heading north or northwest to try to meet new civs; south scout heading SW of Zimbabwe
IBT: Egypt asks our scout to leave; he's only leaving because it's convenient
Zimbabwe settler->rax
2800(4): Korea, Arabia know mysticism
Russia has 2 workers for sale, still too pricey
2750(5): Egypt knows iron working
IBT: Zimbabwe rax->settler
2710(6): Arabia gained 35g, so they must know someone we don't
It looks like nobody's west of Egypt
2670(7): zzz
2630(8): barb camp appears SE of worker, 2SE of settler (screenshot below)
We could still found the city and let the barbs take 30ish gold (techs are too pricey, so can't get rid of gold), but founding on the red dot (4NE of its present location) would be preferable. Or we could be safer and just have the settler retreat until the warrior comes down to help. The barb will head N next turn regardless. Zimbabwe's warrior should head down immediately. The next move the barb could go W, NW, or N; the warrior would be there to protect the settler and worker if necessary (actually the settler should play it safe and delay city building by one turn if necessary). Our warrior would have about a 84% chance of winning.
Edit: On second thought, delaying the city foundation by 4 turns isn't worth 14ish gold (considering it saves 2gpt in unit costs, and adds 2gpt to science), so just founding the city and sending the warrior to help would be the best option, I think. Actually the city would produce a warrior in 5 turns, so sending Zimbabwe's warrior isn't necessary.