>>The Save!<<
Preflight (0):
Research to 100%, -3 gpt.
Missing 5 beakers from CoL in 4, shouldn't be a problem.
MMing looks great, thanks CF!
IBT:
Barbies mill around near 'grad.
'delphia archer -> warrior.
Oy deer! granary -> worker.
1475 BC (1):
Worker1 finishes road 2SE 'heim, moves northwards to join the roading.
BonusWorker1 finishes road to connect Nan, moves SE to the BG.
Archer from 'delphia moves to HotBeard, warrior03 stays behind as MP.
Archers near Grad move to cover barbies, wounded archer no longer threatened.
No idea what to do with scouts, move aimlessly while staying clear of barbs.
Try to find positions where I can cover large stretches of land.
MMing:
Heim gets 2 BGs from Delphia to get 9spt and settler in 1.
Delphia makes 4 spt this turn, can get back the BGs for 6 spt next turn and a warrior.
Grad can't make 6 spt for warrior in 1, so MM for commerce to get warrior in 2.
Oy Deer can work oysters instead of Deer for an extra commerce, +1 fpt, then +4 fpt next turn and still get forest on growth.
No use MMing HotBeard, the extra spt is wasted.
Same thing goes for Nan, and Food has only one thing to do really.
Now making 26 bpt, catching in 3 of the 5 needed.
IBT:
Barbie warrior shows up near scout north of dyes, inside Mongolia.
Barbie warrior attacks fortified vArcher on mountain, archer at 3/4.
Heim settler->settler.
1450 BC (2):
Two worker continue north, to build road and help Food.
One worker goes to NE Grad.
Worker SW Nan starts mine.
MMing:
Heim to +5 fpt, leaving a BG for Deplhia who gets 6spt and warrior in 1.
Grad keeps working lake, warrior in 1.
Deer works oyster and deer, +4 fpt and growth in 1. Will need an MP, borrow one from Heim for a turn or two.
Nan has grown, MM for production to get barracks in 1.
23 bpt means we need 25 next turn to get CoL.
Trading:
Gah, forgot last turn. Gift Writing to Osman, hoping he'll research something useful. India has nothing he wants, so no chance of trade there.
Gift 40 gp (one sword upgrade) to Carthage, hoping for a trade with India for IW. Mongols now have HBR, these guys are fast!
IBT:
Barbie warrior appears from the W land bridge.
Barbie warrior attacks fortified vArcher on mountain, archer at 1/4!
Cultural borders of Heim expand.
Delphia, Grad warrior->warrior.
Nan barracks->warrior.
1425 BC (3):
No trade between India and Carthage!
Need to stop now, gee this is slow going already with all this MMing...
RELOAD
Workers finished mine on incense hill. Move to help with roading, will lose one turn but that turn would have been lost anyway, since there was nothing useful in range for them to do anyway. Other workers start roading where they are.
Settler moves towards 2NE of Food.
Shuffle some MPs to have two in Delphia and Heim, one in smaller towns.
One scout finds a barbie camp, ends turn next to it.
Advance two archers towards the west and this camp, another moves towards Food to cover workers building the road. No barbies there yet, but you never know.
MMing:
Heim gets a BG for 7spt, Delphia gets an iPlain from HotB for 5 spt,
Grad still can't make 5spt net, so keep working the lake for commerce.
Deer at +4fpt, worker in 1.
HotB loses the 5th shield to waste, so work the lake instead. The extra commerce is also lost, but then Delphia can have the plains.
Nan and Food just keep working.
Need 25 bpt, which I get at 90% science.
IBT:
Barbie warrior attacks vArcher on mountain, archer unscathed.
We learn CoL, continue on Philo.
Oy Deer worker->worker.
Mongols are building the Oracle in Karakorum (pop 1).
1400 BC (4):
Philosophy is due in 7 turns, to get it in 6 we need an average of 27 bpt. Could be doable, no reason not to continue at 100% at least.
Workers keep working, won't mention them more.
Archers advance NW and W, the mountains make for nice vantage points.
MMing:
Heim and Delphia can continue like they are.
Grad will grow this turn, make sure there are no 2-food tiles free to make sure the new citizen yields 2 shields (or rather, one shield net).
Nothing to be done for remaining towns.
Trading:
Mongols are willing to give HBR and all their 16 gp for CoL. No wonder, CoL is twice as expensive. I don't see a reason to trade now, it can wait a few turns.
India has now learnt Masonry, on their own I believe. No wonder they wouldn't trade.
IBT:
Workers connect horses!
Barbie horses running around in the west and north. Better watch those scouts now, no running away any more.
Mongol scout has walked along the atoll, shows up from south of Oy Deer.
Delphia warrior->warrior.
1375 BC (5):
Workers spread out to road several tiles. Settler now in position to settle.
Archer kills barbie horse on mountain flawlessly. Scout spots a camp near Mongolia. Archer advances on the camp on the W land bridge.
MMing:
Heim gets to work an iGrass, lake is taken. Delphia continues as before at 5spt.
Grad has little possibilities for growth, works the incense for commerce and shields.
Oy Deer could get a worker out on this turn, an accumulating 3-turn factory.

Let Nan work the iron one turn for a fast warrior, rest stays as is.
Up to 28 bpt now, and Philo due in 5.
Trading:
I gift TW to Carthage hoping he will trade it to India for IW which he is still lacking. Gift TW to Osman as well, to make sure the trade doesn't go the wrong way.
IBT:
Indians want to talk, no way.
Barbies move, one scout may be dead next turn.
Heim settler->settler
Grad, Nan warrior->warrior
Deer worker->worker
Ottos are building Oracle. Now all three of them are, luckily not India (yet).
1350 BC (6):
Woohoo, India traded IW for TW, and got lots of cash in between (36)!
We are now up Writing on India, CoL as well on everyone else. Carthage has managed Maths, no trades until I know what India is up to next.
Ol' Smurkz River founded, uncovers a barbie camp in the E. Starts worker.
Archers advance on barbies. One camp should go next turn, another on the turn after. Scout tries to outrun horse by standing next to camp.
Have to save again, I'm really killing our reload count...
RELOAD
Ok, fire up again.
MMing:
Heim to +5fpt, Delphia gives the plains to HotB since workers will finish the irrigation closer to Delphia on the IBT.
Grad can have a BG, making 6 spt on this turn.
Oy Deer could now run as an automated 3-turn factory, working the deer, the oysters and one BG. But that's at a surplus of 2 food, might as well work the forest and give that BG to Nan until the BG near Nan is ready.
Rest just keeps up the good work.
IBT:
Barbies move in non-threatening directions.
Delphia warrior->warrior.
1325 BC (7):
Disperse a Patzinal encampment for 25 gp, advance on two more.
Scout survived last turn and keeps running. Meets a Carthagian warrior going the other way...
MMing:
Heim to 7spt taking the BG from Grad, Delphia stays at 5spt.
Grad works the lake and a newly irrigated plains for 4spt, warrior in 1.
Deer keeps working the forest at +3fpt for one more turn.
HotB makes +3fpt, 8 food til growth. Let it work forest one turn now, I want it to be at +3fpt on the turn it grows, otherwise the governor won't choose a forest.
Trading:
No changes from before, keep CoL close.
IBT:
Two Mongolian settler-warrior pairs spotted. Watch out for those barbies!
Grad warrior->warrior.
1300 BC (8):
Disperse a barbie camp on the mountain atoll W of India for 25 gp, archer to 2/4 and ends on mountain near a barbie horse.
Disperse a second camp on the deer E of Food for another 25 gp, archer unhurt.
No more barbies close by, but I'll keep the vigilance.
Scout must flee into Mongolia.
MMing:
Let Heim work the lake this turn, can steal an extra BG next turn for 9spt.
Grad borrows the free BG, 5spt means warrior in 2.
Oy Deer steals the BG from Nan this turn to get to +4fpt, Nan at 2 spt will still make warrior in 1.
HotB back to +3fpt to grow in 2.
Philosophy needs 51 more beakers, making 29 this turn so no problem.
IBT:
Carthagian warrior kills barbie horse in the fog, promotes to 3/4.
The Khan wants us to move, sure I will.
Delphia, Nan warrior->warrior.
Deer worker->worker.
1275 BC (9):
Horse near wounded archer moved away, archer stays to heal.
Other archers take up vantage points.
Move the new worker from Deer NW so that we can finally see the size of Delhi, currently 5.
MMing:
Heim at 9 spt, settler in 1.
Delphia at 4spt but growing next turn, will get a BG since Heim will shrink.
Grad works the incense for +1fpt one turn, warrior in 1.
Deer restarts cycle with working the forest. We should get someone to road that forest, or maybe chop it for a possible BG.
HotB will grow on the IBT, is at +3fpt so will get a forest.
Nan working two BGs for 4 spt.
Food will grow on the IBT and then produce a worker. First flood plains will be irrigated next turn too.
Trading:
Carthage must have dispersed a camp, they're up 25 gp from last turn (now 42). Otherwise no changes.
Research:
Tech slider at 70% gives us 22 beakers, just what we need for Philo.
IBT:
Carthagian warrior kills another barbie horse.
Mongolian settlers on the move.
We learn Philosophy, going for Republic.
Heim settler->settler
Grad warrior->warrior
Food worker->worker
1250 BC (10):
Olive Or Die founded at site 4 near the olives.
Do some MMing, but leave most units for next player.
Trading:
Ottos will not give Maths for Philo, no surprise there.
Mongols will give HBR and 4 gp for Philo.
Research:
We can get Republic in 25 turns at current 100% research, -7gpt. It would be interesting to see which would pay off most in 40 turns, going at full speed and thus getting into Republic faster, or doing the min run. Probably the latter since this is unmodded Republic, no free upkeep.
Speaking of upkeep, we are now at 33 units with free support for 36. Soon we'll start paying for all those warriors. How many before we march?