TURNLOG:
Turn 01 / 2110 BC - First dilemna is the barb threatening 03. Doing some combat calc checks it seems to be a better option to attack. Do so, and the barb is felled with no damage to the Archer. IBT Washington completes a Settler, starts another.
Turn 02 / 2070 BC - Reviewing both my own dot map and Andronicus' and weighing our options, I decide to send the Settler to what was Blue Dot on mine (SE of Washington). My thinking is since the area beyond there is fairly mountainous and it's a choke, it will likely be a barb problem in the future and plugging it up now seems somewhat prudent. Plus the road network to there is already completed. I'm not very high on the idea of producing lots of Regular Warriors right now, especially with only Washington having high population, and no real threats
close nearby. I think emphasizing Barracks might be better since if we're going to pay for troops they should at least be Veterans. Only 03 can do it in a decent time period for now though, so only it gets changed.
Turn 03 / 2030 BC - I realize we can turn Lux down to 30% while Washington is size 5. We break even on GPT costs. Some unit movement occurs.
Turn 04 / 1990 BC - 05 founded. Unit movement onto the mountain near 05 reveals the presence of Gems.
Turn 05 / 1950 BC - Writing down to 1 turn left. Adjust Research to 10%, make 8 GPT and still finish next turn. Check of tech progress amongst AIs via diplo shows both China and Greece have Writing. IBT learn Writing, Washington completes Settler, starts on Warrior for MP and so that we don't sink below Size 3 while making Settlers. Start Philosophy at 70% initially, due in 15. Spot a Barb horsemen in the mountains.
Turn 06 / 1910 BC - As Washington is size 4, recalibrate to 80% Research and 20% Lux, with Philo now due in 12 at -1 GPT. Change the spare citizen in 03 to a Scientist, making Philo due in 10 at -1 GPT. IBT another barb horseman appears, heading for 05.
Turn 07 / 1870 BC - Move Archer to block mountain pass. IBT kill 1x barb Horseman, Archer promotes to Elite. Washington completes Warrior, starts on Settler.
Turn 08 / 1830 BC - Adjust Lux to 10%, leave Research at 80%, break even at 0 GPT.
Turn 09 / 1790 BC - Adjust Lux to 20%, at -1 GPT. MM Washington a little to grow in 2 and complete Settler in 4, rather than complete Settler in 3 and grow in 4. Extra shields from the growth should yield same net effect without the commerce hit from dipping to a really low pop level. Gamble on killing the remaining barb Horseman, only lose 1 HP.
Turn 10 / 1750 BC - We're at Turn 50. Some unit movment. Workers are making a mine near Washington to serve as a forest equivilent for more shields in the future. Worker up north is making a road for the remaining two sites south of the mountains. China has Math, otherwise status quo. Save and upload.
NOTES:
Firaxis Score is 169 as of 1750 BC, and our graph is starting to parallel that of Wacken some, which is good considering how insanely far ahead they are. Hopefully my builds haven't made a mess of things, and we seem on a good track to start going North.
SCREEN:
Should probably decide where to put 07 since we've got some slightly different positions, though I don't think it really matters. 08 will obviously be at the choke. Gems can be seen in the bottom-right.
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