The Save
Turn 0 - 4000 BC Scout W W, Worker SW, Settler S.
Turn 1 - 3950 BC Scout N N, no FPW

Worker irrigates. Washington founded starts scout, citizen a lake for 1 turn, then moved to irrigated FP. Wheel is researched at max.
Turn 2 - 3900 BC Scout NE N.
Turn 3 - 3850 BC Scout N, GH gives Warrior. Warrior N. Worker road.
Turn 4 - 3800 BC Scout SE. Warrior E.
Turn 5 - 3750 BC Worker E. Scout S S. Warrior NE, gets 25 gold from GH.
Turn 6 - 3700 BC Worker road. Warrior N. Scout SS.
Turn 6 - 3650 BC Scout S S. Warrior N.
IBT: Washington size 2.
Turn 7 - 3600 BC MM Washington from forest to lake, we want growth. Switch to warrior. Lux 20%. Worker NE. Warrior N. Scout W SW, got 25 gold.
IBT: Washington Warrior --> Granary. A barb arrives S of Washington.
Turn 8 - 3550 BC Warrior2 S. Worker irrigates. Scout SE SE. Warrior1 N.
IBT: The barb attacks us, but Warrior2 comes away unscathed.
Turn 9 - 3500 BC Warrior2 S. Scout E which gives us Warrior3 who goes E. Warrior1 N meets the Chinese who are up Alpha, BW and WC. They've got 0 gold which should mean they've met someone else. We've got nothing to trade them.
IBT: Washington expands culture.
Turn 10 - 3450 BC Warrior1 W. Switch Washington to Worker. Warrior2 E. Warrior3 E. Scout N E. Worker road.
Turn 11 - 3400 BC Warrior3 SE. Scout E NE. Warrior1 W. Warrior2 NE.
Turn 12 - 3350 BC Worker SW, irrigates. Scout SW S. Warrior2 NE. Warrior3 S. Warrior1 N.
IBT: Washington Worker2 --> Granary.
Turn 13 - 3300 BC Worker SE. Warrior2 E. Scout SE. Warrior3 E. Warrior1 N.
Turn 14 - 3250 BC Worker1 E. Worker2 chops. Warrior3 S. Scout is going back towards the place Warrior1 popped (I move manually, though, since that may avoid barbs). Warrior2 NE, gets 25 gold. Warrior1 E.
Turn 15 - 3200 BC Warrior2 W. Worker1 chops. Warrior3 dies against barb camp. Warrior1 E.
Turn 16 - 3150 BC Scout W N. Warrior2 W. Warrior1 E.
IBT: China discovers The Wheel
Turn 17 3100 BC Warrior1 N. Warrior2 W. Scout N N.
IBT: The Wheel --> Alpha. Continue max research. We may buy Alpha down the line, but I'd like us to have more contacts first.
Turn 18 3050 BC Warrior2 NW. Scout N N. Warrior1 N. MM Washington.
Turn 19 3000 BC Worker2 SE. Warrior2 fortifies. Scout N. Warrior1 W.
Good news is we've got our 4-turn settler factory which will become a combo factory with a gov change. The MM'ing of our capitol worked out ok. We've got company on our island, but they're a fair bit off so hopefully we won't have any probs with the Chinese.
Bad news? Let's see, my gamble to go for The Wheel was cut short by 2 turns

I didn't get any techs from GHs and there were
loads, we've only met 1 civ. There's probably plenty more bad news, but I'd only get depressed retelling them

Good luck to the next and better player

And thanks for letting me try my hands at a start, everyone. That was

although now you may
