Turnlog continued:
6. 2310bc - Move Norm and archer to GOC. Move Sally to help Jill. SE scout S and runs into barb horseman. SW scout north and spots camp with 2 barb warriors 2 tiles away...I think he can run away, but SE scout maybe in big trouble.
IT - Barbs near GOC begin to move east, but notice once of the barbs in the camp near our SW scout leaves and heads east...he disappeared into the fog, so I can't tell if he's going for us or the Incas. The horseman and barbs near us are of the same tribe, but the S/W tribe is a different one.
7. 2270bc - hold setter, archer and worker for a turn in GOC in case barbs come back next turn. Move Sally to chop for granary. SE scout moves back N, SW scout runs S. TJville unhappy, have to move lux to 20%, leaving Poly in 49, so move sci to 10% for the time being. We need a lux badly.
Check trades. All 3 civs will will give us alpha and empty their treasuries,so since Pachacuti has the most, I deal with him getting 99g. Hittites will empty their treasury and give us masonry. Hammi decides Myst no longer has so much value any longer, so buy BW for Myst + 16g. I used CAII for making the trades, but MapStat shows that all 3 also have iron working.
IT - The Hittites start The Oracle.
8. 2230bc - SE scout is NOT attacked by the barb horse...move him N to forest silks.SW warrior E. The 2 barb warriors are fortified on the mountain and hill just E of GOC. Now, what to do with archer and settler? I'm not very religious, but have heard that God hates a coward, so move archer, settler and Norm N to woods...Norm to chop for the granary. Crosses fingers and hits enter.
IT - barbs move directly N
9. 2190bc - start forest chop. Move settler and archer N to mountain. Send Jill to road BG N of TJville. Fortify SE scout. SW scout E.
IT - both barbs move back to mountain E of GOC. 2 Bab warriors heading for Tiwanaku...wonder what they're up to.
10. 2150bc - Move settler and archer into position to settle. SW scout NE.
Notes:
I think I was fairly aggressive on my trading. Only thing I wasn't sure of was the choice on the last trade between BW and Wheel. Hammi would have traded it for Myst + 60g, but our UU has 2 moves and needs iron, so BW seemed more important as well as less expensive.
Very frustrating waltzing with the barbs, but didn't lose any units, so I guess that's a plus. (Thank you for the help with that!!!) Watch out for the 2 barbs fortified just outside of GOC. Settler is in place, surrounded by many BG's.
SE warrior is fortified because he couldn't go farther south without running smack into barbs. Maybe I should have sent him E. Any tips on better handling of barbs (including the best way to practice on them in SP games) would be GREATLY appreciated. I have all next week off on vacation, so lots of time to work on improvement in an area or two.
I took another pic of the Hittites starting The Oracle...then lost it completely when I tried to crop it.

Maybe that's something to practice next week.

Pic of our Empire to follow.
Edited to add: The other barb camp is located in the far west on the hill 2 tiles NE of the mountain next to the ocean.