...apologies to Jimmy Buffet for the title of this post... but with the combination of settler pair dancing and trading...it fits.
Pre-flight check:
Swap Scoutsrest, GOC to Archer builds.
IBT - TJ'ville Settler>Archer
Turn 1/1475BC - Settler build lets me drop lux, now at -1gpt.
Camulodunum founded, queue up archer. Sailing yacht spots a brown border. We've got 2 AI settler pairs in our territory, and one on the border.
The new town got us to +3gpt. Mursilis wants our treasury (153+3gpt) for
The Wheel. The best I can do is
140g+2gpt... but I do the deal. Drat. No ponies.
IBT - AI settler pairs continue to tresspass. Hammi and Pacha have HBR, Mursillis does not.
Turn 2/1450BC - Lose a Warrior attacking a one of a pair of barb horses...forced to send an archer out of GOC to deal with the threat on Camulodunum...lux up, -1gpt, Poly in 7.
IBT - Camulodunum is ransacked by a barb horse, loss of 3g. Camulodunum is ransacked again by a barb horse, loss of 2g. GOC Archer>Settler. Treasury warning (7gpt -1gpt) Barbslayer2 sinks a barb galley.
Turn 3/1425BC -
We officially become a 5CC as Richborough is founded. Brings us to breakeven. Barbslayer2 continues to sail home (down to 1hp)
The new archer in GOC might give me just enough units to build a skirmishing line against these blasted settler pairs. Take a screenie.
Our other
Curraugh meets the Carthaginians... who are up IW, Writing, HBR, and ...
Polytheism.
He won't trade it initially, but shutting down research will let me buy it for an initial offer of 7g+
7gpt. I take the 7g off the table and do the deal.
Hammurabi offers Writing and IW+190g... hmmm... trade Polytheism to Babylon for Writing, Iron Working, Horseback Writing, and 110 gold. Tempting, but there's a reason he's got that much gold.
Poly to Hittites for
Writing and Iron Working? Toss in
HBR and you've got yourself a deal.
Hammurabi is up Philosophy, CoL, and Maps. Pachachuti and Mursillis also know maps.
Hammi won't trade CoL at any price, but he'll trade
Philosophy for
Poly+10gpt+
7g. Knock the price down to
7gpt and do the deal.
Peddle
Polytheism and Philosophy to Pachachuti-the-soon-to-be-dethroned for
Maps+27g.
Sell Philosophy to Carthage for 330g. (This turned out to be a

move.)
Research slider doesn't make a dent in Monarchy until 80%...46 turns at -14gpt. But with this pile of cash... we can afford it.
WOO-HOO!!!! We've got Iron at Richborough. Dangit.. I meant to name that town for a team-mate.
Take another screenie.
Dangit... taking that archer out of Scoutsrest causes the need for lux at 30%... which takes us back to 50 turns on Monarchy...
Hire a scientist in Scoutsrest for a turn or two...(until I can get an MP in there). Science to 90%, Monarchy in 36 turns.
IBT - Hittite and Incan settler pairs dance near the ends of our pointed sticks. A mine is completed near Scoutsrest, which finishes the archer build. Our curragh that found Carthage sinks in treacherous waters.
Turn 4/1400BC - shuffle some units on the picket line... Carthage has learned math. I am kicking myself for selling Philosophy to him.
IBT - more settler pair dancing... TJ'ville Archer>Settler
Hittites start ToA, as do Babs,
Turn 5/1375BC - just some dancing and worker moves.
IBT - more dancing
Turn 6/1350BC - Forest chop near Camulodunum will be done before archer, so swap to Barracks.
IBT - Babs building Colossus.
Turn 7/1325 - not much.
IBT - GOC Setter>Archer Richborough Warrior>Worker.
Turn 8/1300BC - Whack a Mauryan barb camp for 25g. Move the settler pair out. I think the coastal site with the river and the cow looks good.
IBT - these AI Settler pairs are starting to annoy me.
Turn 9/1275 - adjust the skirmishing line...take a screenie. Move some stuff.
IBT - SS Barbslayer2 sinks another Barb galley and promotes. Scoutsrest Archer>Settler. Forest chop completes in Camulodunum.
Turn 10/1250 - complete a 4-archer skirmishing line to keep the Hittite settler pair from moving east. I'd like 1 or 2 more archers for deterring settler pairs, and then we start building Rax... and maybe a few Vet Warriors. (But not more than 1x the number of towns we have.)
Note: Yellow dots in screencap indicate tiles that are important to control in this settler-pair-skirmishing (TM) tactic.
A little MM in TJ'ville will slow the settler build by one turn, but will time it so that the city grows on the turn the settler is completed.
That's it! On to the next better player.
Here's
>>The Save<<