TGOM03 1250bc - Preturn
Change Camoludunum from rax to galley, GOC from archer to rax in 5.
IT - Settler pairs head back N/W. Camoludunum galley -> rax.
1. 1225bc - Fortify archer line in case settler pairs return. Move our settler to it's final destination. Camoludunum unhappy so raise lux to 20% and send warrior that way for MP.
IT - Settler -> archer, barb shows up near our settler.
2. 1200bc - Mayhemium founded -> warrior. Warrior heading for Camoludunum fortifies in woods. Archer in SE heads toward barb and spots barb camp. TJville settler goes to meet galley. Everyone has maths now, Babs and Hittites have CoL.
IT - Hooray!!! Silks are connected!

Richborough worker -> warrior. Incas start TofA and complete Pyramids in Cuzco. Carthage also begins TofA plus The Oracle.
3. 1175bc - Our archer takes out barb camp for 25g. Send workers N to work iron and AWAY from the other barb warrior. Our exploring boat spots bluish borders...Hittites, I think. Load settler on galley and head S. Send archer S to protect workers, since the one who took the camp is redlined.
IT - Hittites start GLight and complete Colossus in Ugarit, Babs start TofA and the MoM. Inca start TofA and the MoM. Carthage starts the Oracle and MoM. Barb heads toward an unprotected Camulodonum.
4. 1150bc - Drop off settler on western yellow dot and send galley back to pick up next one when ready. Move archers to block settler pair heading S...no diamond shape yet. Move archer toward barb, but I think he's 1 tile short.
IT - Barb pillages Camulodonum and destroyes work on the rax there.

GOC rax -> settler. Hammi gets an embassy in GOC. Bab settler pair heading N toward us.
5. 1125bc - Now where did that barb go after pillaging? He just disappeared, but closed barn door with archer. Establish Cronium on yellow dot -> warrior. Move archers to block Bab settler pair. Have 2 workers mining iron and (I hope) safe from barb. Send worker to start forest chop for rax to start next turn in TJville.
IT - Hammi asks our boat to leave...of course we will. TJville archer -> rax. Hittites start MoM.
6. 1100bc - dancing with Bab settler pair, workers working.
IT - Hittites ask our boat to leave...sure. Mayhemium warrior -> worker.
7. 1075bc - more dancing and worker moves. GOC unhappy so raise lux to 20% again...going to have to move MP out of Scoutsville to block Hittite settler pair.
IT - 3 settler pairs invading us. Scoutsrest settler -> warrior. Richborough warrior -> archer.
8. 1050bc - new settler heads for the boat. warriors dancing and patrolling for barbs. curaugh scouting.
IT - Hooray!!! Iron is connected. Hammi wants 26g...sure, why not?

GOC settler -> Gallic Sword!!!
9. 1025bc - I think there are FOUR settler pairs...lots of dancing. Send iron workers S to work. Load 2 settlers on galley and send S...plan to put one on easternmost yellow dot and the other on Bede's white dot, but that will probably be for the next player to decide.
IT - Hittites complete Oracle in Hattusus, Babs start MoM and the GLight. Inca and Carthage begins MoM. Carthage begin Hanging Gardens. Carthage completes MoM in Hippo. Settler pairs all seem to be heading home.
10. 1000bc - worker sent S to road to Cronium. Started moving galley farther S, but spotted barb galley, so sailed right into Cronium for safety. I don't know if that was the right move, but with 2 settlers on board...Yikes!!! I think the settlers still have movement left, so they can start walking if that seems safer. Left a worker near Scoutsville with movement as I'm not sure what's needed most. Carthage now has Monarchy.

We can now trade for dyes with the Inca...they have no iron, but we only have one source and nothing else to trade.
Sorry I didn't get more roading done in the south, but I just wasn't sure if more barbs would show up. It's looking pretty safe atm and I left units to keep the areas lit. A couple of builds could be changed to Gallic Swords, but they'd be regulars. I think Bede's up next. He could even change the rax build in TJville to a temple if he likes.
Monarchy is due in 19 at -18g. If we can get those 2 additional settlements, the settlers ought to stay away, and we'll have plenty of MP's to lower the lux rate.
Pics to follow.