Turn log
Executive summary: Things are almost ready for war
Turn 0 (750 B.C.)
Picking up after Bede, nuf said.
Turn 1 (730 B.C.)
Monarchy due in 1, turn back science due to slight over-run and we are now making the enormous sum of 4gpt. Incan galley appears near the cow, I think we're going to get beat to that spot.
Turn 2 (710 B.C.)
Monarchy comes in, start on Lit since no one knows it yet, libraries will be useful, and it should make decent trade bait, and in the off chance we get a SGL TGL could be useful.... The galley sailed on by without dropping anyone off
No better time than now...
Turn 3 (690 B.C.)
Can turn lux back to 10%, but science still has to be run at 40% in order to remain in the black. Lit due in 25. Hammi is the only person that we know that doesn't have Monarchy, so:
Lux is now at 0%, science is now at 70%, and lit is now due in 12 at -6gpt with 103 in the kitty. Now that the settler has arrived at his destination I loosen the conga line to encourage incan/bab migration.
Turn 4 (670 B.C.)
Carthage starts TGW, and so much for my lit monopoly idea, 3 civs suddenly know it, but on the plus side it went down to 8 turns to research it. Hannibal doesn't know it though, so maybe we can pry construction out of his hands with it. Found Lurkersville where we had the warrior fortified, start it on catapult for now since building unncecessary barracks seems to be frowned on, and swap all galley builds to cats so that we have them building something a bit more useful. We can now build the FP.
Turn 5 (650 B.C.)
Mayhemium finishes galley, starts combat settler1, Hittites, Incans, and Babylon start TGL, Babylon and Inca start TGW. GOC wants to riot (thats what we get for naming it that), so shuffle another MP into it.
Turn 6 (630 B.C.)
Scoutsrest finishes rax, starts Gallic sword.
Turn 7 (610 B.C.)
GOC and TJville finish Gallic swords and start another, Carthage starts TGL, so much for that plan.
Turn 8 (590 B.C.)
Richborough finishes granary, starts combat settler2. Hammi starts Sun Tzu's...
Turn 9 (570 B.C.)
I forsee hammi pulling out of this war in the near future... GOC grows and wants to riot again, so shuffle another MP into it.
Turn 10 (550 B.c.)
Lit comes in, start on currency due in 12 at -3gpt. Camulodunum finishes harbor, starts Gallic sword. Cronium finishes cat, starts another, can be switched to rax if we want to turn it into a GC city. Hittites start Sun Tzu's, and build an embassy with us

Hire a scientist at Richborough to prevent a riot, cuts 2 turns off currency, but puts us at -4gpt.
Our minimap:
We have several cat builds that could be switched to rax if we want those cities to produce GC. Next turn 2 more GC will complete, and when those get in position on the penninsula they and the cat we have could probably make the penninsula ours, especially since combat settler1 finishes next turn. We will need to decide which we are going after first, the dyes or the penninsula since I don't think we have enough men to do both right now without spreading ourselves too thin.
The Save