Turn 1 (1000 BC)
I switched Beshbalik to Lighthouse. Nothing happened between turns. Slavegangs 2 and 3 started and finished the road to the iron. We can now build all of the units available. Our chariot went over to explore the area around city site "B". Karakorum Warrior also went in that direction (he already had those moves directing him). Our settler idled, waiting for Karakorum New Archer to catch up. Scout 1 finished exploring the southern peninsula.
Unfortunately, scout 3 encountered some resistance around the hut:
We'll just have to see what happens...scout 2 moved towards scout 3 to pick up the hut if scout 3 is barely killed (but we wouldn't want to lose two scouts to one warrior!).
Slave gang 1 went into the forest he's going to chop. I ended my turn.
Turn 2 (960 BC)
Nothing happened between turns, which is important because that barb warrior won't move from his tribal village. Too bad scouts can't attack...
Turfan finished its library and started on a Granary (3 turns). The chariot and Karakorum Warrior (who we can upgrade if we want) kept going SE. Slavegangs 2 and 3 roaded to the corn. Now we have more health than we know what to do with (it gets +2 w/Granary). The settler/archer pair are one move away from the city spot. Scout 3 went around the tribal village, and scout 2 is one turn behind him. If one of them is attacked, the other can take the village (but barbs are notorious for not attacking from villages).
Turn 3 (920 BC)
A barb warrior appears two squares NE of Turfan. The barb on the hut won't attack, and Hatty has two axeman and a settler for the area, so we won't be getting the hut.
We researched Horseback Riding, and, as that screenshot shows, we can get Masonry in 1.
Everyone else did what they're doing, and both scouts NW of Egypt will be exploring the area for additional unpopped huts. I lowered our research rate to 80% (no net gold change) and we still get Masonry in 1. We'll found city 4 next turn.
Turn 4 (880 BC)
The barb warrior descends upon Turfan. We'll be fine - our archer is well-trained. We research Masonry! Alphabet is next - in 6 turns. Ning-hsia is founded! We're now at -1 gpt, not bad! Ning-hsia begins on a Granary (10 turns). The archer fortifies.
Scouts 2 and 3 finish up exploring the area NW of Egypt:
There doesn't seem to be anyone else near "B" - except for an Arabian warrior. We send Karakorum Warrior back to Karakorum. Stonehenge comes in 1...
Turn 5 (840 BC)
The barb warrior attacks and dies without a fight. We finish Stonehenge!
Karakorum starts on a settler (6 turns with rearrangement of working tiles). Turfan expands its culture and starts on a Barracks (6) but will grow in 1.
Hatty builds Elephantine in the middle of the peninsula, picking up the hut:
Slave gangs 1 and 3 are now improving the area around Turfan, while slave gang 2 builds a road south out of Karakorum.
Turn 6 (800 BC)
Nothing happens between turns. Our chariot finds a barb warrior on the wheat in that area, but we'll handle him easily. Scouts 2 and 3 return from NW Egypt, one taking the northern coast and one taking the western coast back. Scout 1 is in the process of investigating Arabia's southern border. Karakorum Warrior fortifies in Karakorum. Slave gang 1 is pasturizing the cows, and slave gang 3 is continuing the road to Egypt.
Turn 7 (760 BC)
The barb warrior attacks our chariot and dies. Chariot's at 3.0 and gets a promotion. I choose sentry and fortify for 2 turns to heal. Scout 1 finishes investigating the area around Damascus (Saladin's new city). Our other scouts continue to come back. There's not that much going on...
Since we can already trade with both Egypt and Arabia (probably thru the lake west of Turfan), slave gang 3 will proceed to farm the wheat.
Turn 8 (720 BC)
Beshbalik is now unhappy (1 unhappy person). I add a scientist to the city and lower the research rate for our empire to 70% (-2 gpt). Beshbalik still gets 1 extra food/turn for growth, but it'll be a while before it grows again.
Nothing interesting to report...the scouts are still scouting.
Turn 9 (680 BC)
Ning-hsia's borders expand. Turfan finishes its barracks, begins on Archer (2 turns). Settler will be done in 2 also, and our sentry chariot doesn't see anything in the area around our city "B" spot. It'll be 6 turns before we get a great person in Karakorum - 2/3 scientist, 1/3 prophet right now. It'll probably be higher for the prophet in two turns, but scientist will be more than 50%. Nothing else interesting to report...
Turn 10 (640 BC)
My last turn...
A barb archer appears out of the sliver of land NE of Karakorum. We research Alphabet! Math is next...
We're already ahead of both of our neighbors in research: both by Alphabet and Horseback Riding and Hatty by Metal Casting too, but both of them have Meditation and Hatty has polytheism. They probably have Priesthood and/or Monotheism, too.
To counter the barb archer, I upgrade Karakorum Warrior to an Axeman (and rename him accordingly) and move him out to defend the iron. Since this uses up almost all of our gold, I lower science to 60% (math in 7, +1gpt). We have 3 gold in our treasury.
Nothing else interesting to report for this turn.
I'll post the screenshots and save from the end of this turn in the next post.
And to succeed me as Khan Early Bird VIII, I nominate...Aythanaeus! I'll PM him right now...