Well, you all saw the open screenie. We're starting on a river. Sadly, we must settle on a bonus grassland. We hope that more will appear once the first mud hut is built.
Turn 1 (4000BC) Move worker 1NW to begin work on the coastal BG. He reveals nothing but more coast. We found Constantinople in place. Here's what we've got.
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Set research to Writing at 100%. Set first build to a curragh in 8. The big water is indeed ocean.
Turn 2 (3950BC) Start worker roading. We want those beakers.
Turn 3 (3900BC) Roadwork continues.
Turn 4 (3850BC) & Turn 5 (3800BC) Road complete. We now have 6 beakers per turn!

Start building mine to finish in 6. That should be when our next citizen will arrive. Curragh will complete before then.
Turn 6 (3750BC) to Turn 9 (3600BC) 
Our curragh completes with one shield wastage. No getting around that. Start on a warrior for MP duty. Set the curragh paddling south. In his first three sweeps he sees nothing on shore except plains and some trees.
The worker is going to finish digging a mine in another two turns, right when the next citizen pops out. If my math works, that means we should get the warrior in the next turn. Let's see if monkey math works out.
Turn 11 (3550BC) Boat reveals more trees and plains, plus what looks like a tiny inland lake and a deer 9 tiles south of the capital. Don't think we'll be taking advantage of that deer for a while. Constantinople is about to pop plus get an extra shield. I contact the city governor to tell him not to make our new citizen a clown, but he may have been hitting the crack pipe, so I'm not sure if he got the idea.
Turn 12 (3500BC) I was right! (Sorta.) The governor did turn our new citizen into a clown, but not before we got the shields. Putting him back to work gets us our first ax-killer in one more turn with no wastage, which means only one turn with the lux slider at 10%.
Turn 13 (3450BC) Our borders expand revealing more grasslands and some mountains and hills to the east. This is unthrilling territory, but it looks like it will be nicely productive one day.
Move the worker 1NE to start roading the new tile.
Our boat reports back that there's some marshland two tiles away from the deer. Crap. I hate marshes.
Our warrior goes on sentry duty in the capitol and set production for another dinky boat. Lux goes back to zero. Worker starts roading again.
Turn 14 (3400BC) Boat rounds the southern coast and sets his sail northeast.
Turn 15 (3350BC) Some BG and other unexciting territory down south.
Turn 16 (3300BC) Road done. We're now at a whopping 8 beakers per turn! Start diggin'.
Dinky boat finds a gold hill along the coast and that's about it. Hey, at least we haven't run into any drunk barbarians yet.
Turn 17 (3250BC) Curragh completes. Set production to a second axeman. I hate to waste three turns building him, but we don't have much playing around to do with the tiles we have. No food bonuses to let us carry a scientist for one turn, but it's too soon to start on a settler, I think. It kills to drop your down to pop1. The math says that in five more turns we'll pop another citizen, and the mine will complete, giving us 22 shields in the box. We'd then have two more turns to go, finishing with four shields wasted and a pop drop back down to 1 and another 8 turns before we got back up to pop2. This is not acceptable. I'll take the wastage of two shields and put off building a settler till the next cycle.
Dinkyboat 1 finds some incense away to the east. Dinkyboat 2 launches due west and finds either an island or a peninsula with some goodie huts nested in the mountains.
Turn 18 (3200BC) A cow away to the southeast. Hills and a whale to the west.
Turn 19 (3150BC) Dinkyboat 2 finds more uninhabited hills and grasslands to the west.
Dinkyboat 1 reports some yellow borders, but no little men in sight. Zulus??

Egyptians?

We'll see.
IT A warrior/settler pair show up, likely to plant right on top of the cow.
Turn 20 (3100BC) Our warrior pops, now putting us at -1 gpt.
Mongols. Dirty, stinkin' mongols.
Little buddy must have been popping a couple of huts, but not made any contacts. He has Pottery, Ceremonial Burial, and Warrior Code, and neither of our two techs. He's also got 35 gold in the bank. He'll trade us CB & Pottery plus 10g for our two techs. I say no thanks. Monkey's first rule of trading is:
Never trade with the first civ you meet. Gotta wait till we have a couple of other neighbors to be able to start some swaps with.
Oh, and Little Stinky has only one other city so far, so he's not off to a roaring start either. Even with another on the way, that's no so much. We can take him.
Second warrior heads off east to look for new territory to settle some day. Dinkyboats 1 & 2 continue to explore coastline.
Production starts at last on a settler, though it may still be too soon.
I leave it to the team to figure that one out. In the meantime, here' s a picture of the world as we now know it.
So we have one neighbor so far, still only one city, and no resources in reach. A modest beginning.
For the next better player here's the
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