And we're off!
Preflight Look to see what our trade opportunities are. Fred will empty the Mongol treasurehouse for us (292g) if we sell him Philo, Hannibal will cough up 175g for the same, Hammy is good for 80g, China will also empty the treasure house if we sell him Writing to the tune of 157g, and so on down the line. My only worry is that if we stay so rich without the muscle to back it up, we're going to start seeing demands. Rude savages.
We now know everyone we are going to know. Still some map left to explore, but I think we've met everybody.
Lots of folks have iron and horses hooked up already. This is also not good. Nice to know that the AI is terrible at sea invasions. And it's also good that our dromon can sweep the seas clean for this era and much of the next. Fred is our only real immediate concern.
BTW, I'm still snarly about Hammy stealing our horses.
Theodora is still the smartest girl at the party.
Turn 0 (950BC) Crank research up to 90%. It shows no gain in turns on researching Republic, but that will change as we plant a few more cities.
I shop around Philosophy, emptying the world's treasure houses and destroying everyone's college fund. Everybody is willing to hand over every penny except for Xerxes, for some reason. He stubbornly hangs on to 3g. Next gain is 946g. I spend a goodly sum building embassies, and learn the following.
Joan has 3 cows and 1 wheat outside Paris, horses and iron, and the Pyramids. Paris will be a lovely town for us to set up a vacation house in someday. Paris is also garrisoned with 25 assorted troops, including vet swords and some chariots.
Alex also has horses and iron, but not quite the set-up that Joan does. 8 hoplites guard Athens. He also has a settler sitting there, so he's definitely run out of room.
Hannibal only has horses so far, and only 3 Numidian troublemakers in Carthage. He's working on the Great Lighthouse.
Monty is not worth worrying about. Tenochtitlan is a pop1 slum. guarded by 4 spears. He has neither horses nor iron.
The Vikings are in even worse shape -- Trondheim is at pop2 waiting to grow enough to cough out another settler. Three spears. No iron or horsies.
Amsterdam has the naked bronze guy which has only helped produce more cash for Willliam to hand over to us. Horses, iron, and 4 spears. Hannibal is totally going to beat him the the GL.
Everyone else we already have embassies with. Our bank account still stands at 1542g. We are bronze age Bill Gates.
No ROP or other agreements with anyone.
Send our frustrated settler east towards the silks. Unless a Mongol settler magically appears out of the fog, I can't see how he can beat us to it. Other Byz settlers to follow.
Send a worker back to Varna to bring water to the Nicean wheat.
No other moves left. The builds look good.
Hit enter.
IT The Babs send another ship our way, almost certainly headed for our silks. This will not do. William starts on the precious wonder, the Mausoleum, as do the Aztecs, Mongols, and French. Izzy starts on the GL (good luck). Hammy goes for the ToA and the Mausoleum both. Hey, if that's what they want to spend their time building.
Turn 1 (925BC) Our dinkyboats sail around some. Set workers to build roads.
IT Xerxes also decides to invest in the Mausoleum. Hannibal and Sven, too. We should be seeing a lot of very expensive temples in the not so distant future.
Also, it looks like our borders with Mongolia are now more or less in place. Fred plunks a town 5SW of our incense city.
Turn 2 (900BC) Keep moving our settler east. Gotta beat those lousy Babs. Some more sailing and coastline revealed.
IT Incense is now hooked up!

China asks our wounded dinkyboat to keep on moving. Greeks join the MoM and ToA party. Joan wants the GL.
Turn 3 (875BC) Turn the beer taps off. We're now researching at 100%. Our turns for Republic should drop some more once we get some more towns built.
Con finishes its settler, and I start in on a warrior. He will be a glorious swordsman someday.
Send the settler up north to build a coastal city near our stolen horses.
Dinkyboat 3 makes a suicide run for another isolated coast along the Persian continent. There's still a lot of unknown territory that way.
Caesarea starts work on rax.
IT Is that a second Bab galley heading toward our shores?
Xerxes starts on the GL. See above comment on expensive temples.
Turn 4 (850BC) Workers irrigate and build mines. I notice that the Vikings have built a town in the tundra peninsula at the far northeast of our continent. Dinkyboat 3 survives the ocean crossing and gets to work mapping out northern Persia.
IT Dinkyboat 3 just barely survives a barb galley ambush. Oh, and William just beat us to Republic.

The only thing I can think of is that a barb hut gave it to him. Crap and double crap. We still have 27 turns to go before we get it. I'm hoping that we'll still have ignorant neighbors to get some trade value. I don't see the point in throwing away the beakers and starting something else.
A Viking galley shows up right next to our silks. Oh no you don't. I'm gonna have to set down in place to discourage this foul maneuver. It's not our dot-map choice, but it is a coastal city that'll be CxxC with Nicea. Here's where we're setting up shop.
Turn 5 (825BC) Build Heraclea in place to thwart a Viking settler landing. Sven may have nobody on board, but I have no wish to gamble. Set a handy worker over to chop for a rax and then hook up the silks.
And a barb camp with horses just appeared at the bottle neck with the northeast peninsula. Send a spear over to block the drunk barb raiders.
We have a settler now in Adri, and I'm puzzled as to where to send him.
Finally decide to send our guy with a spearman down the west coast. There's more desert than I'd like down there, but the coast is nice for building a navy, and it'll be good land once we irrigate from that lake.
IT A helpful Mongal warrior kills the barb horse and disperses the camp. Huh. The Netherlands are now a Republic. Can't beat one turn anarchy, can you?
Turn 6 (800BC) More of the above. Fred has his iron hooked up.
IT Xerxes grumbles about our dinkyboat, and decides to start on SoZ. Hmm, Ancient Cavs and Immortals. Good thing he's our friend.
Fred sends a small contingent towards Caesarea, but I don't think he means anything by it. I hope.
Turn 7 (775BC) Much the same. Buy a slave from Hammy, since we're not hurting for cash and we can always use more brute labor.
IT And of course Hammy decides that 120g is not enough for him, and he demands that we fork over an additional 88g. I knew that a fat bank account was going to be tempting. We comply. For now.
Turn 8 (750BC) Again, some worker moves and getting two more settlers in place. Fred has set up a town right by the southern incense and the lake. Oh well. This continent is almost filled up.
Micromanage for cash and growth. Warriors are our primary build right now.
The other guys are getting in touch with each other, I think, cutting into our trade monopoly. I was thinking I could sell another tech to Hammy and get our money back, but he's now at tech parity with us. I check around the wheel, and so far most everyone is still behind. Xerxes is only behind by Polytheism. William has the Republic but not Myst, Math, or HB. (Now I'm sure he got Rebublic from a bunch of chicken-killing, dirt-scratching, inbred barbarians. He won't sell, but it looks like he hasn't sold to anyone else either.
IT Well, this should be interesting. Hammy just decided to invade ... France! Let's see how he does.
Aztecs, who still don't have CB, start to work on the GL. See above about expensive temples.
Turn 9 (730BC) We build Trebizond south of Con, and Chalcedon to the north. Both coastal cities, which we like. They both have spear garrisons, so I start them to work right away on harbors.
I don't see any French cities turning from pink to red yet.
IT Izzy may have just switched from GL to MoM, or she's hoping for two wonders.
China, of all people, gets Monarchy.

This requires some investigation.
Turn 10 (710BC) Start some pretty obvious worker tasks. Mao will not trade us Monarchy for Math, Philo, CoL, MM, and HB all combined. Greedy swine. We'll have to wait for the price to go down.
How did all these barbarian tribes get so smart??
And that's it. In sum, we still have hefty cash reserves, even running at a research deficit. (I swear, it really will pay off in the end.) The other guys are starting to build their bank accounts back up. We're currently at 12 warriors with two more ready to pop next turn. A worker is slowly making his way to Iron Hill to hook us up in a bit for the big upgrade. With Fred having iron for plenty of swords as well, we may want to start investing in catapults. Like, a lot.
We hit some bad luck with those PhD barbarians.
We are also up three more cities, with not that much more room to grow.
I also seem to be ******** as far as keeping track of turns go, because I'm finishing out at 710BC. The next player might want to even the turns out.
Here's a pic of our empire, wide screen to give a better idea of our territory. We should have a discussion about where, if anywhere, to settle next.
And here's the
>>SAVE<<