Thanks for the

killercane, but I realized my mistake last turn on this one. I thought I would be able to awaken the worker near Abbey Road this turn if the warrior moved to the mountain. I can't do this now, so we lose the worker at the end of turn. The barb horseman in the south will take a pop. point from Stone Pony. Hopefully, these will be the last losses to the barbs.
On this turn, our settler moves north and will found another town in 3 turns. One injured axe fortifies on a forest and 3 others move to bust more fog. Our curragh continues counter-clockwise revealing ocean to the east of one strip of sea. Citizens are rearranged to promote growth where science and shields are not lost. Writing in 2 turns at 50% science and 30% lux, gpt +12 with 11 gold in the treasury, and the Pyramids due in 7 turns.
Stats at 1000BC
1 city, 19 towns
50 citizens including one taxman
1 granary
13 workers (will lose one to barb IBT)
7 warriors
1 curragh
Territory: 155 with 172 unclaimed tiles
Two luxuries and no contacts
301 shields into the Pyramids
8 settlers, 7 workers, 2 warriors, 1 curragh, and the FP also in production
Culture of 137 all from the palace
10 techs after writing + literature from the MA with 2 huts unpopped
Screenshots of our lands, domestic advisor, and demographics follow:
After these settlers in production find homes, we will have about 20 sites from the dotmap left to settle. The two warriors in the north should be able to converge on the barb camp in the north and the two warriors in the west can do the same. We probably need to send a fogbuster to the east as well. After the workers finish their current assignments and a few more are poduced they can join into gangs for faster improvements. The FP will help, but cities founded from this point will be highly corrupt.
I've no problem continuing to take game turns, but anybody who wants to do so is welcome.
