Pre-turn looks good to me.
IBT Portuguese warrior attacks a barb across a river and on a hill, and takes just one damage
2550 (1) Rome settler->settler. Settler on auto-move to wines walks right into the path of a barb camp
I dont think they leave their camp if theres only one, but Im still worried. Harpo also walks right up to a barb camp
as for our new settler, Ill think Ill send him north to block off Portuguese expansion.
IBT Thankfully, neither of the barbs attacks our units.
2510 (2) Now heres a dilemma. I could settle in place, destroying the barb camp, but have the barb pillage the town next turn. Wed lose some gold, most likely, but its nothing major. Or I could wait and send up a warrior to destroy the barb camp, wasting several turns
I think Ill settle in place.
Veii is founded, revealing MORE barbs to the NW. Start on warrior.
Start roading the furs. Have Harpo skip his turn to heal.
IBT One barb moves SW, the other ransacks Veii, stealing 31 gold.
2470 (3) Harpo skips his turn again to completely heal. Groucho comes to a dead end
IBT The second barb near Veii heads towards it. We will be ransacked again next turn.
2430 (4) Settler due next turn. It appears it needs no help.
IBT We are ransacked, and lose 15 gold. Barbs must take half of our gold, Im guessing.
2390 (5) Rome settler->settler. Found Antium ->warrior. I send the new settler over to the incense. Theres a barb over there, though, so Ill have to be careful.
2350 (6) Harpo destroys the Etruscan barb camp in the south and gets 25 gold.
2310 (7) Groucho discovers that we are on an island (and another barb camp), unless there is more land to the north of Portugal. Veii will build a curragh when its done with its warrior (2 turns). Writing due in 3.
IBT The furs are now roaded! And there are LOTS of barbs by Groucho
where the new town is supposed to be built.
2270 (8) not much else.
IBT the 3 barbs come towards Chico and the settler.
2230 (9) Veii warrior->curragh. Fortify Chico, and move settler away. Groucho comes in for support, but cant really do anything
Writing due next turn, move science to gain an extra gold.
IBT Chico dies, doing just one damage to one barb.

They will pay.
Writing->Philosophy. I dont know if we want to try for this. We can change it to something else if we want. BW->IW maybe? Were going to need some breathing room soon.
2190 (is the date supposed to be this strange?) (10) Rome settler->settler. Antium warrior->worker.
Move Harpo to defend the worker.
Groucho can finish off the barb, but it would be in danger of being killed next turn. The barbs will have to attack across a river, but knowing the RNG, hell die without doing any damage, then our settler would be all alone. Ill let the next player decide what to do about the barbs. Im thinking of moving the settler S, and Groucho NW to protect him. Then we can maneuver around and eventually settler where ever we want, but be ransacked next turn.
Keep an eye on Rome's happiness, since I lowered Lux when we got furs. I don't know if they are enough to keep lux down to 20% when it's size 5.
I'm not very confident in my city placement (especially Veii), so criticize all you want. Otherwise I'll never learn.
Oh, and I did not do anything evil to Portugal. We can demand something from him this turn, if we want. When should we start purposely making the AI angry?