IHT: no changes 1560 BC (1) Archer at Tenoch beats barb warrior gaining 2 XP. Also notice we haven't revolted to Slavery yet,do so right away. 1480 BC (3) 2 barb warriors enter our cultural borders. Tenoch produces archer, starts another one. 1400 BC (5) Our archer beats two barb warriors. I give him a shock promotion. 1360 BC (6) Tenoch produces its final archer for our picket line, starts on the Oracle due in 18 but we can chop a bit. Iron working comes in, pottery is next in line. Here's the closest Iron: 1240 BC (9) Archer and our scout hold off 2 more barb warriors. Teo completes its barracks, starts a jaguar. 1160 BC (11) Pottery comes in, Writing ( for libraries) ordered up. Teo's borders expand. 1080 BC (13) Our Scout defends against another barb warrior. 1000 BC (15) Oracle comes in, I pick: Metal Casting. Could have delayed it a turn and picked up CoL instead, though. Reasons to choose MC: - Tenoch will soon actually benefit from a forge. - Teo will be slower, but can build a chop-assisted forge and go for the Colossus, which will boost our finances once we get all coastal towns set up. - We have no need for a second religion as we're hardly likely to run Free Religion once possible - 120 beakers saved is good business at this stage of the game. - MC is on the road to Machinery and the melee-murdering crossbowmen I debated going directly for a settler after the Oracle came in, but as it turns out Teno can churn out Stonehenge in a mere 9 turns, so I go for that instead. The barbs aren't swarming us yet so far. 975 BC (16) Writing comes in, go for Fishing. 950 BC (17) Kill another barb with our first 10XP unit ! I like the renaming idea, and he gets a suitable title : 925 BC (18) Kill yet another barb, Teo produces our first Jag. Since we're going to need to expand soon now, I set it to settler due in 12. 900 BC (19) Our first jag gets its first victory. It needs to be promoted still. 875 BC (20) Teo Corn comes online saving 2 turns on the settler. Worker's chopping at Teno to help complete Stonehenge 2 turns faster (due in 4 now). Fishing also came in, provisionally set to Masonry but feel free to change. The reason I'm going for the cheaper techs now is that according to an article in the strategy sections getting the prerequisites out of the way makes subsequent techs cheaper. Save attached below.