Thanks for playing the turn. I'm traveling starting tomorrow morning, about 12 more hours in my time zone, so I am officially unavailable to play until said otherwise.
And yes, I'm positive Team Pony (classical_hero/Halvgud) finished Hunting. They started with The Wheel and Agriculture, of which The Wheel gives 4000 and Agriculture gives 0. Then Hunting gives 2000, thus explaining the 6000 power for rival best, and it's very likely they researched Hunting, and not Mining, since I can't imagine that the mapmakers would give them a start with some high food/prod and high commerce. (Hunting is slightly cheaper than Mining.) I strongly suspect they were working a tile with 1 commerce AND 3 combined food/production.
Next turn should see lots of score increases, including from our team, so let's pay attention to the score and demographics. Remember, Hunting and Mining give 2000 power, and The Wheel gives 4000 power.
Scouting moves: I say we want to explore north a little more and then head southeast, where we want our scout up north of our capital to "protect" the worker. I suggest 7-8, might as well get all that land explored while we can, and the hill might help if the nearby fogged tiles are flat. We have until turn 16/17 for the scout to get to where it needs to be (6-9 of the cows), but we need to plan on being there a few turns early in case we need healing time.
I'm not sure why Team CareBears moved their capital ... we know the starting 9 tiles is all land, so why would they move only to get 4 water tiles that can't be improved with a lighthouse?
And yes, I'm positive Team Pony (classical_hero/Halvgud) finished Hunting. They started with The Wheel and Agriculture, of which The Wheel gives 4000 and Agriculture gives 0. Then Hunting gives 2000, thus explaining the 6000 power for rival best, and it's very likely they researched Hunting, and not Mining, since I can't imagine that the mapmakers would give them a start with some high food/prod and high commerce. (Hunting is slightly cheaper than Mining.) I strongly suspect they were working a tile with 1 commerce AND 3 combined food/production.
Next turn should see lots of score increases, including from our team, so let's pay attention to the score and demographics. Remember, Hunting and Mining give 2000 power, and The Wheel gives 4000 power.
Scouting moves: I say we want to explore north a little more and then head southeast, where we want our scout up north of our capital to "protect" the worker. I suggest 7-8, might as well get all that land explored while we can, and the hill might help if the nearby fogged tiles are flat. We have until turn 16/17 for the scout to get to where it needs to be (6-9 of the cows), but we need to plan on being there a few turns early in case we need healing time.
I'm not sure why Team CareBears moved their capital ... we know the starting 9 tiles is all land, so why would they move only to get 4 water tiles that can't be improved with a lighthouse?