Turn 11 - 3560 BC
The scout moved and uncovered more fertile land, but no resources. If our worker roads that forested tile out of the capital's cultural borders on turn 17/18-ish, then the scout should be 3 of its current position to keep an eye for 2-move barbarians.
There were no score changes this turn, which might be the last time that this happens. We should be seeing some teams getting Animal Husbandry and growing to size 2 soon (those that started with workboat should grow on turn 13 due to 5/22 turn 9, 10/22 turn turn 10, 15/22 turn 11, 20/22 turn 12, and 25/22 turn 13, I believe, assuming fish). Our worker, meanwhile, will be finished next turn, upon which he will start camping the deer, and we will work the 3F unimproved pigs to grow fast.
![[Image: Civ4ScreenShot0253_zpsc2045d13.jpg]](http://i1298.photobucket.com/albums/ag43/DanielRealmsBeyond/RB%20Pitboss%2014/Civ4ScreenShot0253_zpsc2045d13.jpg)
![[Image: Civ4ScreenShot0254_zps45808958.jpg]](http://i1298.photobucket.com/albums/ag43/DanielRealmsBeyond/RB%20Pitboss%2014/Civ4ScreenShot0254_zps45808958.jpg)
I suggest moving the scout 9-9.
Also, as long as we all understand our plan, it doesn't really matter to me who plays the turns. I should be around for the most part, but if the timer's going down someone should step in to play.
