Turn 16

Scouting options:
1. S-SE (if we want to keep scouting this area)
2. W-NW --> W-W --> SW-NW --> W-SW/NW (this gets us back to west)
3. S-W? (or some other compromise where we keep revealing some tiles before heading west)
We don't really need much more info about the southern area for our near future. There are sites worth settling, sure, but the area west of us is clearly a higher priority. If Cheater Hater (my current best guess after staring more at the color) decides to go for early Sailing and settles that sheep+crabs site, we may need to take it from him, which would be unfortunate. However, it is even more unfortunate if we fail to grab a decent share of land to our west, which seems a lot more fruitful. I also think that we have cleared the huts from this area unless the land continues pretty far to south. Consequently, knowing how close our neighbors are in the west and finding attractive city sites there would be my first priority. I'm not saying we should run there immediately and I am fine with option #1.. But pretty soon I want to go there.
Updated Sandbox
Everything is clear until EOT23, which is the turn when BW finishes and our worker finishes the 2nd pasture. I'm convinced that growing now to size 3 and starting a worker/settler then beats stagnating at size 2 or 4 regardless of what we do. And we want to grow while building a warrior, not scout, we will need one warrior.
So on T24 we need to decide:
1. Do we take Agri or Wheel next. (current hypothesis: Wheel leads to marginally better results)
2. Do we build a 2nd worker or settler (current hypothesis: Worker. These scenarios are really tough to compare and one needs to sim at least until T50, better until T60, before one can really say which approach comes ahead. I''ve experienced only little so far. Some sims where I push settlers out early with minimal worker support look ugly but lead to surprisingly good results)
3. What to do with our existing worker (ie which forest do we chop first, mining a hill is weaker. This depends heavily on which site we choose for the 2nd city, which might be affected by copper)
Aaaanyways, I don't expect that you, OH and THH, do any micro planning. I just wanted to give an update in case you are interested. Lurkers certainly aren't.
Scouting options:
1. S-SE (if we want to keep scouting this area)
2. W-NW --> W-W --> SW-NW --> W-SW/NW (this gets us back to west)
3. S-W? (or some other compromise where we keep revealing some tiles before heading west)
We don't really need much more info about the southern area for our near future. There are sites worth settling, sure, but the area west of us is clearly a higher priority. If Cheater Hater (my current best guess after staring more at the color) decides to go for early Sailing and settles that sheep+crabs site, we may need to take it from him, which would be unfortunate. However, it is even more unfortunate if we fail to grab a decent share of land to our west, which seems a lot more fruitful. I also think that we have cleared the huts from this area unless the land continues pretty far to south. Consequently, knowing how close our neighbors are in the west and finding attractive city sites there would be my first priority. I'm not saying we should run there immediately and I am fine with option #1.. But pretty soon I want to go there.

Updated Sandbox
Everything is clear until EOT23, which is the turn when BW finishes and our worker finishes the 2nd pasture. I'm convinced that growing now to size 3 and starting a worker/settler then beats stagnating at size 2 or 4 regardless of what we do. And we want to grow while building a warrior, not scout, we will need one warrior.
So on T24 we need to decide:
1. Do we take Agri or Wheel next. (current hypothesis: Wheel leads to marginally better results)
2. Do we build a 2nd worker or settler (current hypothesis: Worker. These scenarios are really tough to compare and one needs to sim at least until T50, better until T60, before one can really say which approach comes ahead. I''ve experienced only little so far. Some sims where I push settlers out early with minimal worker support look ugly but lead to surprisingly good results)
3. What to do with our existing worker (ie which forest do we chop first, mining a hill is weaker. This depends heavily on which site we choose for the 2nd city, which might be affected by copper)
Aaaanyways, I don't expect that you, OH and THH, do any micro planning. I just wanted to give an update in case you are interested. Lurkers certainly aren't.
