Turn 59
Interesting turn tonight!
I actually thought that Azza backed off as I did not see any score change from him
But it was just his whip canceling out the score increase from the new city --> nothing was shown in civstats replacement.

1. So everything went almost as expected and I moved our warriors, settler and worker away
2. Happy that Azza had to settle on the flat ground. Life in Cornelius will be significantly more comfortable
3. I truly hope that Azza sees our backing off as a friendly sign and treats us in the future accordingly
4. Bad news was that our troops teleported SE and not E as I thought they would --> This means that our settler needs even one more turn for traveling. This whole scenario is quite a big setback for our expansion curve, but I hope that long-term benefits of this outweigh the costs. Now Azza actually has 5 cities and we only have 4.. (Well we have granaries in all of our cities, Azza has none, and we have 2 settlers on their way)
5. One reason for why I did not really consider aggression this time anymore:

That's Axe #1 for Azza. I don't see this demanding reaction from us, but let's keep (as planned) 80 gold in our pockets for an emergency upgrade just in case..
I studied some mechanics and found out that you can't pop healing from the hut if you have 40+ HP.. So I went in and popped that hut...
In the east our settler moves onto a city site next turn:

I'm still a bit unsure whether we should settle E or N of Wheat. We kind of decided that we go for N of Wheat for long-term dotmap reasons, but the other option kind of bugs me. Getting more quality (fish) into city faster and more forests inside our borders to support barracks whip instead of monument sounds appealing. On the other hand settling onto forest with Maths approaching is wasteful as well.. Anyways, unless I hear from you I settle N of Wheat and we just make it work.
Our core area looks rather amusing with all 4 cities ready to grow:

Not being able to settle in the west obviously destroyed my micro plan and now it's actually a pretty close case whether we should run avoid growth and work ivory instead of sheep in Cornelius this turn. In the end I decided against it: we lose 2 food, but gain 1 hammer and 1 commerce. That's still a bad trade, but growing faster to size 3 means that we also get a worker out one turn faster, which based on my simming brings immediately 1 further commerce in (1 cottage turn vs unimproved tile) and obviously will always be that one turn ahead hopefully bringing in more benefits..
OH: I'll be traveling over the weekend to a summer cottage of a friend. There should be internet and I will have my laptop with me, but if you hear nothing from me on Saturday and people have to pause for me it would be awesome if you can cover. Here are the non-obvious things to do on T60.
1. Cornelius switches to worker build
2. In the west, worker that is already on forest roads, the one near cornelius moves to plains hill N-N of the city. Settler moves to the same forested tile where warrior and worker currently are
3. In the east workers road towards the new city (finish partly built road and start roading wheat)
4. Our Southern scout should not move onto deer tile unless we want to make contact with Cheater Hater
Interesting turn tonight!

I actually thought that Azza backed off as I did not see any score change from him

1. So everything went almost as expected and I moved our warriors, settler and worker away
2. Happy that Azza had to settle on the flat ground. Life in Cornelius will be significantly more comfortable
3. I truly hope that Azza sees our backing off as a friendly sign and treats us in the future accordingly
4. Bad news was that our troops teleported SE and not E as I thought they would --> This means that our settler needs even one more turn for traveling. This whole scenario is quite a big setback for our expansion curve, but I hope that long-term benefits of this outweigh the costs. Now Azza actually has 5 cities and we only have 4.. (Well we have granaries in all of our cities, Azza has none, and we have 2 settlers on their way)
5. One reason for why I did not really consider aggression this time anymore:
That's Axe #1 for Azza. I don't see this demanding reaction from us, but let's keep (as planned) 80 gold in our pockets for an emergency upgrade just in case..
I studied some mechanics and found out that you can't pop healing from the hut if you have 40+ HP.. So I went in and popped that hut...
In the east our settler moves onto a city site next turn:
I'm still a bit unsure whether we should settle E or N of Wheat. We kind of decided that we go for N of Wheat for long-term dotmap reasons, but the other option kind of bugs me. Getting more quality (fish) into city faster and more forests inside our borders to support barracks whip instead of monument sounds appealing. On the other hand settling onto forest with Maths approaching is wasteful as well.. Anyways, unless I hear from you I settle N of Wheat and we just make it work.
Our core area looks rather amusing with all 4 cities ready to grow:
Not being able to settle in the west obviously destroyed my micro plan and now it's actually a pretty close case whether we should run avoid growth and work ivory instead of sheep in Cornelius this turn. In the end I decided against it: we lose 2 food, but gain 1 hammer and 1 commerce. That's still a bad trade, but growing faster to size 3 means that we also get a worker out one turn faster, which based on my simming brings immediately 1 further commerce in (1 cottage turn vs unimproved tile) and obviously will always be that one turn ahead hopefully bringing in more benefits..
OH: I'll be traveling over the weekend to a summer cottage of a friend. There should be internet and I will have my laptop with me, but if you hear nothing from me on Saturday and people have to pause for me it would be awesome if you can cover. Here are the non-obvious things to do on T60.
1. Cornelius switches to worker build
2. In the west, worker that is already on forest roads, the one near cornelius moves to plains hill N-N of the city. Settler moves to the same forested tile where warrior and worker currently are
3. In the east workers road towards the new city (finish partly built road and start roading wheat)
4. Our Southern scout should not move onto deer tile unless we want to make contact with Cheater Hater