Turn 106
War...but first the barbs.

The galley lived! At 5hp! The reality is I'm going to sail it straight to Lewwyn to heal in a city, and use the two scouts to check that forward moves are safe. It will not heal any faster, but I can still scout, and it is faster to scout than retreating to heal in a city, or healing in place if a barb galley turns up.

I do not have a picture of the before move, so I am reliant on an extremely poor memory, but I don't think there was a unit on the jungle, but there may have been a chariot that can reach GloryGloryHalle next turn. This is a critical point, and I should have this information, but I can't recall precisely, which adds in some fuzziness. The screenshot from last turn shows a chariot on the necessary tile to reach both GGH and Free at Last (FaL), so for the purpose of planning I believe it is still on the ideal tile.
I do not know if the plains tile 1NE of the worker stack has had a turn of a road put into it. If it has, then the settler and chariot could have reached the City G location on T107, settle T108. There would have been nothing I can do about that, however because of the war dec and chariot teleports, things are a bit more complex for OH.

The barb axe is probably what tips this in OH's favour. If it moves onto the plains tile, it blocks me from moving units forward with sacrificing a unit to move onto the plains hill. If it moves onto the corn, I have to attack it with the chariot to save my fortified archer from being damaged to the extent OH can then kill it with his chariot.

The long and the short of it is I have the M1 scout on the desert hill adjacent to the sheep, an archer and C1 chariot SW of the horse along with 3 workers (I fucked up and one of them completed its action before I could cancel it, and this does have immediate repercussions). There is the fortified archer on the hill, a C1 chariot on the forest hill and a 86hp spear that has 2XP and can heal to 93hp next turn.
OH has two unpromoted chariots, one a turn behind GGH, one in the city, and the sentry warrior. On paper I can make this work, but I don't know what he completes, if anything, eot106 in GGH. If he completes a spear my chariot dies, if he completes nothing and just double stacks the chariots in GGH, and whips something T107, then OH can't settle on flatland, 1SW of the corn, until T109.
OH is researching Archery this turn, so he can't whip an archer until T108 unless he dry whips it, and a spear whip is worse. I expect OH has hammers invested for an emergency whip just for this reason.
If I had cancelled the worker move, I would have roaded under the spear this turn and everything could be on the plains hill next turn, with two workers to road to get onto the corn T108, so if OH settled there he would be running into 2 archers, a spear and 2 chariots: I am fairly sure that I could beat 3 units with that, and would have a further chariot a turn behind. As it is I can't get them there until T109 to attack T110, so my best bet is to get OH to delay, and I settle first. I don't know if that is going to work.

I'm trying to keep this to a limited war. I would reoffer peace on settling my city, but neither of us can offer peace until 10 turns has elapsed or a city falls. Depending on the next few turns I may have to change that and head straight to HBR.

This is not a particularly strong military, however:

Neither is his, and mine is in place.

I've posted previously, that I am unsure if this area is worth fighting over. I'm still not sure it is, but I think if I just gave it up that would be...unwise. I have the units in place, and I can settle this area defensively, and try for long term peace. If I give this area up to OH, then I can't hold the City F site, and the City Z site requires significantly more resources to defend it, and OH has a route straight into the capital through MtK. I feel that my position is stronger with growth, but if I give up this area, then OH, with a shrine, may still have an opportunity to be a difficulty I will be unable to deal with later on if I have to also deal with Gav, or superjm at the same time. However, with two strong, easy to defend border cities, I reckon I can leave OH be and handle him and another leader at the same time if needs be. Without them, I may have to try and take his entire continental holdings including his new shrine, to pay for the military effort, and to be able to defend later on.
Oh look, the turn rolled. I'll wait for OH though.
War...but first the barbs.

The galley lived! At 5hp! The reality is I'm going to sail it straight to Lewwyn to heal in a city, and use the two scouts to check that forward moves are safe. It will not heal any faster, but I can still scout, and it is faster to scout than retreating to heal in a city, or healing in place if a barb galley turns up.

I do not have a picture of the before move, so I am reliant on an extremely poor memory, but I don't think there was a unit on the jungle, but there may have been a chariot that can reach GloryGloryHalle next turn. This is a critical point, and I should have this information, but I can't recall precisely, which adds in some fuzziness. The screenshot from last turn shows a chariot on the necessary tile to reach both GGH and Free at Last (FaL), so for the purpose of planning I believe it is still on the ideal tile.
I do not know if the plains tile 1NE of the worker stack has had a turn of a road put into it. If it has, then the settler and chariot could have reached the City G location on T107, settle T108. There would have been nothing I can do about that, however because of the war dec and chariot teleports, things are a bit more complex for OH.

The barb axe is probably what tips this in OH's favour. If it moves onto the plains tile, it blocks me from moving units forward with sacrificing a unit to move onto the plains hill. If it moves onto the corn, I have to attack it with the chariot to save my fortified archer from being damaged to the extent OH can then kill it with his chariot.

The long and the short of it is I have the M1 scout on the desert hill adjacent to the sheep, an archer and C1 chariot SW of the horse along with 3 workers (I fucked up and one of them completed its action before I could cancel it, and this does have immediate repercussions). There is the fortified archer on the hill, a C1 chariot on the forest hill and a 86hp spear that has 2XP and can heal to 93hp next turn.
OH has two unpromoted chariots, one a turn behind GGH, one in the city, and the sentry warrior. On paper I can make this work, but I don't know what he completes, if anything, eot106 in GGH. If he completes a spear my chariot dies, if he completes nothing and just double stacks the chariots in GGH, and whips something T107, then OH can't settle on flatland, 1SW of the corn, until T109.
OH is researching Archery this turn, so he can't whip an archer until T108 unless he dry whips it, and a spear whip is worse. I expect OH has hammers invested for an emergency whip just for this reason.
If I had cancelled the worker move, I would have roaded under the spear this turn and everything could be on the plains hill next turn, with two workers to road to get onto the corn T108, so if OH settled there he would be running into 2 archers, a spear and 2 chariots: I am fairly sure that I could beat 3 units with that, and would have a further chariot a turn behind. As it is I can't get them there until T109 to attack T110, so my best bet is to get OH to delay, and I settle first. I don't know if that is going to work.

I'm trying to keep this to a limited war. I would reoffer peace on settling my city, but neither of us can offer peace until 10 turns has elapsed or a city falls. Depending on the next few turns I may have to change that and head straight to HBR.

This is not a particularly strong military, however:

Neither is his, and mine is in place.

I've posted previously, that I am unsure if this area is worth fighting over. I'm still not sure it is, but I think if I just gave it up that would be...unwise. I have the units in place, and I can settle this area defensively, and try for long term peace. If I give this area up to OH, then I can't hold the City F site, and the City Z site requires significantly more resources to defend it, and OH has a route straight into the capital through MtK. I feel that my position is stronger with growth, but if I give up this area, then OH, with a shrine, may still have an opportunity to be a difficulty I will be unable to deal with later on if I have to also deal with Gav, or superjm at the same time. However, with two strong, easy to defend border cities, I reckon I can leave OH be and handle him and another leader at the same time if needs be. Without them, I may have to try and take his entire continental holdings including his new shrine, to pay for the military effort, and to be able to defend later on.
Oh look, the turn rolled. I'll wait for OH though.