Turn 109

OH has given me the city location (I say given, and not that I've taken it, because OH has simply not fought for it. I can't even be sure those workers and settlers were not heading to a galley pair to go overseas, but I doubt that).
I expect this city to be expensive. I was going to use 3 workers to hook the corn but fuck it, I'll have the incense improved T112 instead, sugar hooked T113, and delay the corn a turn. There will be 2 archers and a spear in the city, the chariots can go harass the barb city.

I had to go double scout. I am still intending to drop them both on the main continent and retreat the galley to go scouting with another scout (the one from Kalamazoo that was barb busting for a turn or two), to check out the islands in the FoW. Knowing my luck there will be ivory gold and silver in the FoW that superjm has a head start on. superjm has empty cities though, so that is a good sign for my attempts of bankruptcy.

I have happy cap room for up to 28 pop points spread over my current cities, plus a further 30 pop from the sugar and incense. I have 47 pop at present.
Just grow to catch Gav at this point. The new cities aren't needed for that, I need them out sooner so they can grow and whip what they need before I drop out of slavery.

Unit cost of 21 is...well, let's put it this way. I need to grow 80 pop to have enough population to not pay any unit support. And I don't even have a good army, just
15 workers putting on disguises.

38 food behind Gav. Next turn grow onto and work some food tiles as well, plus a new city. We're keeping in touch, but I don't know his tech state.

OH has given me the city location (I say given, and not that I've taken it, because OH has simply not fought for it. I can't even be sure those workers and settlers were not heading to a galley pair to go overseas, but I doubt that).
I expect this city to be expensive. I was going to use 3 workers to hook the corn but fuck it, I'll have the incense improved T112 instead, sugar hooked T113, and delay the corn a turn. There will be 2 archers and a spear in the city, the chariots can go harass the barb city.

I had to go double scout. I am still intending to drop them both on the main continent and retreat the galley to go scouting with another scout (the one from Kalamazoo that was barb busting for a turn or two), to check out the islands in the FoW. Knowing my luck there will be ivory gold and silver in the FoW that superjm has a head start on. superjm has empty cities though, so that is a good sign for my attempts of bankruptcy.

I have happy cap room for up to 28 pop points spread over my current cities, plus a further 30 pop from the sugar and incense. I have 47 pop at present.
Just grow to catch Gav at this point. The new cities aren't needed for that, I need them out sooner so they can grow and whip what they need before I drop out of slavery.

Unit cost of 21 is...well, let's put it this way. I need to grow 80 pop to have enough population to not pay any unit support. And I don't even have a good army, just
15 workers putting on disguises.

38 food behind Gav. Next turn grow onto and work some food tiles as well, plus a new city. We're keeping in touch, but I don't know his tech state.