That sucks about the scout but what can you do? If only I had been available to discuss (for 2.5 hours) the merits of doing anything other than being killed by a lion. Well, no scout launch to the moon for map hax. Maybe next game.
Don't mind my ratchet ass handwriting...
This is a size 3/granary first approach, the one that Lew says he prefers. I've kind of come to the same conclusion. BW just leaves you building warriors for too long and not having enough to do with a second worker. More worker labor is not needed because the worker's moves are dictated by starting with the farm, then the deer, then the cow. By T17 we have all the worker techs for our resources.
Wheat (farmed T15)
Deer (camped T20), growth to 3 EoT 20.
T21 - Wasted worker turn because Xenu hates us. Swap warrior (7/15) to settler.
T25 - Cows pastured.
T26 - move to forest
T27 - move to PH, road PH T28-9 rather than building the road on the forest. Worker #2 can build the road on the river grass for the trade route. Once the city founds on T30, the worker uses the free road to get to the pigs immediately, finishing the pasture on T33. This gets the pigs hooked up 2t sooner than if this worker built the road for the trade route, so 6f for 3c?) It's hard to tell from Lew's picture, it could be that he did that?
T30 - found city #2. Worker 1 pastures T30-3. Set tax to 50% (no loss to rounding, odd# commerce in each city)
T31 - worker #2 due EoT from capital, Mining due EoT. 100% research.
T32-3 - worker #2 roads for trade route.
T33 - road finishes, pasture finishes.
T34 - both workers road 1S of city #2 (city 2 borders pop EoT).
T35-6 - workers 1 & 2 farm corn. City 2 growth to 2 EoT. Worker 3 from cap EoT, 1E cott1.
T37 - worker 1 finish corn farm. worker 2 NE/NW, mine1/cancel. Worker 3 cott2.
T38 - worker 1 NE/NW, mine2. worker 2/3 finish cottage. Both cities grow EoT.
T39 - finish mine with 2 workers, start cottage with third. Capital size 4, City2 size 3. I put them both onto granaries to grow (cap 34/60, #2 24/60 EoT) but this could easily be a worker/settler pair if we feel brave enough to leave the capital unguarded and send the warrior to the awesome clams/lake lighthouse city.
This is messy and probably hard to follow, and doesn't do anything novel from Lew's run. I think that he has fairly well optimized things, especially if he skips the trade route to get immediately on the pig on T30. From the screenshot it was hard to tell how he handled that. If it was in the micro, I missed it.