I like how the turns are played pretty reliably on the weekdays but come to a screeching halt on weekends :-/
Anyhow, using some of this time to plan out through turn 75. I've probably only planned half the cities and haven't done any revisions, but here are some thoughts so far:
1. Right now I have our settlers coming out on turns 72 (R U Ok) and 76 (On Acid Trip, after we finish the library). I've tried to keep a balance of improving tiles, working improved tiles, and expanding to new cities, but I'm still not thrilled with us waiting 10 turns before the next settler is ready.
2. We currently have 4 workers for 5 cities, although we're working on 2 more. What's crazy is that I'm running into problems of finding things for our workers to do! I'm taking this as a reason to be less worried about point #1 -- meaning, we need to grow our cities and work all these improved tiles.
3. The best city spot available to us is that sheep/crab spot on the northern island. But getting there is the problem. Our lone galley can get back to the north coast on t72 if it turns back on turn 64. This would get us a city N of the sheep on t75. We can move the galley SW-NE next turn and then be back to pick up the settler on t71. This gets us a city N of the sheep on t74. Have not figured how best to get a work boat up there, but it likely is going to be chopped out or built out of NHL. Building it out of NHL would only finish the work boat on t74, and be able to hook up on t81. Oh wait, we do have a work boat in the area... the scouting one. Hmmm....
4. Alternative city spots I could grab: 2S of the corn (quickest hook up and a worker is already in the area); 4N of the capital (only becomes useful with a border pop, so I think this best left until after we get into OR and have a missionary ready; 1S of the spice (that work boat out of NHL could hook up the fish on t76, which is about the same turn that our first settler would be ready to settle there).
5. Research Options: (Assuming we finish Math t64 and Hunting t65)
5a) Masonry (68) -> Monotheism (71) -> Monarchy (75) will cost us 10 turns to research. Considering how hammer starved this map is (i.e. whips being a greater percentage of our production), I think I'm in favor of going this route and revolting to HR/OR on t76 then to Hinduism on t77. Or are 2 turns too much to swallow? We could just revolt to HR/OR and make missionaries to our hearts content (but not get the +1
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
or the 25% production bonus to buildings). This is a bit more "big picture" than I've been thinking
5b) Iron Working (71) will take 6 turns to research. This is a bit of a gamble on there being Iron nearby (and not already covered by a city), and an attempt to get more production.
5c) Calendar (74 or 75) will take 9 or 10 turns to research. (It's really close to 9 and I haven't worked out all the cities' commerce yet.)
5d) Currency (75) will take 10 turns to research, maybe 11 with a new city planted. If we went Currency then I think we would absolutely want to have our next city settled by the sheep/crab city on the north island.
I really need to think about which tech we want next, but I think the rewards lay out as being Commerce (Calendar, Currency), Production (Iron Working, Monotheism/Monarchy), Happiness (Calendar, Mono/Monarchy), and Wonder (Calendar). Consider hammers seem to be the limiting factor on this map, I think I want to head towards Monotheism/Monarchy.
But, it's hard to ignore that Currency is going to be a net increase of 12c (approximately a 17% jump in commerce), especially since we can time a north island city to go along with getting that tech. I need to think on this.
Good thing that turn is taking forever to get to us