[SIZE="3"]Turn 675 BC:[/SIZE]
So, the most interesting thing about this turn is that the Woody 2 axemen is calmly healing near Moogle's borders, waiting for his time to shine. That makes me think I need to name the poor guy. What's a good name for a woody 2 unit, anyway? Rambo...? Surely, we can think of something better.
Anyway, Greed just popped borders. That damn barb axeman made this city development way slower than what was planned. I'd be mining the gold now, if it wasn't for it. Onstead, I'm farming the corn again.
But, oh well, a gold is a gold. Better than some of the other no resource cities.
I had to take care of two annoying barb warriors in this turn too. Both were killed by skirms. One of the skirms is up to 5 xp. 3 more battles until we can unlock the HE. The barb activity is actually a little beneficial, because I'm building troops that I'd probably ignore if wasn't for it.
And here's a bit of tile management that I'm doing in the cities. Since Sloth could grow without working the corn, I borrowed it to Acedia. The worker being built in Acedia will chop one of the forests into another worker and then build a cottage (that will be worked by Acedia until it's at least a hamlet).
1 more turn until Calendar. Then I'll be able to have an idea of how huge this map is.