A little overview shot. It's probably getting cropped, but ah well.
Okay, that actually doesn't look too bad in the preview.
Research is finally kicking off now that the floodplains around Sixpool are getting cottaged. I'm not quite sure where to go after Mysticism finishes.. Organized Religion for a Judaism grab would be cool, but someone else is bound to get there first and Masonry/Poly aren't giving me any immediate benefits. So that leaves a continuation along the upper part of the tree to Math and Currency (maybe Alphabet too for Spies) to reach Code of Laws.
Sixpool is making progress on a Library. Once it finishes I'll run two Scientists to leverage Philosophical into an early Academy. Bunker Rush is my main hammer and military city, churning out Workers and units which benefit from its Barracks. TwoRaxAllIn wasn't really intended to be much more than a filler city, but if the grasslands surrounding it are cottaged, it won't be a net loss, whereas DT Play will end up as another commerce city. They just need a border pop and some Worker attention. I miss having early access to border expansions. Two cities can really do with one, and I'm kind of set into chopping out a Monument in one, and whipping a Library in the other. Neither of which is particularly fast.
To the north east, my Scout has found what looks to be Elkad's borders (just the outline, contact can't happen until next turn), but ended up next to a Barb Warrior. He's Woody 2 on a forested hill, so it will be a bit of a coin flip, so fingers crossed on that one.