Sigh. looks like I'm not getting a turn from Sareln today. I was hoping that I'd be able to mark up the map with signs for Dave, but it's not to be. Oh well. I'm only going to be gone for like six days anyway.
Dave, you have the freedom to play the turns as you see fit for serving the Balseraph nation. So if a unit needs orders or a situation occurs which I haven't provided any contingency info for, then just do whatever you think is best.
That said, I do have a basic plan-
Cities
Hexam: Finish the Mage Guild, then build an adept. After he completes, start another Adept. The plains tile 1E of the city center only needs a turn or two of worker action to finish a cottage; after you complete it, start working it (fire a specialist or someone working an unimproved tile). There's a second plains river square which could use a cottage as well.
Nininsnal: Upon growing to size 2, work the gold + bananas. Then the fish tile, once the city is size 3 and the fish netted. Then the river mined grassland hill. Speaking of which, the worker(s) near the city should mine said hill (currently forested). After they finish, farm the grassland river tile formerly occupied by the lizardman lair.
Guell: Finish the market, then start an elder council. Work a grassland mine located at 9 , 6 of the city once it grows to size 7 (you'll need to build the mine first)
Jubilee: Finish the adept, then start another. After that, a settler. If the town grows, either work the cottage plains tile or run a non-artist specialist of your choice.
Gaudium: Warriors until you can build a trireme. Then start building a trireme. I want one to colonize the islands. Unless you're able to raze the barb city at the standing stones. In that case, settling the stones is the priory, and I won't need a trireme as quickly. A worker is a good build in that case, or a galley for scouting. Your call. If the city grows, either build a cottage for it on one of the non-forested unimproved tiles, or just run a specialist.
Argenteria: Finish the market, then start on a workboat. If the city grows, starting working the new cottage I have signposted.
Coombe: Finish the Mage Guild, then go Adept -> Adept.
Units-
Surround the lizardman ruins and explore them again, until they disappear. Try to minimize wasted worker turns when you use workers to help surround it, but I'm more interested in blowing up that lair and freeing up the units around it than I care about completing a couple improvements a few turns earlier.
After the lair is gone, either fortify the bulk of the surviving warriors in or near Hexam (Ninin-whatever will need one guy back for garrison duty), or march on & destroy the barb city at the Stones if it's garrison is small. The warriors Gaudium should build can help as throw-away troops for the assault. An adept could rust any warriors there, but might not be worth losing a few turns of inspirations.
Speaking of adepts, I prefer that they be used to get as many inspirations going as possible. So Mind I as the first spell. Entropy I for any adepts in Hexam, I don't care as much what second promo other adepts get. If one in Jubilee or wherever can take Spell Extension to keep two or three inspirations going at once via puppets, then that's a good idea.
The workboat at Guadium should build a fishing net for Ninin. The other workboat, in the west, should explore the island it's bordering- if you can't go further for whatever reason, turn around and net the fish (for a future city).
Techs-
Finish War of the Wicked. Then research Sailing. After that, start Writing.
Iskender is apparently focusing on the Leaves, so I might have a shot at Deception after all. But perhaps going OO after bulbing Sorcery and then using the Grimoire for the Hemah tech makes more sense? I'm undecided- hard to say which is the most efficient way of getting the best use out of a heroic archmage. Gibbon might be better for taking out the Sheaim ASAP, but the Overlords path gives me more useful technologies sooner. If you think that going to Deception is the better plan, then feel free to switch the scientist Jubilee is currently running to a priest.
Check the turn log, demographics, and opponent city count #'s if you have the time to see if anything dramatically changes. Don't worry if you're rushed and aren't able to get around to it, though.
Oh yeah, and when Way of the Wicked comes in, you'll have the option to adopt slavery. I wasn't planning on adopting it yet (cities are working decent enough tiles that I find it difficult to justify whipping them), but go for it if you think it's worthwhile.
I think that's everything. I've already told Mist that you'll be taking over, so you should receive the turn via the tracker. If you don't, just request it from Square Leg (his email is in the tech thread). You pass the turn on to Sareln (email also in the tech thread, first page).
Thanks much for helping out while I'm gone!