I had a peek at the save last night and I don't really have anything to add except:
- Scout should go S - SE if the
: moves on. We want to stay on defensive terrain as much as possible to maximise our chance of Griffon survival.
- I hadn't noticed before but we have a duff desert river tile it our BFC.
- In your Sandbox, did we have mining long before the settler completed? If so, we could potentially chop the forest SE of the capital into the settler/overflow worker and speed up the settlers production and movement to the new city. Of course this may mean that there aren't enough worker turns to plantation the silk...
- And in a SP game I did some bulbing into Religious Law... I don't think it is worth the effort as the bulbs are pretty minor in terms of knocking turns off the tech. I forget the map settings (it was quick/immortal though) but I was putting ~700b into each bulb... By the time we are there that is only 3-4t of research and the opportunity cost of getting priests is pretty big. We may be better off gunning for merchants... Even just building an epic and waiting for a commander would be better imo... FotT would help in that case.
- Sareln did bite the dust at the end of turn. That is pretty significant. Like we said in chat earlier, lets hope Sareln wasn't one of Krills neighbours. With warrens he will likely just spam cities over 1/3 of the map. That would be a bad thing. However, if he was near us that is a good thing. Some nice land to expand into and plenty of barbs to farm our Horsemen on.