The worker roading the corn should finish and then head east.
Volcano whips next turn, overflow into galley.
Cap uses chop/overflow to finsih settler T111 (I think this settler should go for the dye), overflow into axe (which can go to either the azza/AT or the 2Metra front).
The chopping worker can either help finish the rice farm (the jungle chop will complete the same turn it can move) or improve the banana or move to help with the dye city.
Wealth DOES store chopping, so save that up at Sheep.
I put tech on CS, but we're saving gold for now, and I think we should for a while as we expand a bit more.
There's also the factor that we have just had a massive spike from IW - everyone else having the tech+academy does that too you
Still, this means we should hold off for a bit, buying tech if nessecary.
The east workers can road, and then either mine that hill (I think we want Blimp to be a more production spot) or pre chop the forest.
I've been thinking about the corn spot a bit more, and I think 1S is actually the better spot - shares the pig+locks down that border with culture more. The corn second ring is bad, but we can work financial lakes in that time, so it isn't brutal. If we go for this we should send the missionary straight here - then give Sheep the other one.
The axes are staying around Blimp to save supply costs.
The impi in Karakorum should come back to our borders - we've got too many scouts atm.
Frosted flakes can chop the forest next turn - we need to trade for stone ASAP, I suggest we do so with TT for sugar + 10-20 gold.
While we have stone we should get a bunch of failgold out of it, I suggest Volcano works on it while growing back from the whip, and then stagnates on scientists.
Chop at Pork CHops (
) should go into lighthouse, move that worker onto banana.
Offered Azza peace for CoL.
GLH completes EoT.
they'll be 1 overflow into the missionary, you micro it to have however many hammers you want next turn - I suggest working the two mines and giving the cow to Porcupine.
Porcupoine needs to grow to size 6 or 7 (size 7 is not nessecary, the only extra tile is the hamlet) where it can stagnate on mines/corn, or starve slowly on the cow/mines. I suggest taking cow/corn, which plus coast/hamlet should get it down to 3 turns growth. Then it should pump LAND units (ikhanda doesn't apply to naval, and we only need one more galley on that coast which is being made in Volcano), or settlers if we can't whip them elsewhere.
Only problem right now is the unfortunate iron situation.
Iron is located in two conceiveable places - firstly deep in azza's territory (long term conceiveable, but prevents an azzarian conquest with knights :'( ) and secondly just outside Potos Village (third ring) but unfortunately also in BC's new cities third ring as well.
There is no place where we can plant to add cultural prssure to it, so our only option is to either abandon it or attack commodore.
regarding commodore, I'm beginning to perceive his scheme for this game - he's spread his cities out far with the aim of claiming territory, and generally minimizing GNP in favor of securing a large amount of land and buying techs. He also seems to have a large amount of territory thats backfill.
I suspect this is where his GW comes from, with the intention of REXing big time.
Fortunately he(IND/IMP/Terrace) is about equal to us (FIN/IND/Ikhanda) in terms of cities/CY, though ahead in pop/MFG (while we lead in GNP generally, though hard to compare breakeven)