And thus begins our story... finally.
Our fearless leader Suryavarman II of India... We are the only one without either of the overtly economic traits, although many traits can be leveraged economically. We'll be trying to go for expansion and growth and trying to utilize our Fast Workers as much as possible with micro-managing.
Here's our start again. I was looking at this in-game and the first thing I checked was whether the water tiles that we start next to are Lake or Coast and they are indeed Lake, so a city settled in place would have fresh water. But as a non-FIN civilization having that many lake tiles in my capitol's BFC is less than ideal, but then again there is much that is less than ideal about my starting location. This is not a criticism of the map-maker. I trust that the other starts similarly have draw-backs. With all of the plains, lake tiles, and jungles, this is quite a weak starting position and nothing to take advantage of an EXP first worker (i.e. no 4 hammer set-up). Also only 1 forest so a 2-Worker chop plan doesn't really work very well either.
Ok. So the first Warrior move was 1N, to unfog the last two tiles in what would be the BFC if the Settler settled in place. The Warrior plans to move 1NW after that to the Ghf (Grass hill forest). He marched up to the top of the hill to see what he could see:
And that pending -1 diplo hit for the map-maker looks like it will not be assessed, due to the irrigated Corn that was uncovered. Also the peak placement seems to strongly urge the player to settle in place, and we can see from people's scores that everyone else settled in place.
So I settle in place:
Anywhere I moved would have added multiple peaks to my BFC, so in place it was.
Here's the city screen:
I decided to abandon the 2-Worker BW-chop opening after seeing that we only have 1 forest in our BFC. I set our research for Agriculture planning to go for AH next. Our Worker can mine the Ph (Plains hill) before farming the G-Corn (Grass Corn) on the next turn. After improving the Corn he can improve the Gh-Pigs (Grass hill Pigs). I work the unimp'd Gh-Pigs as it's the only tile that gives me 3 hammers/food.
Now for some Opponent Analysis...
Score Analysis:
Everyone has 11 before settling for their starting techs (FLOOR(5.99 + 5.99)).
Everyone has 34 after settling. The 23 added points come from the Palace and the population. The land they have will not give them points for 20 turns (I'm pretty sure this doesn't scale with game speed). 16 is from the Palace wonder and therefore 7 is from the population.
Hovering over our score shows us this. We are interested in the x/y numbers for Pop and Land scores.
So y for Pop is 701 and y for Land is 804. This means that every population point is worth 5000/701 or about 7.13 points. Every land tile inside cultural borders for 20 turns is 2000/804 or about 2.49 points. These are rounded down so the first population is worth 7 points.
The Demographics Screen:
GNP: The high value is 19 and the low value is 16. My value is 18. I get 8 commerce (and therefore beakers) from the Palace, 1 commerce from the city center, and 1 free beaker which everyone gets, so 10 beakers per turn. I get 4 EP and 2 culture from the Palace and I get 2 more culture due to being CRE. We have one other CRE leader in the game and that is Shoot the Moon's Willem van Oranje. This has to be the high value and this means that they are working a tile that has a commerce. Whoever has the low value is working a non-commerce tile and researching a starting tech.
The average value (with 4 opponents) is calculated with the function:
FLOOR((value1 + value2 + value3 + value4)/4)
The FLOOR operator makes us unsure of the sum of our opponent values. We don't have this same problem with the Soldier, Land, and Pop values. The Average is 17, and 17 * 4 = 68. But the sum could be anywhere from (Avg * # of players) to (Avg * # of players - (# of players - 1)). So with 4 opponents our sum could be 68, 69, 70, or 71. We know the high and low values. In this case 19 and 16 (total of 35). The 2 unknown values must add to a number between 33 (68 - 34) and 36 (71 - 35). The possible values are: (16,17), (16,18), (17,17). A value of 17 means that the person is researching a starting tech (no extra beakers from prerequisite bonus) and working a tile with 1 commerce. A value of 18 means that the person is researching a tech with a prerequisite like Bronze Working.
MFG: All opponents have 1 MFG. This is from the city center and therefore none are working a tile with a hammer.
CY: All opponents have 5 CY. 2 are from the city center and therefore they all are working a 3 food tile. I do not have one of those in my first ring, so the starts are not completely mirrored. I would guess that they are working a Grassland Corn/Wheat/Cow/Pig possibly on a river in some cases.
Anyone going Worker first will take 10 turns to build their Worker (just like me) unless one of the EXP leaders got a more EXP-friendly start (I hope not). Anyone building a Warrior first will take 10 turns to get out their Warrior at the current set-up and they will grow on T3. If no one grows on T3 we know everyone's going worker first.
Soldier: Everyone should have a certain number based on their starting techs and whether they start with a Warrior or Scout. All should have started with a Warrior. meatbalz should have 6k (4k from Wheel, 2k from Warrior). Cjreynol should have 8k (4k from Wheel, 2k from Mining, 2k from Warrior). Shoot the Moon should have 6k (4k from Wheel, 2k from Warrior). WarriorKnight should have 2k (2k from Warrior). And everything computes, so all normal starting values are in place.
Land Area: I have the least land. Someone is completely landlocked with 9k and the low value is 7k, meaning 7 land tiles. The other two values add to 16k, so they are either (7k,9k) or (8k,8k). I would have much preferred to not have a big lake next to me, especially when others don't have that, but oh well. Don't know if the 7k person/people are lake people like me or coastal.
Pop: Nothing interesting here. Everyone has 1 pop point.
Approval Rating: All the same since we have no CHA opponents.
Life Expectancy: There are two other EXP teams. I have 6 health (2 from EXP, 2 from Fresh Water, and 2 from difficulty level). I have 2 unhealth due to pop and darn jungle. So I have 6/8*100 = 75 Life Expectancy. Assuming that everyone has Fresh Water (and I think that's a fair assumption for balance reasons), So the other two EXP teams have 6/7*100 = 85 as a base LE level. Since the high value is only 80 we can assume that the two EXP opponents either do not have fresh water or they too have jungle. The low value is a non-EXP team 4/6*100 = 66. This means they do not have any unhealth from jungles (they may have a jungle, just not enough to give 1 unhealth) and at least one of them doesn't have any health bonuses from forests. Total value is 276, 277, 278, or 279. Total unknown value is between 130 and 133. A value of 80 could be 8/10*100 but that would mean that they got 1 unhealth from jungles/floodplains and 2 health from forests. I'm hoping that some EXP team didn't get a forested floodplain start.
Exports - Imports: Useless. All values zero.
Here's the Settings. Most notable are no barbs and Monarch difficulty.
End of turn:
And I took this shot of my friends. They're so cute.