Turn 29
SLinger moves towards the barb camp and I get my first trade route...
Have to like Cyprus' added value to trade routes. More gold and culture. This will help Bomb Cyclone expand boundries.
Turn 30
Looks liek Jester has Archery...
There is another one just west of the visible one. Scout move south and going to see what is between Jester and Jerusalem. No need to provoke his archers. I need units in case he tries something funny. Bronze Working is down to 1 turn with the boost, so I switch to Archery. I should get the boost for archer about the time I needed, which will also boost BW.
Turn 31
No much going on hear. My warrior is healed and heads towards the barb camp between Jester and me. His archers might be heading there to get the camp. Will have to keep an eye on them. Bomb Cyclone should be safe as the terrain will be tough for an attack from the north.
Turn 32
Barb spear comes out to meet my slinger. Slinger gets first strike, throws some rocks, and does 23 damage...
Slinger should be able to kill him since I got first strike. Jester's power is more than double mine. I need to get some units out sooner rather than later. Polar Vortex will spit out a couple of warriors after the builder finishes. Maybe chop a jungle at Bomb Cyclone into a Archer once Archery finishes.
Turn 33
Hit the spearman again with the slinger. He should retreat this turn and I will move up and hit a few more times to kill him. Up north...
Jester's archers are moving towards the camp. Hopefully he holds there but I am going to move my warrior back just in case. Scout defogs a few mountains. Looks like there might not be a route west, south of Jester's capital. Hopefully he is on the western edge of the land mass and everybody else is east, otherwise I might me anybody else until I can get open borders with Jester or we go to war. Scout will defog the last tile to see if there is a route and then go west if there is or go east by Antananarivo if it is blocked by another mountain.
Turn 34
Start turn off with...
Polar Vortex grew to 4 pop, giving me 6 total pop. As predicted, barb spear moves back to camp. I move up and strike again. He will die next turn. Up north...
Jester gets the camp with his warrior. He now has a scout, 2 archers, and a warrior. That is a lot of units to take a camp. I have to assume he is heading down to my city or looking to plant a city in this valley and wants to show force to protect his settler.
Turn 35
Bonus turn as the save shows up as I was typing this up. Start turn off with kill the spear, which gives me...
Also gives me the boost for Archery. Builder finishes at Polar Vortex and I start a warrior, due in 5 turns after I rework the worked tiles. Builder farms the rice for the irrigation boost. He will pasture the horses next and either mine iron if it is available or place my unique improvement somewhere for gold and culture.
Up north, my scout finds the path west is blocked by a mountain, so he heads east and finds all of Jester's units...
He didn't move south again and looks to be setting up a front between us. My best guess is he might be planning a city plan where the fortified archer is sitting. He should be getting out his first settler soon, since everybody else has 2 cities. Will have to keep an eye out. Switched research to Bronzing Working and will finish next turn, along with Early Empire. I bought the tile for the encampment at Bomb Cyclone before the price goes up next turn. I will place it next turn and assign Magnus to the city, so I can chopped it out.