Until we get a NAP with one or the other of them I'm going to be nervous.
On the barb warrior I'm pretty sure he won't enter borders if there's nothing to attack or pillage until there are 19 cities in the world. The 1/20 shot for our scout to survive would be better though. We need more units in the micro.
Speaking of micro. I'm wondering about sailing to start a galley t51, but that might be better being a chariot or axe.
t44 wkA moves 1s of horse, other moves to ivory and starts camp, WB hooks clams, A switches to Q and works 2 clam, B works clam/mine, C works wheat/copper
t45 Settle D, start terrace, work clam, wkA pasture horse, A works clam/mine
t46 A resumes worker wheat/2 mines, B works 2 clam, C starts Worker mine/ivory/copper
t47 A works wheat/2 mines, B 2 clams/forest, C mine/ivory/copper
t48 wkB farms sugar, wkC 1 turn cottage SE of A, A resumes Q works wheat/2 mine, B starts Q 2 clam/mine, C whips worker ivory/copper, D clam, Quechua from B could move to coast city?
t49 wkA moves to forest (although perhaps we need to road the horse?), B moves 2SW, C farms sugar, D roads SE of C. A works wheat/clam/mine, B 2 clam/mine, C starts settler ivory/copper, D clam
t50 wkA chops, A resumes Quetchua mine/2clam, B clam/2 mine/forest, C starts Q wheat/sugar, D horse, Q from B moves towards southern city
t51 wkD farms sugar, A starts galley? clam/2 mine, B starts settler clam/mine/forest/marble, D clam/horse

On the barb warrior I'm pretty sure he won't enter borders if there's nothing to attack or pillage until there are 19 cities in the world. The 1/20 shot for our scout to survive would be better though. We need more units in the micro.
Speaking of micro. I'm wondering about sailing to start a galley t51, but that might be better being a chariot or axe.
t44 wkA moves 1s of horse, other moves to ivory and starts camp, WB hooks clams, A switches to Q and works 2 clam, B works clam/mine, C works wheat/copper
t45 Settle D, start terrace, work clam, wkA pasture horse, A works clam/mine
t46 A resumes worker wheat/2 mines, B works 2 clam, C starts Worker mine/ivory/copper
t47 A works wheat/2 mines, B 2 clams/forest, C mine/ivory/copper
t48 wkB farms sugar, wkC 1 turn cottage SE of A, A resumes Q works wheat/2 mine, B starts Q 2 clam/mine, C whips worker ivory/copper, D clam, Quechua from B could move to coast city?
t49 wkA moves to forest (although perhaps we need to road the horse?), B moves 2SW, C farms sugar, D roads SE of C. A works wheat/clam/mine, B 2 clam/mine, C starts settler ivory/copper, D clam
t50 wkA chops, A resumes Quetchua mine/2clam, B clam/2 mine/forest, C starts Q wheat/sugar, D horse, Q from B moves towards southern city
t51 wkD farms sugar, A starts galley? clam/2 mine, B starts settler clam/mine/forest/marble, D clam/horse
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld