Okay, here is a summary for turn 25, regoarrarr is going to do the same and we can see where we are at. All numbers are quoted after I end turn.
First off, here's Amsterdam:
Amsterdam
Size: 4
Food Box: 0
Surplus: F/H/C: 5/6/4
Buildings: Granary
Hammers: 22 into a Settler
Whip Anger: +1 for 5 turns
She just whipped the Granary, nicely timed to regrow from size 3 to 4 with some decent overflow into a Settler. My near term plan is to chop the forest my Settler is headed to (road already built). I can whip the Settler in two turns, scoffing at stacked whip anger for now at least. I hope to land a religion in this second city for the culture bonus (my scouting workboat will be back in time to improve the Fish).
Techs
Mining
Bronze Working
The Wheel
Pottery
Mysticism (42/44)
The Meditation/Polytheism choice is a tricky one. The Great Library is out which makes Polytheism less attractive. I am unenthused about my Pascifism plan so Mediation is less attractive. Need to figure that out soon. Sailing is going to come after the religion tech (assuming I get one) and then I need to take stock of my situation and come up with a new "sprint" plan. I suspect Monarchy is in my near future though.
Units
2 Warriors
1 Workboat
Worker
So just to be clear I have a second Workboat (the first was used to improve the Clams). I plan on avoiding Hunting as long as possible so I can build cheap MP Warriors. At Deity each HR enabled population point costs about 2 gpt (taking into account unit upkeep and maintenance costs) so the payback horizon is pretty far out. In this game though, with such a low difficulty and a guaranteed long game every MP is worth it (especially as a FIN leader).
Darrell