Turn 3 Update
Here are the projected movements for Padan Fain and the as-yet-unnamed Warrior (scrawled crudely in purple), as well as two potential sites for Super City #2 depending on the terrain revealed to the South. They would scoop up all the the river valley tiles and nab the sheep out to the west of Caemlyn.
Speaking of this river...it's seriously weird. It begins in a plains tile and goes straight to the coast. Extremely unnatural.
At least it kinda goes through a valley south of Caemlyn, but it still appears to originate from nowhere in particular...
There appears to be a natural chokepoint of some kind out to the east, and some unpleasant tundra blah terrain to the west. After Caemlyn builds that worker I will train up a scout and send him out to the east. Hopefully no barbarian warrior (or worse, an enemy scout) appears on the tile 3E of Caemlyn because my warrior is a minimum 4 turns from home... that would be a brief game
I've been behind on my demographics analysis lately, so here's a big info dump:
turn 1
turn 2
turn 3
Right off the bat, it appears that my rival best for Mfg (Dreylin) has dropped from 8 to 7 to 4 hammers, accumulating a total of 26h (8 + 7 + 7 + 4) although it is possible that this turn someone else took the rival best by either working two hills or a forested hill which would slightly reduce my estimated hammers for Dreylin. At the same time, rival best Crop Yield rose to 9.
No score changes or adjustments to soldier count, so no units have yet been produced (although one could still be knocked out this turn, since I'm in the middle of the turn order these numbers are going to be a bit murky at times).
So what is Dreylin doing? A worker is 50h on quick (75h * .67 = 50.25h) so he's either halfway to a worker or he's laid in some production towards a warrior and then switched over to build out something else... perhaps he's trying to avoid showing an immediate increase in soldier count? That doesn't really make a lot of sense, since it's unlikely he's met any neighbors and having cast his worldspell he has clearly painted himself as a target by moving so aggressively into the lead.
A possibility is that he's partially built a granary (67h on quick) and is trying to time city growth with the completion of the granary. Does anyone know where I can find the numbers for city growth from size 3 to 4? He would currently be about 10 turns away from finishing the granary... does that make sense as a move? I don't really know why he wouldn't be building a worker, however. So in all likelihood, he's halfway to his first worker.
Looking at land area (and discounting my earlier crack-addled theory of a peninsula city) it looks like rival best is tied with me at 20k (so a fully inland city) and then the rival worst is 17k (picked up 3 coastal tiles in his second culture ring, so founded 1 tile inland) leaving 38k to divide between the middle two. One possibility (which seems quite likely) is that there's a third 20k city founded 2+ tiles inland, and another player picked up two coastal tiles in their second culture ring. Otherwise they're both at 19k which seems an unlikely coincidence.
This means a couple things. For starters, all my opponents are all at least moderately competent. No coastal cities founded yet, which does mean that there is unlikely to be much drive for the fishing line of the tech tree (leaving open the possibility of scooping up Octopus Overlords slightly later on, and maybe a Great Lighthouse (does anyone know if the Kurio settlements get trade routes? because that would be sweet).
And speaking of the tech tree:
My research path is planned as Animal Husbandry -> Crafting -> Mining -> Archery
which accomplishes a few things. It gets me archers to defend my first cities, it powers up my workers for chopping those forests around me, and it opens up mines to get me some hammers since I am currently DFL for Mfg.
And what techs do my rivals have? Let's ask the experts.
The Royal Kuriotate Arcanist and the head of the Caemlyn Alchemists' Guild are hard at work, currently deciphering the secrets of Animals, and their Husbands. There is a disturbing trend of absentee fathers and broken families in the sheep and pig herds outside the capitol, leading to bovine delinquents and roving gangs of porcine malcontents. This research into their Husbandry may prove critical in solving this social crisis before it spirals out of control.
In between daring experiments, they've delivered the following report to the throne on our adversaries' obscure and esoteric knowledge:
Calabim (Dreylin) - Exploration
Svartalfar (Dave) - Agriculture (we understand this technology)
Amurites (jalapeno) - Ancient Chants (ummmm...
this? our researchers are baffled.)
Khazad (Aurorarcher) - Crafting (apparently this means craft beers, not arts and crafts)
So, Dreylin and jalapeno have basically nothing for their workers to do until they discover some techs. Dave is in the same boat I am, able to build farms (which are awesome in the early game, although I don't plan on running Agristocracy, which is the famed combination of Aristocracy for -1f/+2c on farms and Agrarianism for +1f/-1h on farms. Smack that down on an irrigated gl and you've got 3f/2c, if it's riverside 3f/3c, once you get sanitation that becomes 4f/3c... damn)
The Khazad can hook up early wines if they get exploration, so I'll be keeping a loose eye on the approval ratings to see if they jump up. The Kurios people will unfortunately not be building roads for quite some time, since I have those three food resources right there to improve and work. Once they're upgraded, I'll get to size 3 and start in on the first settler, ideally having several warriors/scouts out for defense and fogbusting.
Something which I'm rather keen to do is start leveraging my philosophical trait ASAP (combined with the pacifism civic), which would require teching Mysticism to build Elder Councils to run sage specialists. So after my first settler is built I will likely revolt into Agrarianism and focus on accumulating some GPP.
Anyways, that's all for now.