The Borsche border:
Note that we got a trade route this turn after we researched Sailing. I thought we'd need to wait for his Cap's borders to pop but I'll take it. Now we're off to Writing for OBs. Hopefully we can 'persuade' Borsche not to nuke them before that:
He's defogged enough here that he'll have a trade route back to me if he researches Sailing too. Just don't do anything stupid!
The trade connection shows he's hooked a pig so that's where his other city is, which makes sense.
Meanwhile you can also see the Fenn/bandit scout who blew holes in my '3 rings' theory. Now I'm thinking it's just one ring set at an angle and looped around the torus 3 times. Similar setup but we won't be giving each other 3c trade routes so quickly. With that in mind I vetoed my early workboat plans to speed up my galleys instead. It also makes the GLH better value, as you're less dependent on OBs early on.
In the West, I'm off to find a route past this barb city to trade with Scipio:
My workers now defog enough to send the warrior further out.
3 cities:
Growing to 6 to double-whip a settler for the moai spot and then overflow another worker to help finish improving it.
Will hit 40/100 next turn to double-whip the settler for the copper. Then grow back up to 4 to whip another worker immediately. On the topic of farms in this city, it will be giving away any shared tiles long term anyway, so we might as well dedicate any of it's 'own' tiles to production. We're not going to put much infrastructure and it will be relatively expendable in the late game.
1 whip the monument and then probably grow to 6 for a settler whip.
Workers setting up the next two cities. I decided not to chop out a size 1 granary in the copper city. I'll use the worker turns to road the city tile and improve the cows faster instead. It is slower but we'll have 7 Math forests in this city that we can turn into a wonder later. It makes so many hammers it can finish the granary at size 2 anyway. We'll also need a lot of worker turns back in Gondolin for 2 flood plains, the stone and setting up the corn/sheep city.
I'm thinking of putting masonry before Maths btw, particularly so I can start building the Mids earlier and then chop them to completion as Maths comes in. At this stage expansion is becoming more expensive and we have enough cities that techs are becoming good value and I think it makes sense to get more beakers instead of hammers. Either failgold or Mids helps with that.
Demos looking good for pretty much the first time:
(double Writing pre-req but then we're competing with Henge/religion Haram and everyone else is pretty far behind).