On the barb camp attack I rolled exactly average on the attack, taking below average damage. Can't complain about the dice this game also shown, Scout is complete. TAD's power is still at 45, suggesting that he does in fact have Warrior + Scout + Slinger [no change from either healing or combat]. Settler moved into position and far as I could tell, it doesn't appear that anyone else has founded a 2nd city yet. Nothing indicated on the score at least.
Next build at the capital is confirmed to be another Settler. I'm currently working horse + Rice in order to grow in 2 so current settler build time is 12 turns. After growth I'll work Horse + Cow + PFH which should drop the build down to 9 turns overall (EOT 30). By T30 I'll have just enough food in the box
Cows were acquired this turn, with my builder in place to immediately improve ....
Resulting in the Craftsmanship eureka. 6 turns remaining on Craftsmanship, but it will be held at one turn remaining until the capital's 2nd settler completes.
I'm interested to see how my production-heavy start compares this game. In every case I have chosen to maximize production over growth. I'm only working the rice farm now because the quicker growth will result in more overall than if I just worked the PFH now.The militaristic CS boost is definitely a huge help. Not sure I'd choose it over a cultural CS if I had the choice ... but it has returned 40 so far and by T32 will have provided the equivalent of a monument ... so maybe it is better. OTOH the early culture would have powered me through Craftsmanship (with the eureka this turn) and foreign trade almost done, Early Empire by T30 to boost the 2nd settler. Also probably 15 turns quicker to Political Philosophy. So I think I'd still favor the cultural CS.