I completed a worker this turn, doubling the things I have to move
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. My first unit has had middling luck so far, popping a hut for 50 gold, and having one stolen out from under his nose by Mr Calvin and Hobbes. He has a chance for glory next turn if he gets a hut tech pop.
The start itself has rather annoyingly positioned food. I've got loads in the capital, including two fish I can't split off. However, I may have to found some pretty barren cities in the ring around the capital. The start also demands a lot of the basic techs, I started with hunting/the wheel so needed to research Agri for my wet corn, AH to hook up deer and fishing for workboats. I'd also like mining -> BW but that doesn't look like it's coming anytime soon. Early religion as SPI also looks out with the amount of worker techs I need to research.
Plan is AH->Fishing->Pottery->Mining->BW.
I'm going AH before fishing because, with barbs on I wanted to build a warrior before a workboat in any case. Build order will probably go Warrior->Settler at size 2->Workboat. Founding a second city that allows corn and deer to be shared and will pick up the fur with a border pop. Hopefully horses will be revealed and I'll probably place my third city for them, with my late BW and barbs on, horsies would be a good boon.
Further game wise at least I'm not screwed on the happy cap. Furs, gold, silver (not pictured on an island north of my capital), spices and what looks to be the entire worlds supply of silks for trade bait.
No wonders are in my thoughts presently.