OK the round is played, I stopped 1 turn short (played 14 turns total) because there's some fiddly worker micro coming next turn as well as some build decisions.
Main things of note:
1) No more AI's yet or borders found although decent progress was made with exploring workboat (southwest was definitely the way to go!)
2) Great wall went pretty damn early, someone has masonry and potentially stone
3) Live save is a bit slower than test save, still managed to get out 3 cities and 4 workers which is good though.
Pics of interest:
Ocean tile 2 to the diagonal means that there is land very near on the other side of the passage. Although it looks like they'll have access to us but maybe not us to them, thanks neilmeister
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Stonehenge goes.
Great wall follows not long after.
Barb city pops up in a decent location. Later border pop gave us visibility to it's defenses. 3 archers.
Final screen of our empire. I remembered to pause hooray
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Demographics. We're no. 1 in land area and crop yield...
OK so my thoughts for what's needed for next TS:
1) Workers: we've got 3 in the vicinity of the cap/stone. Masonry is in in 2 turns, we want that stone improved asap obviously, there are a variety of ways this can be achieved. There is also a chop that can be finished this turn which we can give the hammers to either the cap OR the stone city. After that we'll probably need to chop like crazy because with that early GW, we risk losing mids.
2) Warriors: I've erred on the side of caution, we're running a skeleton military but if we really want we can send some of those out to spawnbust instead (Bust copper, horse spot from barb cities?). 1 warrior is already heading out to explore north, I also explored the southern coast revealing some seafood near marble as well.
3) City builds: we almost definitely need the library in washington. Topeka has a few turns before it starts on mids, it could finish a warrior, or put it all towards a lib.