Since the server was down for most of the weekend, I gave it another day to see if there was any new ideas. Couldn't see any, so I played my turns.
Before pressing enter, I swap a citizen in Cap to marble, to give us +2gpt.
Turn1: We get the Great Library and we take Archery as discussed. Start a warrior - 4 turns.
Haha, we take Civil Service.
And enter Medieval era at turn 41!
Masonry is down to 4 turns compared to the 8 turns beforehand. Move units around, scarcher and warrior are going to check out the ivory barbcamp. Scout is going E, just to maybe see a little bit more of the sealine, that mountainrange in SE of the continent is impassible before optics.
Turn2: Send scout back west, he better check out England. Otherwise nothing.
Turn3 : Can see Egyptian borders to the very west, better get that settler soonish if we want ivory.
Turn4: IT, a barb from the camp attacked our warrior, who got a beating, only to leave the camp open for the scarcher. A silly barbboat is sitting closeby, more xp for the scarcher. We take the 25g and raze the camp.
Turn5: Finish Masonry -> Archery 2 turns.
Sukhotai warrior -> settler, going to finish that settler quicker with a chop.
SiSatch monument -> warrior, we get a worker from policy next turn, so we will improve the cows very soon there.
As the city is now pop2, I buy CdP for 165g and lock the tile, we have 17gpt! In about 15-16 turns that money will be repaid and then the rest is bonus. I hope this was the right decision, it sounded like ppl wanted this.
Turn6: Got the free worker, he will start chopping the riverforest next turn so we get the settler a little bit earlier.
Now silly Lizzy is sending a settler to our east, she will most likely put that town in the worst spot possible, but ah well.
Turn7: We finish Archery -> Calendar for Stone works and our future lux. Wheel would've been ok, if we had any horses, but we sold them
We meet Tyre up north and they send us 15g.
Worker start chopping by the Cap, the other start improving cows in SiSatch. The barbcamp NE of there is destroyed by someone.
Scarcher is upgraded to Accuracy1.
Lizzy's settler is frozen in place, don't know what's going on.
Turn8: Scarcher killed the barbgalley, Lizzy decided to move on....don't know why she stopped for a turn. Maybe to hear us whinge?
Turn9: Scarcher checking out Ramses, a settler is on his way!
We need to block that somehow. Our settler due next turn.
Turn10: Oh yeah, Egypt decides to go NW with the settler, ours is ready and on the way. Start circus in Cap, just for fun.
It will take the settler some 6-7 turns to get to his spot, 1W of the tile where the warrior heals.
1 turn to Calendar, what's next?