So the thing with the Settling... the northern site is way stronger for the current situation, except that it would have... probably at least 3.5 maintenance per turn. It doesn't interlock BFCs with the city I assume to be Hamburg, and it doesn't touch Uruk's third ring, so that is nice. All the good stuff is in the first ring, but I could settle 1S to have the PH city tile and cow in first ring, the price is that it's very close to Edirne (barely matters, given my happy cap - really, that is the biggest issue with my economic perspectives by far) and a few of the northern hills.
Zoomed a bit further out here, but those two dark tiles both look like riverside plains hills.
The tiles that would be in the BFC south are pretty bad, but I think I will take this over the initial idea anyway - and over the city near Joao - he has more space than previously expected in his backyard (those 12 tiles my warrior could walk to the west), the site is mediocre even if better than the hill range north of it, I will expect him not to take it right away and if he does... oh well.
Both east and, short term, probably even north of Istanbul are stronger anyway, minus the denial value.
Several things happen in the next turn - Istanbul is now

, having reached Pop 6. Edirne just finished its Worker. I have a Settler on the way...
... what better time for the anarchy turn than now? Only thing I'm not sure about, do I get

during anarchy:
7

, the mine finishes in one (so, this turn, since he's still showing as green). I'm going to want to slowly road downwards to . Why a Warrior when I could build a Barracks since I'm teching HBR and this is my main production city? Because I lost the eastern fogbuster/explorer and am, as previously mentioned, feeling exposed
but want the Library in the capital.
So, I have either... 6 or 7 worker turns until starting the pasture as soon as

expands. I'm pretty sure the +1

"bonus" in the capital
is the Cow on the unroaded river tile..
... and this confirms it. Looks like he has Sailing and we're on the same river? So I don't
need a road on the horse... although it is just in the direction of my capital, to which I will need a road anyway. My southern worker right now has nothing of immediate value to do anyway other than roads.
Also, is there anything you can do to not have BUG mess up special characters?
I can have the horse roaded at the time he (who is lucky that there is no barb, unlike before when I knew there was a Sumerian Archer around, this one was a bit of a gamble) is going to want to start moving off that tile - that should save a turn. I also hope there is no barb near the site of course, but my exploring warrior is closing in from the other direction... 5 turns though, so he will be a bit late. Anyway, I'm pretty sure the road does save the settler one turn, allowing him to immediately move 1NW of Edirne, I'll take it, it seems like the best course of action.
I actually managed to pay attention and have the worker from the hill finish the first road, allowing the other guy that started it to start the second one rather than just move onto the tile.

Edirne did, however, not gain

during anarchy - border pop is delayed even further than originally planned.
Now, do I want tp whip Istanbul? I'm not a friend of whipping when having

cap issues at low size in fast growth cities like here.

I'll get 54

plus some overflow, but it reduces my effective city size to 4 for 10 turns. Now, would these hammers be worth that drawback, and which tile would I forego for that? Probably the desert Cow, and the plains cottage (which just grew) for a scientist. The smaller FP cottage grows in just 1 turn, so that will be a pretty high-yield tile I will probably not want to have idle.
I need 100

, are those 3 worth not working the plains cottage? Probably yes. Just for the first GS, the rest will be born somewhere else. I don't want to go crazy with maths, but if I don't go all-out war (expecting more of a moderate conquest since Freddy looks really weak), I should benefit more from the Academy than the

turns.
But if I don't whip... I trade 54

+overflow+20

(just from not having the 1

) for 7

21

7

until the library slow-builds, plus whatever I do in those 3 other turns (in that case, probably 9

9

), so overall...
Whip: gains 33

plus some overflow

, 13

, 21


, food may not be completely true due to regrowth, too lazy to calculate that too.
Don't: gains 7

and 10 turns of Plains cottage growth
That's assuming I don't use the Grass cottage and prioritize the Scientists over the Plains cottage until accumulating 100

.
Pretty clear to me after putting it in perspective...
Employed the Scientist as planned... and now what? I have 18

overflow, that's a lot. Granary is very cheap, but I already grow too fast. Barracks would be nice for horsies. I could even get a quick Warrior out, but that seems like a waste since Edirne is already building one now.
I think it's between Rax, Worker (more preemptively than anything, after all my tile working capacity is limited) or actually another Settler. Which doesn't quite suit the expansion plan, but seems like the type of thing to use overflow for.

For the Barracks... Istanbul is the economic heart (well, it
is the economy) and has crappy hammers as I haven't bothered to mine all those hills. Running a Scientist while building a Settler is kind of awkward, then again. It does stall my growth, which gains

by lessening the waste thereof. I would like to delay growing by a few more turns, so... let's do this. After that, it can build unpromote HAs while the bulk while come from Edirne/City 3 anyway.
I'm getting more and more convinced to think HBR was a mistake and I should have gone straight for Hammams.

Somehow I can't get myself to fully commit to this rather than find 1000 other things to do in the capital.
Meanwhile up north, I found a problem though...
Rats. And I just started to move my 1 star warrior in the other direction, too. Stupid blunder. Border pop in 2, so if he beelines Edirne, I might even have trouble getting a Chariot out soon enough. So much for the movement advantage. Hopefully he'll move north, seeing my Warrior or being interested more in that juicy farm-filled, almost 100% commerce-free Sumerian heartland.
The Archer cannot see my Settler if I move 1NE of Edirne as planned though, so that is what I will do in case he does wander off. If he doesn't... the lack of forest means I will have a big problem to defend. Honestly, I should have seen this coming with my planned city defender being so far off to the west when making this decision. Well, I kind of did, but now it seems more threatening than earlier.
I guess this the best move for me he could have done, except for going north, anywhere north. But that was unlikely since that appears to be where he came from. Hoping to evade him and have him wander into Gilgaland. Sadly the German Archer is too far away to help get rid of him. I should have just retreated and settled somewhere south, saves the maintenance
and has less barbs.

But like with the monument, too stubborn now...
... oh.

Well...

Now, do I want to hook up

asap, or rather further the road back to the capital my Settler will have to take? I'm not settling those hills now, Copper or not - not with this barb around. If he moves 1SE, my security depends on Freddy's Archer... I'm not sure about that, I think he moves first, then the barb moves. I... think I will double-build the pasture.
Turn 64... fortunately he continues to chase my Warrior... I'll just keep exploring then.
Stonehenge is built, pretty late.
Strangely, I can see undiscovered Cahokia in the top cities screen, but not Berlin (which is a HC). So I assume this is an unmet Civ's doing, but not 100% sure. The unknown size 3 city is probably the Buddha HC or another CRE Civ?
First time I meet just one AI at once... coming from the north with a Scout and knows Gilga and Freddy but not SB and Joao - interesting, since I expected SB to be in the north.
In order to be #1, that city must be the unknown HC. There is only one unmet Civ anyway (which I believe to a Mysticism starter).
But then... where is Berlin, and why is
Gondar on here? (CRE+Stele+Library or something?)
A bit bright, that green... is that really Ethiopia? Or Montezuma? Either way, the best land this map has shown yet, just north of these inhospitable hills.
HBR in 1 and still thinking it was a mistake to take over Alpha/Maths. Back to growth mode.
Should have seen it coming... I'm going to need some stationary spies. I still have no idea where he actually is, so he can sod off.
I'm still being followed, and no Aztecs here. The seventh civ has to be far East anyway. Probably has a lot of land to settle. Note how Hamburg definitely is Hamburg, and has a border pop
Now, without the second production city, Istanbul busy doing other stuff, is it still worth actually going for HAs? Do I want the otherwise useless Hunting and Archery? Frederick is kind of weak militarily (1.0 power and all I have is Warriors...), and has a very centrally-located Holy City. No Judaism yet, by the way. The East
must have open land to Settle while the other directions just have borders, so I think I'll go for that even if it will take a little longer. Maybe I'll just take Berlin. Only Zara likes him, SB doesn't know him. Just where the hell is SB? Again, his scouting Archer came from the north... but he only knows me, Gilga and Joao. Surely, he can't be squeezed in even further west?

But then why did he come from the north and didn't meet Zara or Freddy? It just doesn't make any sense.
There was a blue circle here, which is always a little scary, but I will go for this. Build... Warrior first is an option to fogbust the unsettled northeastern part, but I also could go for a partial monument or Granary, then 1-2 unprometed HAs, then back to that. I don't have TR with Freddy despite having it with Joao, even though there is a road on the river Edirne is on... a bit strange. But my now only one northern worker (other guy finished the long dry intercity road) has his hands full with those two cow tiles (guess I'll bring the other guy back and do something like this:
... might get me some Hindu spread, or at least some money.

Baracks 1 turn early... Guess I'll shove in a warrior? Could I even... build the warrior, overflow into the baracks and overflow the combined

into a HA? Wouldn't get me a lot though, the total hammers I spend before then are the same... and the rax will only have 1 overflow anyway.
For Ankara, I think I don't need to guard it at all as Joao's capital's third ring should be doing the fogbusting in the east... so I can go up north to the hills with the guy.
Other options, Stable or Chariot (for Scouting, maybe as a medic if he gets a few easy pickings). Granary doesn't give me a lot, neither does Library. The stable is 5

less than the Warrior and one HA (cost should be 50, I looked it up earlier), so essentially worth 1HA. How many HAs do I have to build here for that to be worth it? To my experience, 2xpromoted units to get splendid odds against just Archers this early, let's just take it.
Also a slight change of plan with the roads... my worker who wandered off south can reach the mineless PH now, but not the Cow PH yet. Guess I'll be roading that and the grass hill instead to connect to Mr. Greyskin.
Speaking of whom, he
does have a plains cow in the north as Hamburg's sole redeeming quality. Which he is roading right now, but not pasturing. Everyone but him as 3 cities.
I also notice that I did put a turn (just 1

) into that Ankara warrior I don't actually want... Ugh. Switched it to a monument now. Maybe I'll keep him in queue if I need some monarchy men later on.
Unhappy? That's what you think at least!
Gilga seems late to BW, SB is getting big... but his score is so low, he probably has low pop?
I also did put in some saving, really no reason to already get the tech. Have to finish the stable anyway. Next turn I'm going to want to start on one HA in the capital though. No overflow for the half-built settler available.
Judaism is finally founded, no idea where. Kind of hoping for the remote Buddhist guy to have it so the nearby civs can enter a nice old Hindu lovefest.
I have to make a tech decision, and the interesting ones are Maths and Alphabet. I'm starved on Forests, won't be able to build Hammams until after the Freddy war -> Alphabet. Nobody has it. Fishing would be another option, but I want to settle north of Istanbul first (before Giggles gets any ideas even though all the tiles not yet in my culture are junk), then the stronger but safer spot.
As for production in Ankara, I could get one HA in about 15 turns by mining and working the Grass hill... not sure if that's worth my while. Eh, I'll do it and finish the monument after that. Every man counts in early war. In fact, I may even whip the HA in Istanbul and repeat that cycle once more.
(next turn, it turns out, it's the Aksumites who have Judaism... probably in that already big second city of theirs.)
Not going to whip yet... I will probably grow unhappy again, then whip the Settler, get the middle city and overflow into what's misssing for the HA.
What are you doing? Working that mine? Anyway, Gems and more green land than I expected. No metal unless he has IW and a hidden mine in the south. Now I don't regret the HBR decision as much anymore, this seems worth going for.
Also, Zara also build GW last turn. In a secondary city. Probably has Stone, or been working on that for a while. Note how Joao also is up to 4 - wherever that new city may be, it's fortunately not settled right in Ankara's face.
Edirne also is

, and this time I'm not sure what to do about that, because I have so many good

tiles to work. Whip would be 3 pop right now - next turn will be the time to calculate. Second pasture in 2, which will be a 2

4

.
13

/turn. The pasture actually did finish, I guess the indicator was misleading.
1 pop

should correspond to 30

. If I starve and then stagnate (Farm -> Cow), I'll be producing 17

/turn (and 1

extra). If I whip, it's 13 at effectively size 3 as my weakest tile is the hill... not worth it despite wasting the food. Really, I should have used the forest or something to slow my growth last turn, then I would be in a better position to grow at will.
If I don't whip (hill->cow), I also get 13

, 1

and some irrelevant growth. It's sad that I didn't pay attention last turn, because starving back to size 4 seems like the best option, I just wasted that food. Otherwise I miss out on 4

/turn, and that just doesn't seem worth it.
If I do finish this HA and 2 pop whip the next one for 60

... I'll be size 3 working the 3 pastures, stagnating at 13

. Problem is, I'll have to work the farms again to regrow (without a Granary), so the gained hammers are lost again. Meh. That just sucks. The unwarranted extra pop will have to eat cake...

He actually has comparatively many troops. Of course he can have it. This is actually one reason not to get Alphabet first, I hate the tech begs that will ensue.
Also, Gilga now has 4 cities, seemingly near the copper in the hills range. Good. This means only the East will spawn Barbs. Only a bit sad about the Stone (on the cut-off tile 2S of the German border), which is now in an awkward position between 3 cities.
Down here, I decided for growing in 2 using the cottage, rather than growing in 4 using the mine. Only slighly delays the only HA that city is probably going to build, and that cottage is growing soon.
Two types of barbarians in the East: the unmet Civ (Ragnar or India... given the Buddhism mystery, I think it's probably not Ragnar)... and real ones, of course. I'm not actually interested in meeting the guy before my DOW (thankfully they are mutually infidels), but I do kind of want to investigate that barb city...
Here's that whip. The HA would 1 pop now -> this seems better. Then again, doing it now does delay my GS... significantly. Regrow, then only one guy... let's not do that.