Played 9 to even out turn numbers.
Quick rundown:
Sent 2 bowmen for barb gold, one is out in the wild wild west, other stays in the jungle close to home. Running towards philo, got enough gold to cover research expenses. 1 curragh was lost at sea to barbs, 1 bowman to barb horses, 1 barb camp was dispersed for 25g. Pyramids within 19.
Pre-Turn:
By going from 17 to 15 spt we grow in 5 so I'll do that, for 3 curraghs
Send our 3/3 bowman out for some games with barbs in the untamed west. He's going to go earn his upkeep cost.
T1.
curragh out
T2.
curragh out
T3.
curragh out
T4.
Bowman in the jungle finds a barb horse that beats his odds.
T5.
Barb galley meets its maker as our curragh races west, 3/3 dinghy.
T6.
Bowman #2 of my set goes out after a turn of deficit population for 20spt.
Got the choice between deficit population, 20spt and growth, 19 spt. I would have done 20 for faster GLib but then we could have lost a turn on philo so I decide against.
Pyramids in 21 it is.
T7.
This turn our curragh is not as lucky and the barbs get the best of it.
T9.
QSC stats: 1 city, 12 pop


3 workers, bows, spears, warriors
4 curraghs
Irrigating the remaining grass will be worth our while when the later times of food deprivation knock at the door. This is why I bothered to road the tile. It often happens in OCC that we want to avoid wasting turns on large overflow builds (like my 32 shields bowman on turn 4) so going on starvation - growth cycles solves some of that problem and growth is faster when we have "backup" grass tiles that are irrigated.
I don't know what's up next for the workers: iron (my pick), mountain or irrigations, but I do know that we'll starve the city down at some point, for shields. Also, on the long run, we have 2 plain tiles that could use a mine: 1 food cost for 2 shields is better than 2 food cost (1 citizen requires 2 food but gathers 0 on the mountain tile, thus the cost) for 3 shields until there is coal or uranium over the peak.
Disperse a barb camp in the jungle just NE, we do need the gold.
If we weren't out of troops I'd suggest sending another bowman out in the wilderness but we just might be able to make do with borrowed gold from Bre and Abu with the tech flow and their own barb hunts. We have one going to the far-west, the other has dispersed the nearby camp and is close to home for a coming back.
The state of exploration:
Philo due in 6, got 94g -15gpt meaning we won't be bankrupt until after we have got our tech(s?).
Roster:
Aabraxan -
Beorn-eL-Feared - just played
scoutsout - up
gmaharriet - on deck
Bede
Whomp