4000BC (0):
Leading off here... So yeah, pretty obvious tundra to the south of our start, so scouting in that direction first is fairly low priority. We want to find the good land! Mind you, we always want to have scouting done in all direction, except in this case, we'll set some priorities.
Anyways, first move is having that scout (now Boris) head to that Grassland hill... whilst founding Moscow on the previously agreed 1N spot. This is not only good for getting those higher food tiles, it also surrounds the city with river, giving it defensive bonuses from all but one side.
We see a hut and lots more territory, yay... Of course, that hut happens to be a forest tile as well, so we'll burn a scout move walking into it, sigh...
Alright, so I've spent much time with Liq debating the pros and cons of going for a Worker First, and otherwise delaying the growth. In our case here, our best yielding tiles are a total of 3, in any combination of food and hammers.
If we wait for the city to grow to size 2, we get to work another 3 yield tile. However, since the new citizen eats 2 food, we only really gain 1 extra food/hammer for production purposes. The worker is down from 23 turns to 18 turns, but all this time we have been working unimproved tiles.
We finish Agriculture in 12 turns, so our worker will be able to farm as soon as he's out. Therefore, we'll have a 4 yield tile that much faster. Also, once we grab AH, we'll be able to turn the cows into a 6 yield tile that much faster.
So, in general, a worker first is usually the best build to get a city on it's feet faster, and able to spit out other sorts of things.
3975BC (1):
There is nothing to do this turn except pop the hut with Boris. And we win... another scout! Great, so we'll be able to get our scouting done twice as fast.
Scout #2 (Ivan) heads for a grass hill just uncovered and spots another hut, as well as grass cows to the NW of Moscow.
3950BC (2):
Ivan pops the hut he just saw and we win a map.
Desert areas, but the floods make it useable.
3925BC (3):
Not much of interest, as I'm sending Boris into the mapped popped area to clean up the fog and try for the hut there.
Ivan is heading east and hits coast in a little bay where the river that feeds Moscow ends.
3900BC (4):
Moscow pops borders (gogo creative!), revealing coast to the south east, more silk to the east, and generally tundra-like conditions all around.
3875BC (5):
Boris makes it to the hut we won from the map that Ivan popped from the hut... ugh, ok he made it to the hut!
Always nice to get a tech. With minimal interest in settling water areas though, all it really does for us is cheapen pottery.
3850BC (6):
Nothing at all happening except we find 2 more cows. Plains cows. Eh... Bleh...
3875BC (7):
Scouts are heading in a counter-clockwise pattern around Moscow, and Boris has spotted another forested hut.
3800BC (8):
Boris pops the hut and we win another map of mostly ice filled areas that make me wince.
3775BC (9):
Ivan reaches a hill overlooking the bay, and it turns out to be a short peninsula wrapping around. This is good, as we won't have to waste any more turns with the scout looking here.
3750BC (10):
Boris is exploring south of Moscow, where we find two deer (one forested and on a hill!) flanking a river mouth. This river originates near the wheat, such that it would be a simple matter to get irrigation to that wheat come Civil Service.
3725BC (11):
The RNG rolls in our favour. That forest that we spared by not setting on? It spread onto the hill 1S of it. More trees as chop fodder!
3700BC (12):
We dial up Animal Husbandry in 14 turns. Worker is another 11 turns.
3675BC (13):
Buddhism is FIADL. Turn 13 makes me think that some religious freak is on the map with us...
Anyways, Ivan spots his first wildlife as he finishes mapped out the mini-bay. He also spots a hut on a jungle hill, so good to go next turn.
3650BC (14):
Boris finishes checking out our eastern coastline for us. It's pretty unspectacular in terms of seafood, only one fish, and that's near some ugly desert tiles.
Ivan pops a map, and ends up between a Lion and a Panther!
He's probably dead, ugh... all for a map of the water basically... Well, he's on the best possible defensive terrain (sans forts), so pray for good RNG rolls!
3625BC (15):
And Ivan lives due to a flawless fight against the lion, before the panther had a chance to chip him down to 0.7 strength!
He's at 2XP now, so giving him woodsman and telling him to rest for 2 turns until healed.
Boris is heading back west now...
2600BC (16):
Nothing happening this turn. No new territory revealed, no one met yet, ugh...
3575BC (17):
Ivan is all healed up, so he takes a quick dive into the jungle to reveal some coast, and then he's heading off next turn.
3550BC (18):
Boris blunders into a wolf, while he's standing on clear ground. My bad, I was in a rush to get him to the west.
3525BC (19):
Boris kills the wolf, but he's down to 0.6 health, going to have to stop and rest.
3500BC (20):
Zzz...
3475BC (21):
Wolves now blocking Ivan's path, sigh...
3450BC (22):
Ivan wins flawless, so don't have to stop, celebrate!
Worker due next turn, yay.
3425BC (23):
Our worker pops out, so we dial the long overdue warrior. 20 turns. We start farming the Flood Plains in the meantime, as AH is still 3 turns out.
We spot a hut beside someone's yellow border.
AI's seem to have problems popping huts on their borders, no idea why. I also can't remember the colour difference between HRE, Egypt, and Zulu, so tune in next turn!
3400BC (24):
Ivan pops the hut and wins 151 gold, nice.
We also meet Mummy Man!
Boris is finally healed, so heading off...
3375BC (25):
And Boris gets attacked AGAIN by wolves, omg...

Down to 0.6 strength again, but we can now buy Woody1, so do that to save time on the healing.
Lions are trying to sneak up on Ivan too, so putting him across a river in a forest...
3350BC (26):
Ivan takes some scratches killing the Lion...
Only horses in sight are on the west side of that little bay that Ivan was checking out...
Hinduism is FIADL.
Bronze Working is 20 turns, dialing.
Going to pass off the save here, as it will allow goblinmarine at least 20 solid turns to get some scouting in before we have to drop dotmaps or stuff like that.
Maps (spoilered due to size)
The South
The North
Roster
1. S.ilver <-- Just Played --
2. goblinmarine >> Up Now <<
3. Diamondeye <-- On Deck --
4. sturick
5. Liquidated
6. PeteyP
Alternate: Arlborn