I think there's a lot of other potential plans that could be voted on; though I'm leaning to something new now, I'd only like to have the options represented. Guess this poll will do for now seeing as I'm not sure how many will vote - but all please give your input! Crucial time for the team.
Anyway, I would break down some proposals with more solid details somewhat like follows. I don't mean to be leaving anything out, and maybe on one or two of these I haven't come up with the "ideal" plan because I haven't considered/tested those ideas enough, but just to lay out ideas/help see where different strategies may be coming from
All plans:
Finish worker, research Agriculture (currently doing so)
1) Current Stonehenge Plan
Tech:
Agriculture => Mysticism => BronzeWorking => More stuff (Animal Husbandry, Wheel, Pottery, Sailing, etc...)
Build:
worker => workboat => Stonehenge (turn 36) => settlers/workers/more units after
2) Oracle + Colossus
Tech:
Agriculture => Mysticism => Meditation => Priesthood => Bronze Working => Wheel => Pottery => Oracle Metal Casting
Build:
Worker => workboat => Oracle (start as soon as tech, maybe another warrior before or something)
3) Metal Casting/Colossus sans Oracle
Tech:
Agriculture => Bronze Working => Wheel => Pottery => Metal Casting
or
Agriculture => Wheel => Pottery => Bronze Working =>Metal Casting
Build:
Worker => Workboat => Workboat? => Settler => Granary/units => Forge + Colossus
or some variant (earlier Granary, later settler; point is Forge/Colossus when possible, mid-60s turns for Colossus)
4) Expansion Proposal (one of many possible, this is a path I think could work though)
Tech:
Agriculture => Sailing => Bronze Working => Wheel => Pottery => Writing => More (Backfill AH/Myst/Mathematics/Alpha/etc...)
Build:
Worker => Workboat => Workboat => Settler (capital size 4) => Granary => More units/settlers/workers, second city grows, etc...
also possible
Worker => Workboat => Galley (part or all the way) => Settler (capital size 4) => (finish Galley) => Granary => More units, settler/workers/ second city grows, etc...
For comparison - especially to building Stonehenge, we could have the 2nd city settler at turn 36 I think, same turn Stonehenge itself would come in. I think the Stonehenge plan has us at 5/closing on 6 pop when it finishes; this would have the cap at 4 or 5 at the time of the settler (but then it would grow before another settler)
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So anyway, my current vote would be to switch to sailing and abandon Stonehenge. I like build a second city by the silver + wheat fast, though we could obviously build a city by the two southern wheat instead first if that seemed better; in either case the second city site is good.
I really like teching towards Math => Calendar and Currency, assuming we can live with not getting wonders like SH/Oracle/Colossus. I think a lot or all the other teams will head towards those wonders; we run almost no risk in competition down this techpath; when we get calendar we get 6 spices up and running that are 3

4

tiles, and we'd generally have a fine economy/tech anyway. I invented/applied the term
"El Dorado cities" to a possible set up in this map design and we'd have a great shot at exploring/expanding looking for such. Basically, as many of us guess/speculate, it appears that resources are very clustered/distributed in certain groups. So we don't have access to as many different resources, very crucial in trade and empire building. The possibility is that there are islands/places on the continent out there with a ton of clustered resources - we want to claim these sites (conquer barbs/etc... if needed) as quickly as we can and before other teams.
If we find Marble/Stone that makes picking up some wonders easier too - granted, it wouldn't be the "top" wonders everyone is racing to maybe, but then again we might still be first shots very close on the Great Library for instance with the standard techpath. Certainly we could get a great Scientist + Academy very early just by regular old libraries.
So -
I currently vote for an Expansion-oriented strategy - Sailing next and a workboat, then at least part of a galley sounds good.
But of course great to go with what the team decision ends up being. I also don't mind letting the timer run close to 40 hours on the next turn or two if anyone is concerned and we need time to talk - no hurry even if other teams are doing whatever RegentMan, but now we are just a couple turns away from deciding what to do fellow Q!