Played the first round until finishing worker/AH
Settled in place, oh well.
1 ne would have been good, I would never have figured it out. It's a good tile for other cities as well so we just live with it. Start AH and move the warrior, fear for isolation for some turns but then
Not so bad, he's rather useless, hard to bribe, not very willing to speed both empires along by trading techs but at least he'll probably won't attack me. He will poison the water though, a bit strange for an environmentalist. Also he has scouts and he took some time to reach me, there's a mild indication he isn't that close.
Next leader i meet
Well that's great, if i can more or less keep up with her in tech we'll be great friends.
There's one thing not so great about Liz though, i think she's programmed to beeline towards lib rather soon. MM is an even faster techer than Liz but in my experience a bit less dangerous if it comes to beelining lib. He seems to be more more easily diverted by things like DR, an early demo beeline or banking. I haven't checked this in code and since there are 3 english leaders i don't meet Liz every day but this is what i seem to remember from games i played with her on the map.
Tech AH and finish worker. We have horses which makes the outlook a lot brighter. No move we considered would have lost them btw.
Scouted land
Looks very good, no ai border in sight and room for 3 good cities in lands behind capital already. My next move will be trying to place a city near the dye/cow, exact spot to be discussed. Rexing is my favorite style of game play and for now the map and the organized trait look good for it. No commerce resource though so have to be a bit careful not to go overboard.
Hinduism and Buddhism found but not by someone i know.
And as expected Liz and Sitting Bull get along fine due to relation factor. Liz has 9, Sitting Bull has 8. This relation factor is an important factor in determining ai-ai relations and has no effect whatsoever on ai-human relations.The more these factors differ the more these civs will hate each other. There is an element of randomness involved though, before the game starts a random number, i believe between 0 and 3, is thrown to determine how important this relation factor is going to be for this game. Don't know how this all quantifies but it's often significant.
There is also warmonger respect. If civ 1 has warmonger respect 1 and civ 2 has warmonger respect 2 for instance this'll boosts relations between those 2 civs with 1. These warmongers almost always have very low relation factors too.
Those 2 factors, warmonger respect and different relation factors explain why the Lizs and MMs of this world are so often attacked by the Ragnars and the Montys and why they only turn on each other if there is no Liz or MM in the neighbourhood. Warmonger respect and relation factor are hidden modifiers, they don't show up on the diplo screen when you hover over them with the mouse.