pre turn -

change build to a granary.
fire beakerhead.
granary will arrive in 5. grow on 3. happy juice just fine.
tweedling with the science slider produces absolutely ZERO effect. back to a 10% crawl.
1- rename warrior > homer. he walks up a hill, edging back home.
northern warrior > bart goes on northbound, exploring.
IBT- those SoDs are creepy. even they stay clear of the huts.
i wonder what is behind door number 3?
2- homer keep going on the ridge.
worker > BEENIE MAN finished road, hydrates floodplain.
bart does his usual.
ibt- 4 dutch thugs inch towards beenie-man.
3- homer inches back home.
it wont do much good, but on the offchance he will, i still crawl back.
we grew to size 5. lux up to 40%. still making 5gpt.
MM a bit, to minimize shield waste, getting some more food.
make 6 gpt now
ibt- dutch go hut busting.
4- bart and homer do their stuff.
MM for 1 more gp.
ibt- nada
5- granary is IN. start a warrior.
lower science due to tile happiness.
Beenie-man goes along the river bank, so he can start roading the plains (and someday hook up the wines)
bart goes N.
ibt-
6- beenieman roads plains.
ibt-
7- warrior > settler.
MM to max shields as we will grow in the IBT.
warrior stays as MP? no. raise lux back to 40. 4gpt in the black.
rename him Red Neck, and go south, exploring.
Bart reached a barren frozen wasteland.
ibt - nada.
8- we grow to size 6.
MM to try and fit settler on growth.
tweedle stuff. hope it works.
beenie-man irrigates plains.
ibt-
9- MM. i think i missed it by 1 shield. drat.
no AI in the hood.
ibt -
10- find a dutch border, right where redneck went

MM works and we get a settler in 2, on growth.
Beenie-man finishes watering, moves towards wines to road next turn.
moved an extra turn.
sorry.
save and take pix.
no trades are possible yet.