I'm afraid I start with an apology - used the Veto stick on some of our choices! Not something I'd normally do, but I felt it was needed.
Turn 30 - preturn
I switch the monument to a worker... We don't need a monument and we're working unimproved tiles. I'd like to get a warrior/settler pair out, but we need some more improvements and have no slavery to play with.
I stop writing and switch to mining. We have no hammers with which to build a library and that's the only big benefit writing will offer us now...
Anyhow, on with the show:
Turn 31 - after I end the turn we meet another neighbour coming from the SW.
A charming dwarf immitator.
Turn 32 - our elephants are hunted down and penned.
Turn 33 - our brave scouting scout is eaten by a panther we couldn't see. Oh the humanity! Our worker irrigates one of the floodplains.
Turn 34 - not a lot of excitement.
Turn 35 - UFO's land and... oh wait, that didn't happen!
Turn 36 - mining finishes. Yay. Now Bronze working and we can turn our useless lazy food gobbling citizens into tasty hammers.
Turn 37 - the worker finishes and I put the overflow into a settler. Worker number 2 moves to help the first worker speed up the irrigation. Hot farming action:
Turn 38 - The settler is paused briefly to build an escort warrior... this will finish as the city grows to size 5:
Our mighty irrigation project finishes. One worker has a turn free, so starts another.
Turn 39 - The second worker joins the first for some more farming.
Our warrior treads into deadly peril near a panther:
Turn 40 - The jungle hill saves our warrior from the deadly peril... it is overcome! He has taken a little damage, so I set him down to heal.
Here are our lands:
The next person should get a warrior escort and a settler. Sorry for the queuing of the settler, but it does have those overflow hammers in it.
I marked some possible spots for discussion.
Think it should be in the SE direction as we have roads heading that way already and there are worthwhile resources.
Spot I - closest. Can work a village for our capital, has fresh water and river connection. Works the horse and rice straight away.
Spot II - less overlap, but not really a lot else going for it.
Spot III - makes use of the cows, but no irrigation. Will need a border pop to really get flying.
After I made the picture I realised that the spto 1N of III might make a good city. Loses the cow, but gains fresh water and marble... this might be an interesting one?
I think we should strongly consider pottery after bronze working. It gives us grannaries, cottages and a discount on the rest of writing - all of which are good.
Looks like a nice floodplain/wine coastal city to the NW and a possible Cow+Stone+Chop pyramids city to the SW if we want to go down that route. But it'd be a bit rubbish longterm.
Have fun!