IT: Granary at second town vetoed. Swap to warrior-worker combo.
Early: Gifted HBR to Germany. They have taken Moscow, are at war, and they might trade for or get the tech soon anyway, so we might as well get the diplo benefit from this. The barb horse in the mountains attacked a Mongol unit and lost. I sent our next settler NORTH.
Middle: A new barb camp appeared northwest of Carthage, and a barb warrior came out to pester our unescorted settler. I dispatched him with our archer, the settler continued north. Mongols have already settled in the area up there, claiming the third iron. Our archer cleared the barb camp successfully. A barb warrior kills one of our two warriors at Town 2. Good thing I had trained a spare. The spare wins the next fight.
Late: Our settler arrives at the lake and settles on the only bg tile in the area. IMO, no choice. This was the only tile not overlapping the Mongol town that was still on the fresh water. We do NOT want to piss off the Mongols with an aggressive settlement. (Anybody here who has never read my Epic 13 report, might want to take a look. I used defensive settlement in GOTM14 and was not attacked by Persia until well into AD years).
My second settler grabbed the coastal dot on the river. I trained a worker out of Town 2 and our third worker out of the capital. We're industrious here, folks, GOT to take advantage of it with a few early workers. The more roads we get built, the faster we can move out our settlers and respond to barb threats.
The capital demands micromanagement every single turn. That mined hill is seeing heavy use. Run four food on the first turn, using the hill, then switch from hill to flood plain, 6 food on second turn sees the city grow a size (growing every two turns now!) and that causes the hill to be picked back up automatically, meaning we get the hill every turn. It's a little work, but now is the time when such work pays off the most. I got two settlers and a worker out of our capital on my brief round.
There are dyes in the jungle just north of us, much closer than the wines. BAD NEWS, the Mongols have already settled there!

If any of you have ever played "Go", you'll understand why I sent that settler north. I've got a new dotmap, and we need to prioritize pushing north, not south. We don't want to wait too long and lose the horse-iron blue dot, but we'll have time to send at least two more settlers north before we have to pick up the blue dot to be 100% sure we don't lose it. The good news about our third city, up on the lake, is how much territory it covers for preventing new barb camps, and gives us some room in which we can somewhat safely move workers and new settlers. Remember, on deity, NO settler is safe with one escort. We can be on a mountain with a vet spear and lose to a barb warrior. You escort settlers by clearing the way in front of them, not pairing them with units. Sometimes the unit pair ain't a bad idea, either, but it's not enough and not always best.
LK38 - 1750BC
- Sirian