OK, turnset completed. We've met our first AI, and completed the Wheel.
The summary:
T21 - as in my previous post -- completed BW and found copper at our capital!
T22 - snooze
IBT - we meet a man with a very large hat
His archer appeared to our northeast, so Joao (oaoaoaoaoa) is probably off to our east or northeast. We will definitely need to claim that stone soonest.
T23 - Worker completes, start work boat. We revolt to Slavery (1 turn anarchy). Worker heads for copper hill to start a mine.
T24 - Cougar Clubber is healthy again (the lion wandered off somewhere). I decided to send him west and south, then loop east through the jungle. CC is our woodsman, so spending ~10 turns sending him across already known territory to the stone seemed wasteful. Our next warrior can get there not much later, while CC (hopefully as a Woodsman II) explores the south and southeast. Also, I fog-gazed water southwest of the gold, and wanted to know our options in the area.
Throw rotten fruits and veggies for this decision if you feel the need.
T25 - Worker begins copper mine
T26 - CC exploring, we have an isthmus west of the gold -- could be a good canal city site and chokepoint.
T27 - Washington grows to size 2. Given the copper, I decide NOT to whip. Second city dweller works grassland forest one turn, and will then switch to the about-to-finish copper mine.
My reasoning: An immediate one-pop whip for the workboat would get us a third improved tile (2 clams plus the copper mine) with only 1 pop to work them. Six turns later, we would be pop 2 again, with 6 hammers + the overflow (8 hammers) into a warrior. So at turn 33 we would have Washington at pop 2 (plus 2 food stored), two improved clam tiles, and a warrior 1 turn from complete.
By working the copper starting turn 28, we get the workboat on turn 31 (7 already invested + 2 on turn 27 + 3 turns at 7 hpt), a warrior on turn 34 (with a swap to working two clams that last turn), and pop 2 plus 20 food stored. Net gain: 18 stored food (most of what we need to grow to size 3).
T28 - Swap second city dweller to copper. CC explores coastline south, and
Better hope that woodman promo pays off...
IBT - Cougar Clubber kills the panther (1.1%) but takes significant damage (56/100 HP). The lion attacks....
Victory!

Sure, he's barely alive, but a quick Woodsman II promo boosts him to 1.1. He'll be healing for the next 5 turns, but will then be double-moving through the jungle.
T29 - Worker can't really do anything this turn. We need to road the copper, and it seems better to road the copper first then the 1S hill. That way our worker will be better positioned for his next tasks. So he does nothing this turn.
T30 - The Wheel is completed, and our worker starts roading the copper. I set research to Pottery as was discussed (7 turns), but we can still switch if desired as long as it is before the next "hit enter".
After the workboat completes next turn, I think we should build a warrior and send him towards the stone. We need to know if there are any other resources there, and hopefully find Portugal quickly as well. Joao is imperialistic, so he gets cheap settlers -- we need to claim that stone (and maybe the other copper?) soon. The archer we saw went south along Washington's eastern border, then vanished into the fog.
Despite the need for speed, I think we need to build a third workboat and another unit (archer or even axe) before we build a settler. At size 4 (with a third workboat), we will have 3 clams + copper for 6 surplus food + 7 hammers per turn => 8 turn settlers. We could build the settler at size 3 (4 surplus food + 7 hammers per turn => just over 9 turn settlers), but size 4 gives us two extra commerce each turn as well.
Hmmm, maybe we should build the settler at size 3, then grow the capital further. We'll have an escort available since we won't need the third work boat right away.
Anyway, we can discuss. NamliaM -- tag, you're it!
View attachment LN1 BC-2800.CivBeyondSwordSave