(0) 4000 BC - Looking around before beginning, it appears there is desert to the east (looking through the shadow, it appears visible). Since there's river, that's flood plain, so potential of higher food. I send the scout that way, SE, then NE up the mountain. SE first to get two move out of the scout, to see as much as possible as fast as possible.
I see what on a floodplain over that way! Hmmm...floodplain (3) + wheat (2) - despotism (1) = 4 food. ONE turn using that wheat will make up for the one turn later city build. We won't lose either of the shielded grasslands and still have variety around the capital. Alright, one NE it is. Worker goes SE to closest shielded grass.
(1) 3950 BC - Salamanca founded on the hill. A scout is ordered. In general, intelligence (including a very sellable world map) is more important than a bit of defense. It will complete in 5 turns.
The worker starts mining the shielded grass. The extra shield is much more important than a bit of commerce. Since moving from Salamanca to this square would cross the river, it wouldn't even help with movement. No-brainer there.
The scout moves north towards the village. Popping goodie huts is always fun -- especially as an expansionist civ.
Research begins on Mysticism at 1 beaker rate. On higher levels, tech leads before the Industrial Age are very rare and only occur with lots of good goodie huts. Mysticism is pretty low on the AI tech route, so we just might get it in 40 turns for trading purposes. Also, you never get the tech you are researching out of a goodie hut. Since I don't really want Mysticism that much, I am widening the range of "good" techs we can get from goodie huts.
Also, right now, min sci (1 beaker) rate is 20%. That will change as cities grow and shrink. It should probably be checked every turn.
(2) 3900 - Following the general good principle of moving a scout two when able, I move ours north then southeast onto the goodie hut. It's a settler!!! And more wheat visible. Awesome! The settler moves east to scout a bit and to get into position to have both wheats in range and not too much overlap with Salamanca.
(3) 3850 - Scout continues exploring, NE then NW. Pretty brutal lands up here. Mountains and hills. Hopefully, it's better elsewhere.
The settler moves SE to his eventual location. Is that a lake or an ocean there? Definitely ocean. OK, this city is on the ocean. Kinda nice, but limits the "rings" of cities around our capital.
(4) 3800 - Found Niagara Falls. I move the worker from the western wheat, which is shared with Salamanca, to the northern wheat. This gives Salamanca the choice of shields/food while not limiting Niagara Falls at all. I start a temple in Niagara Falls, to get us some more shield-makers in range (and to help with happiness). I also know that this decision will be reviewed by the next player, so I limit my time investment in the decision.
Scout goes NE then N. Still pretty ugly.
Salamanca decides to stay on shields, not food, to get the scout as fast as possible.
(5) 3750 - Scout 1 goes W -- is there any food anywhere?
Scout 2 finishes. A third begun.
(6) 3700 - Scout 1 goes SW NW and sees more coast. Sigh. Narrow lands. And pretty ugly up here.
Scout 2 goes SW, W up the hill. Still lots of mountains.
Worker finally finishes his mine.
(Mistake here, I should've used one turn of high food here and possibly next turn)
(7) 3650 - Scout 1 goes NW and N on the only flat lands around here. We should be building on hills up here to maximize the limited food potential. Not too much immediate value up here.
Scout 2 goes SW and sees flat lands! HURRAY!
Worker starts road. It's of not the highest value but doing otherwise would waste a worker turn, which I am always loathe to do.
(8) 3600 - Scout 1 NE to mountain and spots incense. OK, so there is a reason to settle in the north -- at some point at least.
Scout 2 goes NW to a mountaintop. Still gets him near the flatlands for next turn but gives better view than the hill would have. And, lo and behold, there's a goodie hut over there.
I now check Salamanca and don't move the worker to the high food, figuring NF would work that square when it grows this turn.
(9) 3550 - The AI sucks! It picked the hill for NF. Bad choices mount. Anyway, I move the worker to the flood plain, as I want Salamanca on the food now. Not sure what I was

here for a bit. But too late now.
Scout 1 goes E to a mountain and sees a hut.
Scout 2 W NW to hut and gets...a map. How sucky. At least the land looks lush. Probably the area to expand towards.
Oh, and NF grew, so I check happiness. It's already unhappy. Sigh. I raise lux tax to 20% to keep the people happy. Lux tax rate monitoring is necessary for these early turns -- like until at least the ADs.
Scout 3 completes in Salamanca and a warrior is ordered, but again with the thought that it could change at any time. The worker completes his road, too.
(10) 3500 - Scout 1 goes E then N towards the goodie hut.
Scout 2 goes S then S and sees not much.
Scout 3 is headed towards what he hopes is better land to the south -- moves south twice and sees a Russian spear. Oh my. Contact is made. They have Bronze Working to our Ceremonial Burial. Just what they started with. Trading is unlikely/impossible (except for workers), so I just smile at Cathy and we go our merry way. I just hope the spear came from a hut and they're not TOO close to the south.
The worker moves onto the other shielded grass, since he can't reach the flood wheat this turn.
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OK, I gave my thoughts as playing, with the occasional amendment of post-thought. I wish I could've had a flawless first set of turns to present, but such was not the case.
Arathorn
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