Great news, folks, I'm 83% certain that I didn't break any of the variant rules this go around. The bad news is that, in my set yesterday in an all war game, I'm pretty sure I lost three fights with 83% or better odds. Sigh.
Anyhow, this set was considerably more boring than that game. My biggest crisis was in managing anger issues amongst our citizenry. Fortunately, for the moment, we can just build more troops and that keeps us going. This was a primary strategy of mine throughout. That and courthouses. Fits with the tech stealing we might actually someday do.
My other goals were as follows:
1) Beaver patrol. I've got a galley with a worker almost there. Keep in mind, next player, that there've been several barb ax men come a'pillaging down there. We've whooped em every time, but it'll be harder to manage with workers and improvements.
2) Settle an (undescribed, un-pointed-to) island. Well, I have a settler and an ax headed in a galley SE of the capital (sorry, no screenie). The galley is on a go-to to drop the pair off on the tile I'd planned to settle. If there's a better spot, cancel my stupid go-to.
3) Caravels. This, I did, and well.
Did you notice the orange-ness? Next turn, we'll make contact. Hopefully, we're not three epochs behind them. Or, rather, hopefully we're not three epochs behind them, the wrong religion, and staring at an aircraft carrier and six transports full of marines.
I also have another caravel with a missionary right behind.
This, I figured, was the best way to espionage up the world. Missionaries are little more, in my opinion, than sanctified spies.
* * *
There were two world events in my set...
1) People who probably now hate us have leapt into heaven from atop a rock...
and 2) Someone's got a free tech for us to steal (someday)...
* * *
That's it. Sorry, Ozzy, I had played before you posted your plan to get us to happy little wonderland. I did just park the two great engineers. Let's come up with a plan for those guys sooner, rather than later.