BrianJ
King
EDIT: I played this morning as I was up early! 
Preturn:
The economy is much stronger in the official save than in the games I checked out. 46 gold
and 5gpt, naturally because of the 6.2.2 slider.
My weedy Settler plan last time.. Scout may have been a better choice, but the settler
would have finished when the city expanded to 3.. I was expecting growth to 3 before the
settler completed.
(1)3450:
Worker starts Mine. Scouts heads south. The western one finds the famous cows.
The eastern scout moves directly onto a mountain. Yes I know this apparently is weedy, and
he could have moved to the grasslands first, but he gets the same range visible either way.
I could reload the game to prove the point but I dont bother.
The northern scout moves towards the hut.
(2)3400:
Eastern scout moves onto grass, then east to see the peninsula. Not much there.
Western scout moves 2, south then east, showing a river through the jungle.
The olmec tribe to the north teaches us Masonry.
(3)3350:
Northern scout moves east through the hills.
Western scout moves east to fill blank spots.
Western scout moves towards the dyes.
(4)3300:
Russian Spear approaches our borders, Salamanca completes a warrior. I start another
warrior. I want a garrison in NF as well.
All scouts move south, the eastern one takes 2 moves, 1 west, one south.
(5)3250:
NF riots as it expands. 9 turns from Temple. I hire an entertainer. Well, I know I should
have spotted this coming.. I'll get dinged for it, but I'll let it stand. I could restore
and fix it but what would that prove? I hire an entertainer. more weed?
Russian border is spotted in the jungle by the western scout.
Northern scout, heading south, then west, spots gold in them thar hills..
At this point, the Russian scout is now to our north, but I obviously can't sell Cathy our
map yet.
She has BW and WC, we have CB and Masonry. She wants both our techs for
one of hers.. nah..
(6)3200:
Salamanca expands, and can now complete 2 warriors per turn. 1 warrior complete. I switch
to Settler. Complete in 6 turns, and the city will expand in 2 turns. OK, I'll be expecting
a weed call here and will look forward to the reasoning why or why not this was a good
idea. We have lots of choices to build but to me, we need expansion before our friendly
neighbour gets out of her jungle.
Order is restored in Niagara. Our second warrior heads to Niagara.
Northern scout finishes exploration of the north. southern ones skirt Cathys borders to
either side.
(7)3150:
Ouch, Cathy may have jungle to the north but she has mountains to the west/SW. Little
choice but to expand towards us! All the more reason to build settlers.
Our worker finishes the mine and starts a road in the same spot.
Northern scout has nothing else to do, heads south.
(8)3100:
More exploring. Cathy also has furs hooked up.
(9)3050:
Warrior reaches NF, I remember to fire the Entertainer.
(10)3000:
Scout spots an isthmus to the west near the cows! Moves towards it.. The other scout moves
south of Moscow.
EmTrain_Brian_3000BC
EDIT: After a look at Lees map, I noticed my scout went through in the same position as his near Moscow. I managed to avoid stopping in her bordes though. The worker is ona mountain. I mean to move it to thehill, east of Salamanca to build mine.road to NF.
EDIT2: Made save game link more obvious..

Preturn:
The economy is much stronger in the official save than in the games I checked out. 46 gold
and 5gpt, naturally because of the 6.2.2 slider.
My weedy Settler plan last time.. Scout may have been a better choice, but the settler
would have finished when the city expanded to 3.. I was expecting growth to 3 before the
settler completed.
(1)3450:
Worker starts Mine. Scouts heads south. The western one finds the famous cows.
The eastern scout moves directly onto a mountain. Yes I know this apparently is weedy, and
he could have moved to the grasslands first, but he gets the same range visible either way.
I could reload the game to prove the point but I dont bother.
The northern scout moves towards the hut.
(2)3400:
Eastern scout moves onto grass, then east to see the peninsula. Not much there.
Western scout moves 2, south then east, showing a river through the jungle.
The olmec tribe to the north teaches us Masonry.
(3)3350:
Northern scout moves east through the hills.
Western scout moves east to fill blank spots.
Western scout moves towards the dyes.
(4)3300:
Russian Spear approaches our borders, Salamanca completes a warrior. I start another
warrior. I want a garrison in NF as well.
All scouts move south, the eastern one takes 2 moves, 1 west, one south.
(5)3250:
NF riots as it expands. 9 turns from Temple. I hire an entertainer. Well, I know I should
have spotted this coming.. I'll get dinged for it, but I'll let it stand. I could restore
and fix it but what would that prove? I hire an entertainer. more weed?
Russian border is spotted in the jungle by the western scout.
Northern scout, heading south, then west, spots gold in them thar hills..
At this point, the Russian scout is now to our north, but I obviously can't sell Cathy our
map yet.
She has BW and WC, we have CB and Masonry. She wants both our techs for one of hers.. nah..
(6)3200:
Salamanca expands, and can now complete 2 warriors per turn. 1 warrior complete. I switch
to Settler. Complete in 6 turns, and the city will expand in 2 turns. OK, I'll be expecting
a weed call here and will look forward to the reasoning why or why not this was a good
idea. We have lots of choices to build but to me, we need expansion before our friendly
neighbour gets out of her jungle.
Order is restored in Niagara. Our second warrior heads to Niagara.
Northern scout finishes exploration of the north. southern ones skirt Cathys borders to
either side.
(7)3150:
Ouch, Cathy may have jungle to the north but she has mountains to the west/SW. Little
choice but to expand towards us! All the more reason to build settlers.
Our worker finishes the mine and starts a road in the same spot.
Northern scout has nothing else to do, heads south.
(8)3100:
More exploring. Cathy also has furs hooked up.
(9)3050:
Warrior reaches NF, I remember to fire the Entertainer.
(10)3000:
Scout spots an isthmus to the west near the cows! Moves towards it.. The other scout moves
south of Moscow.
EmTrain_Brian_3000BC
EDIT: After a look at Lees map, I noticed my scout went through in the same position as his near Moscow. I managed to avoid stopping in her bordes though. The worker is ona mountain. I mean to move it to thehill, east of Salamanca to build mine.road to NF.
EDIT2: Made save game link more obvious..


and tries to protect the naked worker from the Russian spear that appeared. He sees a road and forgets it's across a river and that he can only move one.
With only one AI, I have absolutely zero fear of war (even against immortals). With two or more, there are trade options open. I don't think it's as much a risk as you think. With that said, there is certainly NOT one "perfect right" way to win/play at the high levels. Some things simply don't work, but there are lots of things that do. (I also did some experimenting with 1.21f on the "Screw You" factor and found it much reduced with a couple contacts.)
See, I'm just as selfish as ChrTh on that point.
here..
Just checked again, WTH.. there IS an entertainer there? Don't know how it got there.. I dont remember creating it.
to, too -- it's thinking ahead, it's moving to a square that will be used soon -- for a variety of purposes.
- 2 (first warrior to NF for MP, science rate catch)
- 1 (scouting pattern)
You say "Niagra Falls is due to grow next turn and will riot if allowed to do so." Not true -- it will only riot if it grows and you do nothing. You can up the luxury tax (costing commerce). Or if commerce is low, that poor citizen can be made into a taxman, getting the same benefit of extra commerce while having more population when needed for workers/settlers/later growth. In our case, he could become our lone beaker and science rate could go down to zero. Since NF has SO MUCH food, it can continue to grow even with the new population. At pop 5, one citizen can be an entertainer and it's another working citizen to encourage things to grow more. Stopping growth simply to stop growth is always a bad decision. Occasional no-growth to get shields or to finish a granary before growing or to save a ton of commerce can be done, but, in general, growth is king.
- 2 (scouting, city build orders)