Turnset completed:
T 37 2520 - move worker to cottage 1W, start moving Quechua 2 in scouting pattern from MH's post, start BW
T38 2489 - survy founds his third city.
T39 2440 - Survy adopts slavery. Oh crap... I did not notice that Quechua 2 was wounded >.<
T40 2400 - Q2 survives. Not sure how to promote him. Woodsman 1 and move him 1W across the river to heal? Shock to help against Barb warriors? Combat 2 for general fightiness?
Also, note the barb city. <paused for input>
After discussion, promoted to Combat 2 and set to heal. 5 turns.
t42 2320 - Cottage is finished, Settler is finished, move both south. I looked at working an additional 3H tile to get the Quechua in one turn, but that delayed BW by a turn. But since it's only 1 beaker difference, it won't matter as long as I switch it back next turn, right?
I can see I'll never be a deity player on my own. I'll never pay this close attention to the maths. (And besides, Civ V coming along...

)
t43 2280 - Maintenance! Halp! <paused for input>
Moved slider to 0% and went back to working 2 FP tiles instead of 3H forest and mine.
t44 2240 - moving guys around, back to 100%
t45 2200 - Quechua 2 is healed, discovers the ocean. Then gets wounded again.

On the bright side, Bismarck's archer helpfully kills a barb near our gold. Quechua 1 is promoted to Woodsman 2 for mobility and renamed George of the Jungle.
t46 2160 - Tiwanaku founded and starts on Terrace. Worker starts on gold.
t48 2080 - BW in. Worker in. Slotted in settler for Cuzco, Hunting slotted in for research. All units are awaiting orders, and I did not revolt to slavery yet.
Enemy civs now average 4 cities each, to our 2. I marked the wheat/cow/horse city for future reference. With a barb city at its borders, it should be obtainable.
Stochastic << Up
Mikehendi << On Deck
happyturtle