Had a lot of lucky MM this turnet. Everything fit like a glove -- it was as if I had carefully calculated everything days in advance. Only luck of course.
Move copper warrior towards barb archer (across river+forest).
IBT: Success -- warrior beats archer. Gold warrior also beats barb warrior the turn after. No pillaging.
T58: Decide to put warrior hammers into spear rather than finishing warrior before hooking up copper. Spears are good enough against barbs and it saves some turns to protect that southern city. Finish road and warrior turns into spear IBT.
Sent a 2nd worker towards AW and chop a forest into granary and the chop hammers are exactly enough to finish it.
The two workers then proceed to finish the 1st cottage as the city grows to size 2.
Found Germany (hard to see borders, but to the west of the scout) and some more ivory. I prefer the one within Sal's borders.
T63: Another barb archer towards copper city.
Messes up my MM a bit. I was going to grow to size 4 and 2-pop whip, but I was forced to 1-pop whip the axe in case archer went to pillage copper. Turns out it was the right call -- archer went for copper before city.
T67: 1 turn left for writing leaving us with 0 gold in treasury and no overflow beakers. I guess it's just that kind of day.
T68: Present.
Road towards Korea will finish next turn with help from the other worker. Open borders have been signed and we will get trade routes.
3 workers near AW. I suggest 2 of them go south with the settler. Improve cow and then make road towards our trade network.
Settler finished (unmoved in capital). Let's go settle the cow+dye. Where the scout is sitting looks good (1se of cow).
We need to run scientist at all times in 2 cities rather than 1 here (academy and philo bulb). Capital+copper city looks good. In a way it's already been decided as there are no workers nearby despite no hammers invested to library.