4000 BC - Scout NE, see nothing, settle in place, start a Worker, and start Fishing.
3925 BC - Scout NE, NE, get the bad news, this is a small island. Glad I started with Fishing, thats for sure!
3800 BC - borders pop, I see more of the land to the south. It looks reasonably settleable.
3775 Fishing done. I switch to a workboat, and switch to the 1F2H tile (no 3H tile available). Sailing is going to be important, but I need BW first to clear forests on hills. Scout is just parked at farthest NE tile, in case an I wanders there, he cannot tell me any more until a Galley is built, and he will ride the first over while I build a settler eventually (soon, too.) Early impression of "general plan" is GLH, Colossus, MAYBE Oracle sling into MC if its not too late. Techs to get to Oracle are long though, but a couple WBoats will help, fast growth plus commerce from the coastal tiles. One thing I like about the start is I have no Ocean tiles in the BFC. I think Ocean tiles are a massive waste, and avoid them at all costs. Since I am looking at 2 water-based Wonders, though, I should choose my city sites carefully, all should be coastal, but with as little Ocean as possible.
3550 Hinduism FIADL
3425 Saladin meets scout. He founded Hinduism, no shock, Buddhism is FIADL.
3400 WBoat done, lost 4 hammers to decy on worker, not bad. BW will be done before Worker, which is fine.
3225 BW done. Copper pops on my isle, cool. I am planning another city on the FAR NE hill, to avoid overlap with Capitol. That has potential as a Moai City, because it will have a bunch of worthless Ocean tiles, but they are usable with Colossus and Moai. I start Sailing, planning Masonry next. I also revolt to Slavery right away, since I can Whip the 2nd boat with nice overflow once my worker chops a forest into it.
3150 Sal's culture comes into view on the land to the NE.
3075 Worker done, I start another 2 boats. Worker will mine a forested hill,, and then chop another hill, and mine it. 2nd boat will fish 2nd clam, 3rd boat will explore some before coming home to 3rd clam.
2950 Berlin goes Pop. I check whip info, 7 turns left on the mine, I decide to work a 2F1H tile, and plan to whip the boat just as the Mine finishes, then have the chop go into the 2nd boat. That will give me enough pop that I will grow back to 2 quickly.
I am not a big "math" player, although I do have a strong math-oriented mind. I go by "feel", not precise calculations. The day I have to stop and figure out details to the letter is the day this stops being a game and becomes more like "Work". Growing back to 2-pop so I can whip again soon "feels" right.
2825 Sailing is done, I go for Masony. I want the GLH up ASAP, as I am pretty sure the AI will try to build it quickly this game. Scout arrives back to cap as well, since my next build is going to be a Galley. I also whip the boat this turn, since mine will finish next turn.
2800 2nd WBoat done, Mine done, Overflow + chop means 3rd boat done in 1 turn, 2 turns to get back to pop 2.
2775 3rd boat done, start a Galley. Move worker to next hill for a mine. I plan to use the same trick again, whip Galley just as mine finishes, unhappiness should be fading right about then. After that, I will build a warrior and Lighthouse as pop grows some, then its Settler, GLH, Worker, Settler, using my Galley to scour the land. 2nd settler will grab Copper site, 1st one goes across the channel.
2675 Exporing boat finds Marble, will dotmap shortly, once rest of Southern Isle is explored.
2550 Berlin goes to pop 3, now works 2 clams + mine
2525 Masonry in, I choose Mysticism. I want Monuments in new citys for growth. After that, its likely I will go Wheel, Pottery, Poly, Priest, and decide about Oracle. Marble means its doable, and I want MC off it for Forges and Colossus. Sent exploring workboat around the eastern side of my isle, for a quick lap before it gets back to work 3rd clam. Galleys can explore and do shuttling.
2400 Warrior done, Galley sticks Scout on Southern Isle, will pick him up on other side. Start LH in Berlin. Do a tenative dotmap
2375 Hut gives gold, adjusting tiles to time my LH with the unhappiness so I can eventually have 5 pop working 2 mines, 3 clams to kick out settlers. Myst done, starting Wheel
2325 WBoat gets to the 3rd clam
2275 Berlin goes to 4 pop, tiles adjusted
2175 LH finishes, start a 2nd warrior which will finish just as whip-unhappy goes away, and Berlin hits pop 5 (current max). I have also explored the next island to the south, and see a potential city site, Fish, Whales, and a few grassland. Lots of bad tiles down there though, so its for later, post Optics maybe.
2150 Wheel learned, Worker starts road to Copper. Start teching Pottery
2050 Warrior done, Berlin pop hits 5, start Settler, Galley loads 2nd warrior up to drop at 2nd city site (Marble Production)
2000 End of Round 1. 9 turns to settler, but I will probably whip for 2 when I have solid overflow. Then I plan to start the GLH, and when pop grows to Max, stick a Worker in the front of the queue. Meanwhile, I plan to settle the Marble Production site, start with a Monument, whip it at 2 pop, and shuttle a worker over to build a road + quarry to Marble. By then, I should be teched through Priesthood, and ready to build the Oracle in 2nd city.
At this point I save. I have been saving the last couple Forests to hurry the GLH when I get around to building it. 3rd city is Copper City, 4th city will be Commerce City on Marble Isle. After that . . . well, we will have to find some more land, wont we. Having Sal as a neighbor is harsh, PRO leaders are difficult to deal with militarily, and being forced to bring more troops means more boats, etc. This game wont be simple, I can tell. GLH + Colossus will go a long way to establishing a tech lead, but only 4 cities for units, and pretty much feeling forced to bring Cats, means its going to be a long time until I can expand further.
I wonder if I should try to pack a 3rd city on Marble Isle. I hate too, but I may have too, as well as settle Whale Isle to get 6 decent cities. We shall see. Once galley does its shuttling, I can send it toward Sal, see whats p over there.