I meant to do this when I discovered writing, but I forgot. Korea asking for it during the IBT reminded me.
Korea will trade Writing for The Wheel, Iron Working, and 10 gold. America will do the same thing but with 20 gold. I trade with America.
Korea now will only trade Masonry and 10 gold for Writing. I take it.
Sorry, I forgot to mention it, as for me it is already "second nature", but: never ever trade Writing around! Especially not on the higher difficulty levels. I thought this is general knowledge.
This definitely kills any remote hope we might have had of achieving the full Republic slingshot, and may even put the "CoL slingshot" at risk, because an AI that knows Writing may now pop Philosophy from a hut any time and it's "good-bye our free tech"...

We may still be lucky, but this mistake could also ruin the game already at this early point. Should we hope for the best, and carry on, or should we restart?
Worker management: never move two workers on a tile that doesn't have a road yet. (Ok, that is a general rule, there may be exceptions, if there is a really good reason.)
This early in the game we cannot afford wasting precious worker moves like that. This is a twofold waste:
- First of all, both workers spend a turn, where they can't work
- And then, a road needs 3 worker-turns, but you are doing it in 2x2 = 4.
Much better is to move both workers to different tiles, let them complete the roads alone, and once they can move on the roads and start their job the same turn, you can combine them for mines or irrigations.
Completely agree.Building scouts is absolutely not worth the trouble with the amount of barbarians active in the world. We need to send curraghs instead to explore.
Regarding next town sites: we have now finished our first ring, but all the next spots are so far away, that the settlers will need forever to get there. And when they get there, the new town will not produce much, because of corruption. I suggest we stop settler production for a short while and produce more workers. We urgently need more improved tiles for our productive towns, and we need roads to the next prospective town sites, so that our settlers can get there faster (e.g. in 3 turns instead of 9).
And also, we might be lucky and the AI settles that land for us...

A note on Karakorum:
In the current save I see KK at size 3, building a settler which will complete a turn after KK grows to size 4, which means KK will drop down to size 2!!!KK produces settler and will produce another settler.
Why are you hurting our capital, our most productive city, that badly??
A settler should be finished at size 6 (optimum is in the interturn, when KK would grow to size 7). The settler will not be ready much later compared to building it in a smaller capital, but in the meantime you can build lot's of other usefull stuff (like archers...) Think about it that way: at size 2, KK produces 4 shields. Meaning the settler will require about 7 turns to be produced. At size 5-6. KK can already make 10 shields = 3 turns for a settler!
Plus all the extra commerce/science output! (Size 2: 6 gold, size 5: 12 gold!)
We should switch the current settler to archer (or even barracks?) and start the next settler only after KK has reached size 5. (Modulo that we should pause settler production altogether for a short while now.)
Not having horses is indeed a bummer. We need to prepare for an archer rush, that's going to be tough...
