3500BC (20):
Preflight check. Well, not much of a preflight check. We have one unit, and are working the clams with our one citizen. I notice that Washington is undefended, and our warrior is eons away. He still has moves so I move. Hoping the AI is not opportunistic, I hit enter.
3475BC (21):
Well, since Mehmed didn't declare war, I'm taking that as a sign we're not going to get sniped.
Move the warrior again and find that we are apparently on a thin strip of land.
3450BC (22):
Washington is now size 2, and the governor automatically assigns the citizen to work the unimproved cows. This will grow Washington in 7 turns, and take 33 to finish the workboat. Grandad wants to whip a worker out when we get slavery, but I've read somewhere that the primary purpose of whipping is converting food to shields, which workers already do.
I do a search on the forums and find that slavery gets 45 hammers per citizen on Epic (pulled from a post made by Bleys actually

. Yeah I didn't know the slavery hammer output

). Our next citizen will take 36 food to grow, and we have an abundance of it if we work the clams, so it does seem like a good idea to whip. I stay the course with working pure foods.
3425BC (23):
Waiting for stuff to build is boring...
3400BC (24):
Some nice land down south, and then more desert. I think it's the end of the continent. I'll post pics when I find out more.
3375BC (25):
Lions! Hope the warrior survives.
3350BC (26):
Warrior defends against lions flawlessly. Mehmed also gets a free pasture built in his lands (great...).
3325BC (27):
Short borders down south... We run into a desert channel.
3300BC (28):
Zzzz...
3275BC (29):
Washington hits size 3 this turn! We are now working the plains hill, for about 3 turns of hammers.
3250BC (30):
Hinduism is founded in a distant land.
3325BC (31):
Warrior spots bears and starts running.
3200BC (32):
No copper in sight. Drat.
Dial up Sailing, as Lighthouses are keen, especially as we will have 2 nets very soon. Also revolt immediately into Slavery.
3175BC (33):
We are back in control again and I zoom into Washington. 31/45 on the workboat done. Realize we only have 1 whippable pop, and it will stay that way. Realize that Grandad was saying "whip the worker, not the workboats", so shrug and let the workboat finish naturally. Reconfigure for 3 turns instead of 4.
3150BC (34):
Zzz...
3125BC (35):
Zzz...
3100BC (36):
Two lions appear out of the fog in the LoS of Washington this turn.
Boat is done this turn, send it to the clams. Washington growth report says it grows in 7 turns. (I'm ASSUMING we get an extra whippable pop in those turns. Actually, assuming is bad. I save the game, start up a new game, and go into WB to test that thought. Ok, WB does say I get 2 whippable pop, yay. So will let Washington grow some more so I can whip a 2 turn settler later.) Dial up a warrior in 6 turns. There's some overflow, so I'll try to make it grow at the same time the warrior is done.
3075BC (37):
Net the clams and now we're at 5 for growth and 5 for the warrior. Love it when a plan comes together. (As well as slashing Sailing due to 2 extra commerce from the clams)
3050BC (38):
Zzz...
3025BC (39):
Zzz...
3000BC (40):
We have a few options here.
1) Working the forested plains hill grows us in 2 turns, and finishes the warrior in 2 turns, with 2 hammers overflowing into the worker (which is next right?). Food overflow into the citizen growth box is 2.
2) Working the forested grassland hill grows us in 2 turns with 0 hammers overflowing into the worker (which doesn't really matter due to us whipping it anyways after 1 turn of building right?). We also store 4 food towards the next citizen.
3) Working the forested grassland grows us immediately, but delays the warrior to 3 turns, with 4 hammers left to complete after next turn. However, we can switch to the worker immediately, and put 1 turn of production into it and whip it for a worker on turn 43. (worker should have 9 hammers in it from one turn of production, which means 18 hammers of overflow into the next build, since we'll get the full 90 from the double whip)
I think option 3 is the best, as it gets as a worker the fastest, and allows us to put 18 hammers into a settler (plus whatever the 2 remaining citizens produce), before switching production back to the warrior so we have some defense. We can then use the worker to chop the settler out.
Either way, here's a view of the world currently.
ROSTER
1. Krick19
2. S.ilver <-- Just Played --
3. grandad1982 ** UP NOW **
4. Bleys <-- On Deck --