Ok...here's the rest of the set:
Turn 8 - 2880 BC (continued)
As the scout continues into the jungle, he meets the first of the neighbors:
We make nice and press on to the north.
Back home, I sentry both warriors in place. One is busting fog on a wooded hill overlooking the second city site. The other is in Moscow.
Oh, and I do revolt to Slavery. There wasn't a reason before now, but whipping the Settler looks like a good idea. Unfortunately, we will only be able to whip for one pop, so it'll be a few turns yet. (Need to get 55 hammers invested)
Turn 9 - 2840 BC
Out of Anarchy. More exploring in the jungle. Yawn.
Turn 10 - 2800BC
More exploring.
Turn 11 - 2760 BC
More exploring. Found some elephants in the jungle. There are a couple of good potential sites for a city up there, if Hannibal doesn't claim the area first. Could get 'phant/silk/banana or 2x'phant/dye/banana on the same river that runs past our copper site. Check the maps at the end of the post.
Turn 12 - 2720 BC
Um...more exploring. Worker finishes the FP farm this turn. MMing Moscow to use it instead of the forest keeps the same production (+12 hammers toward the settler), but picks up +1 commerce, so I do it.
Turn 13 - 2680 BC
Bah. Two hammers short of whipping the Settler.
Send the worker to chop forest S of Moscow. On reflection, I probably should have done this before building the FP farm - with a chop and a whip, I could have had the settler 2-3 turns earlier than just with the whip. My

. Next player can decide what to put the chopped hammers into.
In other news, our scout located Carthaginian borders just north of the 'phants. Again, see the maps at the end.
IBT
Another neighbor comes to visit:
His scout appeared on the NW edge of Moscow's borders, so best guess ATM is that he's somewhere west of Hannibal.
Turn 14 - 2640 BC
Masory is in. Start Polytheism, due in 11 turns, looking towards Monotheism and our first religion. For the record, here are our other choices:
Finally, we can whip the Settler in Moscow for 1 pop. Only saves 3 turns, but we can regrow in 4 if we work both farms, and we keep all the commerce. So...do it.
Ah...I also see that Hannibal has dropped a settlement in 'phantland IBT.
Turn 15 - 2600 BC
Settler completes with 10 overflow. Start the Great Wall, due in...238 turns.
Of course, that will change once we grow back to size 3 (4 turns). Next player can veto - no hammers are invested yet. For instance, we might want a second scout to head W/NW, or another worker to hook up copper, etc. while the first chops in the Wall. And remember that there's a chop coming in a turn or two.
And finally...the scout finds coast up north. Looks like Hannibal has a beach house.
Overview maps and save in next post.