IT 3500BC: Wow, nothing to veto. Amazing.
3450BC: London grows to size 2, other bg tile on the river comes online. Ceremonial Burial was researched. Increase science back to 100%, Bronze Working due in 8 turns.
Scout One moves SE, then E, turning back from Russian lands. Might be better to explore onward, but my gut says to finish checking out lands closer to home. Scout Two moves E toward the coast, opens up big sea area, moves S along coast.
3400BC: Scout Two moves S, S, into jungle, still along the shore. Found gems in this area. Scout One moves S, SE, careful not to end his turn in Russian lands. No use ticking off the neighbors by trampling in their tulips, not yet at least.
3350BC: Scout Three trained in York, starts Worker. Scout Three moves W, W to uncover last fog in the area, spots two cattle along the river! Fertile lands and this should be top priority for next settler, and also some workers. Good thing training another worker in York. Scout Two moves S into more jungle. Scout One moves S, S into jungle. Lots of jungle at our equatorial latitude.
3300BC: Scout Three moves N N onto a hill, spots a goody hut he can grab next turn. Other two scouts both move S through thick jungles, one tile each.
3250BC: Scout Three moves N, spots blue borders (Germany), then moves W to pop the hut. Locals teach us Warrior Code. Scout One moves W, S, opening up some grass south of Moscow. Scout Two continues S in the far east along the coast, spots a goody hut!
3200BC: Scout Three moves N N spots most of the borders around what MUST be Berlin, since the Germans could not build a temple that quickly. Scout One moves S S across grassland. Scout Two pops the hut along east coast, we learn Masonry.
Our worker finished the mine at London. This will cause the granary to complete in five turns, but the city will also grow in five turns. Since the game handles food first, shields second, in dealing with cities, if you grow on same turn as a granary is built, the growing comes FIRST, before the granary, and that's not good. We will SAVE eight food if we delay the city growth by one turn, so that the granary is done a turn before the city grows. (Gosh I hope ChrTh has sense to see this, since he's Up. If not, 8 food down the drain and a point added to his

count! LOL!) I zoom London and move our second tile to a forest for ONE turn to slap one turn of delay onto population growth, so the granary will finish first. Worker starts a road.
3150BC: Scout One E E, passing a Russian scout. Not good news for hopes of finding huts in that area. Scout Two S along coast, locked in rugged terrain the whole way. Scout Three NE N to stand next to Berlin. We chat up the Germans, they are minus Ceremonial, Alphabet and Masonry. (Wow, these Regent AI's don't have it together much, do they?) Zoom London and move back off the forest, to return to max growth rate. Granary due in 4, growth in 5.
3100BC: Germans ask us to remove our foul demons from their lands. We oblige, Scout Three W. Scout Two W, moving away from shore (spotted shore inland, in other direction). Scout One E, opens up shore area.
Turn science down to save 3 gold, as Bronze due next turn.
Worker produced in York, which remains at size 1. Move worker SW onto bg tile. York starts a warrior. Will then do a third worker after that, while London builds a settler.
3050BC: Scout One SE SE, discovers that that "ocean" west of London is actually only a sea. Our continent is huge and there will be much land grabbing to do. Our strategy of peaceful expansionism fits well with the hand we've been dealt in this game! One thing to remember, I had culturally linked start checked on, and both the Russians and Germans are of the same cultural type as us English, so they are MUCH less likely to be aggressive toward us (and one another) than toward other civs. Not they won't be, they might, but it should be easier to keep them happy.
Scout Two W, spots a goody hut, opens up an inland lake (1 tile) and finds a fertile river valley. Ooh, land all over the freakin place for us to go grab! And we have a granary coming soon so we can churn out them settler packs. Scout Three N.
Wheel selected and science turned up to max, due in 10. Worker next to York starts mining the bg. Worker next to London moves N onto third bg tile.
3000BC: Worker next to London starts mining the grass. Scout One SW SE, coming back around that sea toward the area south of London. Scout Two SW W onto a wheat, next to the goody hut. Scout Three NE NE onto a mountain north of Berlin, spots dyes. Also note that Berlin shrank to size 1, they just built a settler.
Well that seems to end my turn. Last thing to do at the end of an SG turn is to make the diplomatic rounds. I do so, and see that Cathy has nothing of interest. She has learned alphabet somehow, though. Otto, on the other hand, has learned the Wheel. Since he would only trade that to Cathy for alphabet if they meet, I decide it's good to trade alphabet to Germany. The thing is, when none of the AI's have a tech yet, and you do, you can hold on to it. If one of them gets it, they'll just trade it to the others at first chance, so this is a case where it CAN'T wait any more or we strongly risk missing out on the trade.
I trade alphabet to germany for the Wheel and 7 gold (his gold, not ours). This reveals where the horsies are. You can load up my game if you want to see, but since this is a shadow turn, maybe it's better if you don't. On the other hand, no need to avoid loading my game just to avoid seeing, so don't let that stop you if you want to have a look around at my scouting movements and other things.
Granary due next turn. Since there is NO military in London, would be a good idea to take time out to build a unit or two there, and may have to run luxuries for a short bit to keep the people happy. Once that is done, churn a few settlers in a row, bang bang bang and grab some land! That's what I would do.
Last thing: what to research next? I decide to go for Horseback Riding. Love them horsies, it might even be good to train one or two soonish (meaning, not until we have a road to some horses, and also have a barracks, which, for the moment can wait a little longer... you know the drill. Still, at some point we need a military. As of the end of my shadow turn, we still don't have a single soldier!

).
- Sirian
PS: I'll do the critiques today, and once I've critiqued ChrTh's turn (last) in the official thread, the next round will begin.