3400BC: Problems at York.
York finishes training another scout, who will be sent north. I debate between another scout, a worker to improve our land, a granary to store food and speed up our growth, and a temple to improve our culture. The buildings might be too soon "what can wait, should wait". The worker will take population from our small village just when it will expand to a size two. We already have three scouts, so that may be enough for now. I follow London's example and choose to build the granary in 30 turns.
York is working unimproved land. What's more, there is only one bonus grassland tile in range, so any further population working tiles will either be working with no shields (halt to production) or with low food (forests, meaning slowing of population growth).
Either way, what can't wait here is improving the land. Running 20 or 30 turns on unimproved tiles is disastrous. Think of workers like settlers: they are an investment in growth. In this situation in particular you want another worker asap. By the time the city regrows to size 2 again, you could have a second tile coming online, or shortly thereafter, and the benefit of the worker doing mining would make up for lost productivity and then some, looking down the road at where you would be after 30 turns, one way vs the other. If you postpone the worker, you'll still need to train him later anyway, right? Can't play the whole game on unimproved tiles, and the better tiles might still make for the granary coming in about the same time. Maybe if there were cattle around, a second tile would SPEED growth and production per turn, then sure, the worker could wait, and what can wait SHOULD wait. But with these tiles? Another population point in the city either brings no extra shields OR slows food, either of which are not good.
If there was a dire military threat, like raging barbarians or some AI's poking around the border, getting a warrior up could not wait. If strong tiles (food bonuses like game, wheat, cattle) were sitting around, you'd want to be working them asap. In the absence of these factors, a worker would speed growth. Three scouts should be enough for any civ, usually. Maybe more would be good on a large map with a pangaea or pangaea-like formation, but this is a standard map.
The granary at London is a different situation. London has strong tiles and a worker working them. London has to produce settlers, as founding more cities can't wait. York... does not have the land in place yet to sustain that. It really needs at least one worker first, and probably could stand to build some warriors so that London can stay on settler production, and maybe also more workers. Imagine what the cattle area could do if you get a worker over there as the settler arrives, and irrigate those cattle so that the third city has improved tiles to be working with almost immediately!
The early priority is on expanding city count AND on improving the best tiles around your starting cities. Judgement calls come into play on this, as there is also exploration to be doing, and enough security to fend off barbarians and/or nearby neighbors. There are all kinds of good choices to be made at York, any of which might work out well, but locking into a granary this early would not be one of them.
There are limits to even the farmer's gambit. At some point, it behooves you to get some military. Higher difficulty will force you to it anyway. You can let slide in your capital and make do with luxuries there to keep growing, but you can't afford to spend 5gpt at less developed, more corrupt city just to keep it from revolting because it's got too much population and too little happiness patrol.
Often the BEST thing to do on Emperor/Deity with a new city that is only pulling in one shield is to build a worker first. With two shields, a scout or warrior then a worker. A lot depends on the land, and there can be different things to be doing at newer cities. Temples to expand borders may be VITAL to pull in the good tiles, but if not, maybe a worker first is better. Or maybe you need military. Or or or or. Lots of options to juggle, and the juggling comes into play in balacing the needs of the city vs the needs of the empire. Still, some choices are clearly good, some clearly not, and some fall into the middle range of debatable.
(Going first on these critiques is a real Bee Hatch, isn't it?

Sorry about that.

).
3150BC: Crossing into AI territory is generally not a good idea. I did it, too, in this case, but on Deity I would not have. Then again, on Deity he'd have so many free units wandering around, it wouldn't be necessary to go in and knock to say Hello, so that wouldn't really apply. The thing to consider is whether or not you'll lose too much time by going around or backing out, vs going through. In some cases, if you don't go through you can't get to the area beyond, because they are on some kind of choke point. Still, unless there is a CLEAR benefit to parking for a turn or more on enemy ground, don't do it.
3000BC: Don't worry about being verbose. The more detail you give, the better I can understand what you did and why, and how to offer constructive insights. This is NOT practice time for your SG reports, rather an exercise in feedback on your strategic and tactical choices and decision-making.
One thing you didn't mention, which is some drastically bad

-- no word of slowing food growth at London for a turn.
The way Civ3 operates when handling cities between turns, it first processes any external events: disease, attacks, and any city shrinkage due to starvation, along with enemies moving onto and disrupting use of tiles. Any tile changes forced by these events are handled next. Then it checks happiness to see if unhappy faces exceed happy ones and if so, civil unrest. Then it processes the food (and whether or not a city grows). IF a city grows on this turn, it then assigns another tile to use. THEN it processes shields, including any completion of projects (if the city is unrest, no shields are processed). THEN it handles culture for the turn, including any border expansion. Note that cultural buildings built on this turn start adding to culture right away.
Because food and growth become before shields, this is how you can get "free" shields with food micromanagement. If you can toggle tiles, say to grow a city in size with ten total food, pulling in four surplus food per turn. You can work food 3-3-4 for 10 total, pulling in higher shields during the 3 and 3 turns, then lower shields on the 4 turn BUT the game may assign a shield tile on growing so you get higher shields then, too, anyway. This is high level city micromanagement, but over time it can add up.
Unfortunately, one side effect of shields being handled AFTER food, is that unlike in Civ2, if your granary comes in on the same turn as your city grows, you do NOT get the benefit of it on that turn. You must delay city growth until AFTER the granary has been completed, to benefit from it.
I didn't look far enough ahead to calculate this in advance, when I started the granary. That would have been possible, but in my own gaming I know what to do if this happens, so I didn't worry about it.
Here's the deal. You can either let the city grow on the same turn as the granary, and get to size 3 one turn faster BUT with no food in the box, or you can slow food for one turn without lowering the shield (by swapping to a forest tile), LOSING two food in the process AND getting to size 3 one turn later, BUT getting there with ten food in the box. Since the granary is finished on that turn either way, no shields are at stake. Also, since the next tile to work is not on a river and has no road, there is no trade at stake. So the choice is clear: one way saves 10 food by losing 2 (net gain of 8). The other way loses all ten from the granary effect.
Now this won't happen until 2950BC, and I see that ChrTh made the same mistake in the official thread. Luckily for our game, this can be fixed at the start of the next round, even in the official game. 8 food is a HUGE deal this early in the game. Growing sooner means either a settler produced sooner, or more tiles coming online sooner for more shields and trade sooner. The benefits of higher population sooner rather than later are many and huge, IF there are good tiles available to be working, and if the city is not so corrupt it doesn't matter anyway. (Some cities are so far away, the only thing they produce is food. In all other cases, though, larger population means better results).
With no military police and no temple in London, after the granary is built, a warrior could be trained in just two turns. Until then, luxuries would have to be increased (likely to 10%) to prevent civil unrest. If the warrior is skipped and the settler done first, lux would have to be run the whole time. Either way, luxuries have to be run for at least a short bit. Anything else wastes production and/or food and would be

-- that's for next round, though.
As for trading ceremonial burial, that's fine. It's such a cheap tech that waiting to try and trade it later COULD mean not being able to trade it at all. And since you can trade it to both civs, for deflated tech they both have, that's a good deal. Warrior Code is worth MORE than Ceremonial in absolute costs, but you got WC and cash for CB? That's a very good trade! It also may not be able to wait, so making it wait would actually be risky and could have ended up with nothing for it. On that basis, not knowing whether or not it CAN wait any more, it's never wrong to take the safer path. Only when you are sure something can wait, should you always make it wait.
At the same time you trade to one, you want to trade to all (if they are in contact). It doesn't look like Russia and Germany are in contact yet, but on Emperor or Deity they surely would be by now since they have more units (free ones) to send exploring. Cathy has nothing much to offer, but better to take 10 gold from her than nothing, IF you knew she was in contact with Otto and he would sell or trade to her anyway. Doesn't apply here, but something to keep in mind.
Overall Grade: C-

count: Three. (Exploration, Research, a good Trade)

count: Two. (York Granary too soon, mismanaging London growth vs Granary completion).
- Sirian