That's perfectly all right, in fact I'm actually on a trip right now, so I'm in no particular hurry on this for a couple of days, but I'll be back. We were glad to have you with us so far though, thanks. The last turnset seemed to go very well anyway, with Huayna settling his city very oddly the need for war was pretty well averted. Just a strategy post here, no heavy rp:
As to comments from Anar - it does seem like this next set may be particularly hard, but we trust you to it of course. At the least we should be able to trade some techs around, and Currency should bring in huge benefits - some aggressive chopping and settling would really help there. This game is off to a slow start, true, but I definitely would not give up hope, for a number of reasons. Diplomatically, especially with the *only* religion our people know (technically being still free to worship whatever pagan faith they like

) we should not be facing serious problems and can expand at will. Secondly, again I know a lot of people don't have a ton of experience with the mapscript, but since I routinely play large maps on these or similar settings, what we're facing isn't too out of the ordinary - resources are really spread out, a lot of expansion is post astro, and (unless on Deity, wildball there) this really does slow the AI down too. Not that we're in an ideal situation, however it's nothing to panic about - if we can manage our own continent, we should pretty much de facto be able to handle anything else. Although since we've adopted a faith, I don't see why not to start chopping out temples/monasteries where needed, nothing in the rules prevents that. We can also detour to Drama (which should also be trade fodder) if we're really pressed, hopefully we can trade for those silks/ivory/spices very soon.
So - I might have missed it, but first thing to check is if anyone on the continent has Code of Laws - that could be viable next, if we like for trade, although the Drama path is also promising for domestic uses. Otherwise, we would do excellently going for ocean-faring tech in general, we would struggle at Lib but could do very well at that. Out of experience again tech-trading is
way important on large maps - especially with free Navigation we should circumnavigate and have control of the seas, also we can act as intermediates between all sorts of other nations to get a lot of tech. We should definitely take the barb city, sheep/corn west of capital next is fine too, and the plains hill by the sheep is decent even with what Joao has done. I'd just chop missionaries from granitholm unless there's something more pressing. And our income should really get decent over time given that we're financial - just work on the happy and each new citizen adds 3+

in the good spots.
And of course, if there's any need for more discussion, please feel free to not hurry or start with a shorter turnset - there's also no necessity to agree with me either, but these are some thoughts, and we certainly are not going to give up and turn our backs on the cause. Good luck.