OK, playing on:
Turn 5:
Keep moving settler and escort eastwards. As for the capital, I try a little something. Since Colossus gets 100% speed boost from copper, that means that chopping a tree will give 2x as many hammers as it normally would, as long as the city's current production is set to the Colossus. I see that one of the workers is about to finish chopping this turn. Normally, this gives 45 hammers, as Moscow is currently building forge (prereq for Colossus).
But it seems that I can temporarily switch production to Colossus, even though I'm not finished building forge. I won't be able to actually proceed building the Colossus this way (it'll stay at 0 hammers until forge is finished), except I can instantly get chopped hammers in its queue. It's kind of analogous to your not being able to build anything while in anarchy, but you can still chop-rush stuff (I think). So, instead of 45 hammers I get 90 hammers added instantly to my Colossus queue:
View attachment 110594
Cool. I sometimes find myself doing this when I'm building something that gets speed bonus either due to having a special resource (stone, marble etc), or due to trait (i.e. double speed university/banks for Elizabeth if I remember correctly?). This is not an exploit or anything now is it? Obviously the chopped hammers were specifically designed to increase in accordance with these factors anyway, so I don't think it is.
Now I'll switch back to forge production and the overflow for Colossus will remain for when I get to it.
Turn 5 EOT:
Phrygian finishes lighthouse with chop assistance. Begin on..erm, er..library. Right now the city is small and its production is completely dismal so it'll need to be chopped. But it'll be decent for commerce soon enough and might as well capitalize on it soon.
Archer barbarian up north chooses not to attack our double-hill-promoted archer stationed on forest-hill, and instead moves himself right onto a defenseless tundra land. Incidentally, that's right next to our swordsman.
Socrates is born! In...a far away land.
Hmm, Julius Caesar converts to Christianity.
Turn 6:
Our swordsman (99% win rate) takes out barb archer.
Another worker is due to finish chopping next to capital this turn again, so use the same switch-to-Colossus-switch-back strategy.
Turn 6 EOT:
Yaroslavl finishes worker. Forge queued.
Turn 7:
Nothing much here. Keep moving military units north to help clear fog, settler moving towards position, worker sets out to work a winery.
Turn 7 EOT:
A barb axeman appears from the north
Library finished in Diamond Colony. Worker was queued for next @ 6 turns. I think I'll leave it as is and instead ferry the existing worker back to the main continent to help out with terraforming.
Turn 8:
Hmm, barbarian galley...
View attachment 110582
Move one of our archer on forest/hill, the other archer advances past barb axeman towards the north forest. Swordsman (slightly injured) is not far behind. Barb cannot attack either of our archers this turn as they're 2 tiles away now...he'll need to make a decision as to whether to move north or south.
Proceed to board our worker on colony to galley to transport him back to the homeland.
Turn 8 EOT:
Barb moves north towards our unpromoted archer. Think i'll play tag with him for a bit until he tries to move south.
Turn 9:
Two workers are chopping the final forest tile in our capital. Trying to time it right...
Turn 10:
Another 90 hammers added to Moscow.
View attachment 110587
That's 270 out of 375 hammers just from 3 chops
Switch back to forge, set to finish this turn.
As for the 2nd settler, I've delayed settling him both for the GNP concern and to achieve a semi-consensus prior to it. I'm inclined to settle right on the desert. Leaving the continent to settle on the little island on the north just became more dangerous with the barb galley, not to mention more time-consuming. Getting two crabs is nice, but the thing is that island has jack for production so we won't be able to build anything there w/o slavery until..uh..we get universal suffrage.
View attachment 110595
Watch out for that axe barb. I'm going to save the game while leaving that swordsman active so next player gets the option to move him onto the forest/hill together with that promoted archer. Should the axeman choose to attack this turn, odds are in our favor but if he wins, he'll be on that tile with that megadefense bonus making things more difficult. Moving swordsman to the east will at least prevent that scenario.
View attachment 110592
Turn 5:
Keep moving settler and escort eastwards. As for the capital, I try a little something. Since Colossus gets 100% speed boost from copper, that means that chopping a tree will give 2x as many hammers as it normally would, as long as the city's current production is set to the Colossus. I see that one of the workers is about to finish chopping this turn. Normally, this gives 45 hammers, as Moscow is currently building forge (prereq for Colossus).
But it seems that I can temporarily switch production to Colossus, even though I'm not finished building forge. I won't be able to actually proceed building the Colossus this way (it'll stay at 0 hammers until forge is finished), except I can instantly get chopped hammers in its queue. It's kind of analogous to your not being able to build anything while in anarchy, but you can still chop-rush stuff (I think). So, instead of 45 hammers I get 90 hammers added instantly to my Colossus queue:
View attachment 110594

Now I'll switch back to forge production and the overflow for Colossus will remain for when I get to it.
Turn 5 EOT:
Phrygian finishes lighthouse with chop assistance. Begin on..erm, er..library. Right now the city is small and its production is completely dismal so it'll need to be chopped. But it'll be decent for commerce soon enough and might as well capitalize on it soon.
Archer barbarian up north chooses not to attack our double-hill-promoted archer stationed on forest-hill, and instead moves himself right onto a defenseless tundra land. Incidentally, that's right next to our swordsman.

Socrates is born! In...a far away land.

Hmm, Julius Caesar converts to Christianity.
Turn 6:
Our swordsman (99% win rate) takes out barb archer.
Another worker is due to finish chopping next to capital this turn again, so use the same switch-to-Colossus-switch-back strategy.
Turn 6 EOT:
Yaroslavl finishes worker. Forge queued.
Turn 7:
Nothing much here. Keep moving military units north to help clear fog, settler moving towards position, worker sets out to work a winery.
Turn 7 EOT:
A barb axeman appears from the north

Library finished in Diamond Colony. Worker was queued for next @ 6 turns. I think I'll leave it as is and instead ferry the existing worker back to the main continent to help out with terraforming.
Turn 8:
Hmm, barbarian galley...
View attachment 110582
Move one of our archer on forest/hill, the other archer advances past barb axeman towards the north forest. Swordsman (slightly injured) is not far behind. Barb cannot attack either of our archers this turn as they're 2 tiles away now...he'll need to make a decision as to whether to move north or south.
Proceed to board our worker on colony to galley to transport him back to the homeland.
Turn 8 EOT:
Barb moves north towards our unpromoted archer. Think i'll play tag with him for a bit until he tries to move south.
Turn 9:
Two workers are chopping the final forest tile in our capital. Trying to time it right...
Turn 10:
Another 90 hammers added to Moscow.
View attachment 110587
That's 270 out of 375 hammers just from 3 chops

As for the 2nd settler, I've delayed settling him both for the GNP concern and to achieve a semi-consensus prior to it. I'm inclined to settle right on the desert. Leaving the continent to settle on the little island on the north just became more dangerous with the barb galley, not to mention more time-consuming. Getting two crabs is nice, but the thing is that island has jack for production so we won't be able to build anything there w/o slavery until..uh..we get universal suffrage.
View attachment 110595
Watch out for that axe barb. I'm going to save the game while leaving that swordsman active so next player gets the option to move him onto the forest/hill together with that promoted archer. Should the axeman choose to attack this turn, odds are in our favor but if he wins, he'll be on that tile with that megadefense bonus making things more difficult. Moving swordsman to the east will at least prevent that scenario.
View attachment 110592