I would like to run some comparisons on the fishing vs AH start as I do not see what the worker will contribute after mining the gold. I also think we are probably on an island and we will need boats to scout not warriors.
Good point. I was playing another practice, starting with a worker, and it was evidently one of those situations where you are always close to having an idle worker. Even when I found a bit of road-building for them to do, it was hardly a profitable use. A couple of workboats would have been useful - one for food and one to explore.
CRC and 5th element have both stopped at turn 13. Read the entrails
Hmm. Big surprise coming up at the limit of our scout's exploration?
Practice Game
I thought I'd try out the aim of building a few early wonders - Henge, Oracle, Mids - and using the Gt Prophet to bulb Theology. This whole sequence worked a treat. I also got the Gt Lib, and a useful tech lead.
I took CoL from the Oracle, but maybe I shouldn't have, as of course that founded Confucianism, and perhaps I could have been keeping to just Christianity.
The other major problem I made for myself was failing to expand adequately, which resulted in a little boxed-in empire. I'm sure I could have avoided that with just a little forethought.
So I got the AP, having spread my religion to 5 other civs just before. I was the only full member, and it didn't seem to offer me a victory vote, as folk have been telling me that has been fixed in a patch. In any case, I needed one or two of the others to side with me, and I still needed to get their attitude up high enough for that.
By the way, I used the fort-as-cut-thru technique, and it was fine.
