From all appearances, I would agree.
Still, I wonder about that Commerce discrepancy that Mitchum found... feel free to admit that you forgot to switch to Binary Science for a bit--it's easy enough to forget when you're having fun. As long as you remembered not too much later, the impact will be relatively small. EDIT: It looks like you already did in a cross-posted message, so no worries.
Also, I still wonder about Warrior 3 and why he didn't go 1SE onto the Grassland Hills square when he first spotted the Barb Warrior. That would have left the "relatively weak" Barb Warrior alive to help us fog-bust (compared to having a Barb Archer spawn in its place), while exploring along the Coast (our stated exploration path), also while leaving us the ability to "retreat" the next turn to a Forest to the west if the Barb Warrior followed us south, or allowing us to continue exploring along the Coast using the second Grassland Hills square if the Barb Warrior went anywhere else, keeping us relatively safe and giving us enough visibility to predict where the Barb Warrior would or wouldn't go next.
But, perhaps you decided to use the "strongest" defensive position (Hills + Forest + River bonus) and the silly Barb Warrior didn't take the bait (if he had attacked you there, I would have expected you to have healed inside of our borders if we were almost dead, or heal in place if we were only somewhat wounded, not to move further west while wounded, thus I have to surmise that the Barb Warrior did not fight you there and ended up attacking later on, as I trust you not to have played a really risky move of exploring with a wounded unit).
Note that I am not trying to pick on you. Instead, I am trying to offer possible suggestions to improve your gameplay, as well as possible reasons to justify the choicse that you made while offering you other options to pick from if you are faced with a similar situation in the future. If we aren't willing to examine our decisions with a critical eye, then we will never learn how to improve upon them.
So, overall, there's probably reasonable justification for your moves there (and lack of Coastal exploration as a result), thus, not a bad turnset indeed!
AIs will not walk through your borders to settle even with open borders. They will send a galley around later on, but they won't walk through them.
While I would not make so bold and absolute a statement as to say "won't," the AIs will tend to not want to settle in behind your closest city to them. My BOTM 26 game Replay that I previously linked demonstrates this hesitation on Zara's part.
City locations near the Cow (all of them also get the Oasis)
I heard two such locations mentioned:
a) 2N of the Plains Cow and 1SW + 1S of the Plains Wheat
b) 1 NW of the Plains Cow
Depending upon what's in the fog to the north of our eastern Warrior, I am going to propose several other possible options:
c) 1NE + 1N of the Plains Cow
d) 2E of the Plains Cow
e) 1SE of the Plains Cow
EDIT: Here's a screenshot to help you in visualizing these possible settling locations:
Analysis of these Cow + Oasis City Locations
Option a) is on a Plains Hills square, gets Fresh Water from the Oasis, and grabs the Plains Wheat square for 4F + 1H.
Option b) grabs 1 additional Grassland square, which could be Cottaged. However, I will warn you that two 3Food squares (the Cow + the Oasis) makes for a very slow-growing city, so likely, we'd have to irrigate one of the Grasslands, negating the ability to build an extra Cottage. This location WOULD allow us to work a Grassland Hills square, but is too weak Food-wise to really work a Plains Hills square as well, and would actually "max out" (stop growing) if working: Cow, Oasis, Grassland Irrigation, Grassland Hills, 2 x Plains Hills squares (Food = 3 + 3 + 3 + 1 + 0 + 0 = 10 + 2 for city centre = 12 = the 6 population points required to work all of thsoe squares). Option b) does not get a Fresh Water bonus.
Option c) is interesting, in that it gives us 2 Plains Hills squares to work, while Option a) only gives us one Plains Hills square to work (while also netting us the extra Hammer per turn by settling on one of the Plains Hills squares). Other than that, it's very similar to option a), except that there are 2 less Grassland squares that can be Cottaged, in exchange for some unknown (Desert? Flood Plains?) squares to the east. It also gets rid of one of the relatively useless (although better than a Desert) Coast squares that cannot benefit from a Lighthouse's extra Food. So, this option gets the same Fresh Water bonus and the same Wheat that come with option a).
Option d) leaves space for another city to grab the Wheat, as well as 1-2 Plains Hills square (depending upon where that other city gets settled), and the fact that this other city would be a Coastal City. In return for the Wheat, option d) picks up a bunch of hidden squares, two of which are Grassland River squares that may or may not have a Resource on them. We would still get the Fresh Water bonus and the Oasis, while the worst part could be that we might not get ANY Hills squares at all.
Option e) is actually a pretty decent spot. It grabs us 3 Grassland River squares, it lets us use 2 of those otherwise-useless Grassland Hills squares (some other city locations can use one of those, but not both, and Grassland Hills squares are CONSIDERABLY more valuable than Plains Hills squares for a Food-weak city), and there are even 2 other non-River Grassland squares that can be Cottaged, without having to "Steal" a potential Grassland Cottage square from our eventual Fish + Incense City, like Options a) and b) do. We will even get a Fresh Water bonus from the Lake. It almost looks like an intentionally-engineered location that is meant to allow us to settle a city there without Zara beating us to it. It is also a great "pillow City" (as much as I do not think we need to use this reason for building a City), as it only has 2 entrance points to defend and both of those squares are on flatland, meaning that Zara would have great difficulty in sieging that city without us being able to counter-attack his stack from safely behind our city walls*.
* EDIT: Note that when I say city walls, I don't mean the building "City Walls," but I do mean sending out a counter-offensive Catapult or two, plus Axemen or whatever units we have available, to attack an invading stack down to 1 remaining unit (all of our attackers would stay safely in the city, being defended by a non-attacking, Fortified unit). If we had a Chariot or Horse Archer, we could even attack that last unit and safely retreat in the same turn, as the terrain is flatland.
I should note that we are VERY UNLIKELY to actually have a citizen work any of those Incense squares. Desert Incense squares very weak on Food, so they are best worked by a city with excess Food that has "nothing better to do" with its excess Food. Thus, I would actually work 1-2 Incense squares in a city that grabs the Fish, but I think that we will work ZERO Incense squares in a Cow + Oasis City, except possibly option a), but even then, only late in the game once we've grown the city and are already working its Grassland Cottages and Plains Cottages. So, do not worry if our Cow + Oasis City grabs Incense, as for the majority of the game, this city WILL NOT have a good reason to work those Incense squares. The ONLY time we might justify working one of those squares would be if we could do so immediately, to help balance the city's early Maintenance costs--but we can't, as we don't have the required Calendar technology. So, kindly forget about using the Incense as a decision factor as to where to settle the Cow City.
Now, I will point out that most of those locations are going to be hard to defend. We really should consider using Silverado's Warrior as our 3rd western fog-buster, and allowing our original 3rd western fog-buster to go back towards the NE, to help us fog-bust for this new eastern city.
I am extremely hesitant to settle on the River to the east of our capitol without seeing an additional Resource there. Also, if there is a Seafood Resource, we might easily mess up a decent City location with a really bad one (we'd have to irrigate pretty much every Grassland River square if no Land Food Resource is revealed in order to grow the city enough to use its Hills squares). I don't know about you, but Irrigated Grassland River squares are much weaker in the long-run than Cottaged ones, so without a Food Resource there, I am extremely hesitant to try and "make" a City location "out of just about nothing." If it turns out that there is even just 1 Seafood Resource, then we can use some of the Grassland River squares in a Coastal City, while using the others for Option e) or Option d) for settling our 3rd City.
Stone City soon?
After building a blocking City to help block Zara, our next city is likely to go in the west. We seem to be in agreement to settle the Stone location for our City 4. If we REALLY, FOR CERTAIN want The Pyramids, then I would even go so far as to recommend that we settle the Stone City as City 3. Why?
If we go for the Stone, our borders will have time to expand and we'll be able to Quarry the Stone (that's the part that TAKES FOREVER--building a Quarry) ASAP. Roads don't take that long to build, but building Roads and a Quarry later on for City 4 might mean missing out on The Pyramids, as we would make our Worker actions the bottleneck to getting Stone.
Another advantage to settling the Stone City now is that it is quite well defended. Most of the "Blocking City" options are going to be next to impossible to defend. Only Option e), where we are already fog-busting the southern part of the city, and can fog-bust the rest of it with Warrior 5.
If we settle the Stone City, we alrady have a good idea of where to ideally place the city, and can get the rest of that info with Warrior 3. All eastern locations are pretty much guesses as to where the best spot to settle would be. Even Options a) and b), where we can see all of those City's fat crosses, may just "miss" a Resource by a square or two that might have been enough to make us settle somewhere else instead, like Option c). So, in the interest of getting a better-educated location in the east, we could settle the Stone City.
If we don't want to settle Stone City as City 3, then of the options available to us, only Option e) is safe enough of an eastern location for us to leave Warrior 3 fog-busting in the west. That said, we could still send Warrior 3 to the east anyway, using Warrior 6 (the new Warrior from Silverado) to take on the western fog-busting duty.
A note to everyone on expressing their City Location Preferences
Everyone is going to have an opinion, while there are a LOT of reasons floating around for why to settle where and when. So, PLEASE, when you express an opinion, try and list (or quote) the reasons why you feel a certain way. That way, if we have multiple differing opinions, we'll be able to better reach a compromise by trying to meet as many of your "important reasons" as possible, should we end up having to settle somewhere else than where you would ideally like us to settle. We can also have a better discussion this way, as we won't try to persuade each other for reasons that we don't feel are all that important. Cool?