Okay, I've been doing some reading about
how Barbs work. It's a very enlightening read. Bookmark it if you don't have time to read it now.
Something interesting from that thread has come to light: we might get a Barb City to spawn in a location that we are spawn-busting against Barb units from appearing.
It appears that Barb Cities are placed based on unfogged squares and do not account for the "5 square diametre" of units fog-busting for them.
Sooooo, in regards to these points:
Turn 73
1. Click on the name of the Warrior in the far north-west. Name him "Warrior 1," but ask if you don't know how to do so. Wake him up. Send him 1 square east onto the Grassland Forest
2. Click on Warrior 2 in the far south-west. Wake him up. Send him 1 square east onto the Grassland Forest
I think that they'll have to be changed to:
1. Click on the name of the Warrior in the far north-west. Name him "Warrior 1," but ask if you don't know how to do so. Wake him up.
Press the Spacebar to end his turn
2. Click on Warrior 2 in the far south-west. Wake him up.
Press the Spacebar to end his turn
The current location of Warriors 1 and 2, along with our cultural borders, prevents any Barb Cities from spawning in the west. Just BARELY do we avoid a Barb City spawning near the Stone, thanks to the fact that there isn't a 3x3 diametre location that is completed unfogged there.
However, Coastal Barb cities don't need a 3x3 diametre location of LAND--the Coast squares can just as easily count. All that is needed is a "centre square" to be Land for the City to be founded on, and the surrounding 9 squares to be all unfogged by all non-Barb players. Thus, if we move either Warrior 1 or Warrior 2 1E, then we immediately risk a Barb City spawning on the western coast to the west of either Warrior (or even both of them).
Although we'll take a small risk of a Barb unit spawning just west of the Stone by not moving these Warriors to the east, there are actually only 2 squares where that could happen. This number only increases to 3 to 4 squares once we move Warrior 3 away if the Barb Warrior also goes east.
We'll get Warrior 6 in place soon, in order to "take the heat" off of most of those squares, and all of them once we feel we're close enough to Writing to be able to afford the 1 Gold Per Turn Unit Supply Cost involved.
I don't think that we can risk having a Barb City spawning now (a minimum of 3 Barb Archers appearing, with some of them eventually wandering around, according to the Barb thread), is not going to help our game at all.