In the end, I simply played my turns instead of stopping for discussion. There really isn't anything to discuss anyway.
The build order in Zimbabwe was scout-warrior-settler-granary with the settler finishing just as Z reached size three. Scouts should spend a bit of time exploring deadends before striking off to the real action. To that end, the first scout went southeast and the second went southwest. Then both struck off north. The first found a GH which popped for a warrior
The second reached the end of our lands and saw yellow borders just across the waters to the northwest.
Some comments:
I didn't do the final MM on this turn. Some things need to change and are noted below.
My first observation is that we have a very defensible homeland and a fair amount of space to expand into.
The only possible place the AI can be on our home continent is in the northeast and there are plenty of choke points on that peninsula. This leads me to think that Republic is the way to go. Still early to make that decision.
It looks like explorer curraghs are in order. Definitely we want to meet Yellow and whoever is part of his alliance.
The first scout should go back up that desert peninsula as it is not fully explored. He was going to go to the northern mountains but the conscript can do that. There's not likely to be anything there anyway. The second scout should stay where it is in case someone shows up. It is fortified and it shouldn't be. Move it northwest and sentry in case Yellow appears.
MM Ulindi to get a commerce instead of the goats. It doesn't need the coins anyway. Next I suggest putting it on wealth for two turns, followed by a worker timed to arrive as it grows to size two. Alternately, switch to a granary but it's clear to me that a worker is higher priority. The granary can come next.
Here is the world as we know it and a dotmap. Scout 2 and Yellow are just out of sight to the northwest. I'm not especially happy with the town placement but the need to put them on the coast sort of imposes awkward locations. If you have better ideas, I'm all ears. The priority cities are to the east. Red-blue-yellow-pink in that order. Some of these cities are candidates for the Light, if we decide to build it, and for the FP. We need to agree on the dotmap before Ivan starts his turns.
Turn log:
Turn 0 4000 BC
The scout moves south and then east. As expected, the water is salt
The settler goes south-east and worker to the cow.
Turn 1 3950 BC
Zimbabwe founded. We start research on Alphabet, 100% and begin training a second scout. Alphabet is due in 50 turns but that will change as we get more commerce. To that end, the worker starts a road. We already have plenty of productive power to get a settler out by the time the city grows to size three so mine first would be pointless anyway. Zimbabwe is MM’ed from the goats to the cow. The scout goes east-east. Note, in case you didn’t know: always scout along the cardinal axes. Moving along diagonals is inefficient, so much so that it is usually better to stay on a cardinal than to move off it to climb a mountain.
Turn 2 3900 BC
Scout south-east, revealing a plains sheep
Turn 3 3850 BC
Scout south-south
Turn 4 3800 BC
The road finishes, dropping the time to Alpha to 35 turns. Worker starts a mine. Scout west-south.
Turn 5 3750 BC
Scout1 se-south.
Turn 6 3700 BC
Scout2 is trained and moves west-south-south. Z is MM’ed back to the goats and starts a warrior. Scout1 east, spotting a GH further east but continues south.
Turn 7 3650 BC
Z MM’ed back to the cow. S1 south-south, reaching the end of the earth. S2 south-south.
Turn 8 3600 BC
Zimbabwe grows. Luxes upped to 20%. Scout 2 west-north. Scout1 east-north
Turn 9 3550 BC
Z builds warrior, who fortifies, starts settler. Scout2 east-north. Scout1 north-north. Luxes back to 0.
Turn 10 3500 BC
Scout 1 ne, opening the GH we saw earlier. Get a warrior
W1 north. Scout 2 north-west. Worker east-se
Inter-turn
I get the message about our treasury being dangerously low. The $&* warrior is nothing but a drain but I keep it anyway. It will eventually be somewhat useful.
Turn 11 3450 BC
S2 e-n; W1 n; S1 n-n
Turn 12 3400 BC
S1 n-w; W1 n; S2 n;
Turn 13 3350 BC
S2 n-n; S1 n-n; w1 w;
The water to the east is also salty; w1 w
Turn 14 3300 BC
Worker east; S2 w-w; S1 ne-n
Turn 15 3250 BC
Z builds settler, starts granary; worker roads; settler se-e; s2 n-n; s1 n-n; w1 w
Turn 16 3200 BC
W1 n; s1 s-s; s2 n-n; settler s-e;
Turn 17 3150 BC
Ulindi founded, starts warrior. This solves our economic problems but we are down to one gold.
S1 s-w; S2 e-n
Turn 18 3100 BC
Worker se-e; s1 w-w; s2 e-ne; w1 n;
Turn 19 3050 BC
Worker mines; s1 w; w1 w;
Turn 20 3000 BC
S2 moves north, spots yellow borders and fortifies. S1 se-se-e; w1 n