Actually that's true - if folks are happy I'll do these turns up to the worker.
I'm fine with you continuing.
Are you going to propose unit movements or just wait for suggestions?
How much Culture does Churchill have on the F8 VICTORIES screen? It looks as though he followed the test game and didn't convert to Judaism yet.
It'll probably also be interesting to see the F9 DEMOGRAPHICS and F9 TOP CITIES / WONDERS screen screenshotted for, say, the first 5 turns, to see if we can determine anything from what we see.
I guess that for exploration, we should decide what we want to do with our units...
1. Warrior, I assume that people want to hunt for an AI from whom we might try to steal a Worker
The Warrior could probably do:
T2 1 NE G For (to see all water squares that could be used by a City settled by the G Cow)
T3 1 SE Whatever that square is (3 E of the G Cow) to explore a bit away from the coast for a while
The squares to the SE and E of the GH that is 1 E of the Warrior right now look like a GH For square and a GH square, respectively, meaning that we wouldn't see 2 squares away by moving 1 E to the GH square on Turn 2, and thus climbing onto the GH on Turn 2 looks less appealing than moving 1 NE to the G For.
2. For the Scout, perhaps its best use will be to spawn-bust the area to the south... it won't be fun for a Lion or a Bear to appear who eats our next-built Warrior, making it tough for us to settle down there... we're not necessarily settling down there next, but it doesn't hurt to keep our options open.
If we want to use the Scout for spawn-busting, his best position that I can see is going to be on the GH For that is 3 S of the G Riv Wheat, which will spawn-bust the area to the south that our Culture will miss, giving us the GH For that is 1E of the G Non-Riv Fur For (Culture-busted by Paris' expanding Cultural Borders) all the way to 2 squares west of where we place the Scout.
To do so, we'd need our Scout to arrive on the target GH For square at the end of our Turn 5, 3800 BC, to prevent Barbs from spawning at the end of that turn in the nearby area.
That approach would give us:
T1 1 NE G For (1 N of the Fish)
T2 1 E GH For (1 NE of the Fish)
T3 1 W GH For (1 N of the Fish)
T4 1 SW G > 1 S G (1 SW of the Fish)
T5 1 W G > 1 W GH For (3S of the G Riv Wheat)
That way, we'll also see all of the area around that newly-revealed Fish, so that we can plan where we'd put a City to best use it.
3. For the Missionary, it depends upon how much land there is, but with the Scout spawn-busting, it's theoretically possible that we could have the Missionary spawn-busting without fear.
I'd suggest that we send the Missionary:
T1 1 W G For (1SW of the Fish)
T2 1 SW G (if it really is flat land, otherwise Pause to discuss) > Pause to discuss