>>> The Save <<<
I built another scout. Just as well, the first one died already....
We've met two friends, have tech parity for now, and have nearly built ourselves a granary.
Oh, you want details, perhaps...?
0 4000 Send the scout west to the mountain; nothing much to report so send the settler SE and the worker to the lambs.
1 3950 Woodenspoonington founded

Starts a scout. Worker starts irrigating. Scout 2N. Research Alphabet @ max.
3 3850 Pop a hut: 25g
5 3750 IT: Scout->Warrior
6 3700 Worker to FP. Pop a hut: Ceremonial Burial.
7 3650 Worker irrigates. Pop a hut: Maps.
9 3550 Pop a hut: Bronze Working. IT: Warrior (MP)->Granary
13 3350 Pop a hut: Warrior. Contact Greece: Pottery+CB gets Alphabet+20g, research Writing @ max.
14 3300 Contact China: Pottery+CB+10g gets Warrior Code.
19 3050 The northern scout ends its turn next to a barb warrior, so will die in the IT unless there's a friendly warrior in the fog
20 3000 End of the first 20. The granary is timed to complete the turn before growth. The mine completes this turn so we'll get the shields from it. Work it again next turn, then switch to the lake for the final turn. Hopefully the barb will impale on our warrior in the forest - it's on the right axis... And hopefully the barb village the remaining scout is next to won't pop a warrior in the IT, we've already lost one scout through bad luck