Turn 80 (1250 BC)
Okay inherited turn. Must switch civics and move a couple of other things around.
First order of the day is to get rid of this MAXFIELD crap. It's not even Pholk's real name.
Whoops, wrong screen. Who's Lalito?
That's better. Stonehenge due in 9.
I decide that I don't like the worker being built in Splime. Change to a scout, due in 8. The worker will still be there when we're ready for him.
Splimesylvania begins: Scout
Send our lone worker to Splime's cows.
Sailing due in 4, will try Priesthood and the Oracle after that.
Turn 81 (1225 BC)
We've got a superfluous warrior outside Green Dot. I'll send him down toward the stone to escort our soon to arrive settler.
I'm taking a risk. Splime's unguarded. I have a warrior out in the forest east of the city. I want that warrior to explore NE territory. Splime's culture is big enough that FOW is minimal.
Turn 82 (1200 BC)
Turn 83 (1175 BC)
Okay, we're definitely on an island. Not sure if we alread knew that, but now it's official for this save.
Tech learned: Sailing
Turn 84 (1150 BC)
Research begun: Priesthood
Priesthood is due in 5
Stonehenge is also due in 5. Perfect timing for oracle.
NE Warrior is done exploring. It'll take 5 turns to get back to Splime.
Worker arrives at Splime's cows. Begin pasture. Due in 6
Turn 85 (1125 BC)
SE Plains is my next city location. It'll get the stone and have lots of room for farms.
PS, it's hard to draw a line in the strategy layer when you have the hiccups.
Turn 86 (1100 BC)
There be barbarians near our new city spot. I'll set my warrior in the trees for defense.
Turn 87 (1075 BC)
Pantload grows: 4
Warrior defeats (1.40/2): Barbarian Warrior
Turn 88 (1050 BC)
Great day for warriors. Not only does my southern buddy win (parked in a forest across a river from the attacker) but our explorer makes it back to Splime.
Tech learned: Priesthood
Pantload finishes: Stonehenge
Splimesylvania finishes: Scout (yeah, kinda hard to follow Stonehenge)
Turn 89 (1025 BC)
Research begun: Mining
Pantload begins: The Oracle
Stonehenge is in. Begin Oracle. Also began researching mining to get to bronzeworking.
We need a galley, but I think the Oracle will pay off for us.
Now then, here's some MM for y'all...
Plan A: Leave things alone.
The screen says Oracle in 23.
But that's not really 23. We've got growth in 10.
At 10 hammers per turn, that's 100 hammers before we grow.
After growth, we could go full production, adding four more hammers per turn.
And with organized religion, that's really 5 more. 15 hammers means Oracle 9 turns after growth, or 19 overall.
Plan B: switch to full production now.
Switch our hamlet to the 1F2P tile and switch a fishing net to the 2F1P tile. Oracle in 18, but stagnant growth stuck at size 4.
Plan C: Maximize growth first.
Now we grow in 5, but our production is down to 6 hammers per turn.
After growth, we could then rack 15 hammers per turn.
That way, we'd be done in 18, but with a size 5 instead of a size 5 capital.
Hope my math is right.
BTW, lost the screenie of the all growth set-up, but you guys are smart enough to figure it out.
Scout pops in Splime. I think I'll send him over to Pantload, as that's probably where our first galley will be.
Splime's worker finishes pasturing the cow. I'll send him over to Pantload to mine a hill near the capital, then chop after bronzeworking.