Archery Turn-set is in...
I only did 7 turns (what was needed for archery), and already we have aquired a number of complications. It turns out that we were greeted by a Japan scout. What is terrifying here is the direction he came from. I thought we all could swear we were at the very south end of the map here, but not according to where he came from. Even more terrifying is his partner, a mad-ass rexer. And there is a LOT of land there they will gobble up. It will be hard for us to block off such a wide front against such bonuses.
Something as simple as mining the hill ran into an altercation with a stupid barb popping out of a forest. I moved off the hill and farmed the FloodPlain for 1 turn, before moving onto the hill again to work it again. I remember reading about barbs who normally dont enter borders, will do so if you have a partially built improvement on the edge of it. They move in to pillage that, then once that is completed their code tells them to go gun-ho for you since they are already inside the culture borders.
I havent moved the second warrior on this turn yet, because Im not sure where the best decision is for.
Anyhow, one thing did go half decent for us so far. We popped a hut and got 50 more gold. That was a close one, I didnt know it, but right on the other side of that hut Monte already had a beat-up archer ready to take it. Oh well, all is well that ends well, and such. I was already a bit late moving that warrior toward the gold because I was trying to be ESPECIALLY SAFE by taking an extra turn, etc to move through forest covers.
Currently, Montes team is still the most hated by Churchills. Also, no one has built any wonders yet, but I suspect Japan is because he is not building cities as fast as the rest are.
The Gold-Site doesn't have anything fancy to go along with it, but there is a little more to check out in the East before making a final decision on it. At least we now know we have horses. The problem is, if we want to hook them up soon, this will cost us another blocking city, and they are needed ASAP.
And BTW, ironically, we were just ONE commerce short of getting 101 beakers for archery, hence the maximum tech-overflow this turn.