Oh! I hadn't quite grasped the true situation - of course we want to work north. It's that, or not expand at all!
Ok, so we can fit one city for the fish and clams eventually, but it's not a priority.
T41: ok, so we've a choice. We can either release the scout, and fight a poor odds battle, or we can take the Rod of Winds for the Heavy and give a decent showing. Guess Mr. Scout gets to stay locked up for another turn
T42: They don't attack. So we release the scout and move to the hill
T43: Still no attack. Fortify a little.
T44: 2 XP for the heavy! He'll heal a bit while the scout goes on scouting.
T45: We've found some rich lands, and the Bannor. We'll want to grow this direction next, after we manage to cut the continent in half.
I'm bringing the Heavy home, with the Rod. That's the vital ingredient for a not-too costly clearance of our goblin forts.
T49: And...it looks like the Bannor have their own little blockade going. Not going to make any progress this direction until we've got either Cartography or some dominant culture this way.
T50: Mining is in...do we have any copper? YEP! Three of 'em!
Also I see some Elven borders encroaching. We may start our culture battling sooner than I expected. Oh well, on to Exploration for now.
T53: The in-progess Settler finally completes. On to a warrior; I want to clear some gobbos! Plus we've got Gold now, so we can use a bit of growth.
T55: Exploration is in, on to Festivals. Also, warrior's done, with growth, so we move on to another worker.
T56: Oops! Looks like we're going to be minus one Scout:
In better news, we're now a two-city civ. A little behind on improvements, but another worker or two will get that fixed. At least the river gives us a trade route!
T60: Finish the worker, time to hand the civ over again.
In foreign news: How the heck did Sheelba manage this? Looks like two cities, both in our direction? We'll need to pick a spot and put up a Freak Show and Carnival pretty quick-like. Maybe the plains hill by the dyes?
Edit: Depends on the exact location of the cities, of course. If those are first-ring, that plains hill isn't a legal spot.
With Faeryl, I've been looking, and I think I've finally found a decent spot for a good pressure city that's still worth something on its own: where the warrior's standing, if we can manage to get a settler here before her borders close in.
We are, fortunately, still Creative, so we can count on keeping a city anywhere we plant one. We'll shortly have access to Freak Shows and Carnival Bards to ensure cultural pushes can work.
Tech path: I think I would start heading toward OO, actually. Ancient Chants -> Mysticism -> Fishing -> MftD. That unlocks Monuments, which we'll actually want, among other things. Especially as long as we stay Creative - 20 hammers for a Monument is a pretty good deal in a game like this.
I don't think Bronze is a priority anymore, because with the new settlements the barbs are really becoming much less of an issue. We'll want a few warriorpults and good Freaks around to clear out the goblin lairs, but we've no pressing need for extra military tech. Not nearly as much as we want more culture sources, anyway!
Drama is also quite important, of course - but I think we should aim to bulb it. We'll want to build Freak Shows and work Bards on the borders anyway, for the culture output; that'll have the secondary effect of a lot of Bard GPP. Might as well put those to use.
The Save