3 people planted cities last turn. And this turn Azza had done so too before I played. This means the age of human barbs should be upon us. Right now they are pretty aimless but there's a point where they get more aggressive and actively go after cities.
TIL about barbs.
Long answer here. Barbs won't enter our culture until there are 21 cities on the map, unless it's to attack a unit. After there are 31 cities, they cross another threshold and can enter culture to attack a city two turns away.
I moved the scout for the last bit of interesting close map info. It was interesting but not in the way we wanted.
Not that a grassland cow is a bad tile but... it's official. We're playing without copper for the foreseeable future.
I think this vastly limits our options. We need Agri->AH, or else a single barb axeman could just make us dead. We may have even needed Agri->AH before pottery.
GLH and early religions? Forget it.
If there's any silver lining, it's that AH is just what's needed to make the city sites that share the pig suddenly quite good.
The realistic choices for the second city:
1. The site to the north that I think is terrible.

The trouble is that it can't get more than one hammer without the cows, so it's limited to chops and the whip. Even after the border pop (which needs a monument and waiting 10 turns), 3 hammers from the cow is nothing to write home about, and it will never be a very good commerce city without a river near. Sharing the clam with the capital isn't even all good news, because the capital often wants it for itself, and gets much more benefit out of population growth.
Another non-obvious disadvantage is that if more seafood appears to the NW of the capital, having this site may make it impossible to claim. E.g. if there's a fish claimed by 2N3W of the capital.
Still despite all of it, this is the only city site that grows quickly, right now.
2. The various pig sharing sites. They get the river for commerce, and some production with the grass hills (and the pig before AH). The site on the banana or 1E of the banana can get to +4 food before AH, the other sites not even that, very easily. However what they can do is work the pig and crank out warriors and stuff to free up the capital to grow. After AH the food problem goes away so they may be better as a 3rd city.
3. The gold site. I spent a couple hours simming this out. It's trouble is economic drain, because it gets -1 maintenance for distance cost compared to the others, and it can't hook up with roads very soon. It really needs 2 additional workers as well, to get it going quickly. The gold comes online with the capital at turn 59-60 or so. After that it's a really good city. But... I think the key point is our need for learning AH very fast, and planting a city that actually reduces our beaker count may not be an option.
On the foreign front, Kuro planted their second city, and whipped the capital to size 1 again. Personally, I think they may be overextending their economy a little bit already. We'll see in the graphs to come.
I'm not sure if there's any value left in posting the demos every turn. Does anyone reading like to see them every turn? I'll snapshot them anyway to look at, regardless.
Someone's working 19 food already. That seems like an explosion of a start. Power rose by 7, which is hard to infer very much about.