The blitz session was a total success, and we got in about 14 turns.
A few pictures:
The session started off well as only the specters attacked my warriors, and both lost. The axe apparently decided to advance on Jubilee, sparing my unit. Both warriors had enough exp to promote to Combat I, which I did.
I was feeling brave and decided to explore the Well again, and I received my reward- the Timor Mask! One of the weakest good results I could have gotten, but I'm not going to complain. The Mask causes the fear effect in tiles where the unit wearing it attacks, causing any inhabiting enemy units to scatter to random tiles. Could be useful for breaking up a dangerous stack, but forcing the enemy to unpredictably move to other tiles could be hazardous too. I rarely receive or make much use of the Mask in SP, so I'm unsure if it works vs. stacks in cities- it would certainly be much more useful if this is the case. Anyway, the Well is thankfully history, and a spooky mask seems like the sort of equipment the Balseraphs would really dig.
The barb axe advanced again on my warrior, so I retreated him to the mana hill, where the axe would have to attack across a river onto high ground. He eventually did, after pausing long enough for my guy to completely heal, and I won the fight, taking Combat II and moving back to Jubilee to get the Mask to safety and rejoin the garrison there. Sadly my northern warrior was killed by a poison goblin, despite my solider being combat I and fortified in a jungle.
The rest of the turns were fairly uneventful. The victorious goblin promoted to combat III and slowly advanced to my capital, where he's currently camped outside doing nothing of importance. Crafting came in, and AH completes in a few turns, to be followed by ancient chants -> myst. Jubilee finished the worker, who built a winery and is now farming my rice. The following builds were three more warriors, leaving me with a total garrison of four.
The situation from the final turn of the blitz:
After I finish the scout (I need to map more city locations), I'm going to start on a settler who will found on the double cotton site. After that I think I'll need another worker, possibly two more.
Tentative research path is Ancient Chants -> Myst (for Godking and elder councils) -> wheel -> fishing (for my second city) -> mining -> festivals -> education -> code of laws -> straight to Gibbon with a possible stop at BW. I may place festivals after CoL, actually- depends on whether I feel I need the markets & carnivals or aristofarm boosts more urgently.
Two periods of anarchy are planned- I'll revolt to Agrarianism and Godking once myst is in, and then Aristocracy and Apprenticeship following CoL.
In foreign news, no new contacts, but the Luchiurp have deployed their worldspell, which is I think the correct play. They'll have a great engineer soon as a result, will be interesting whether they settle him or hold off for a wonder. Also Serdoa worried in the blitz chatroom that barbs might eliminate him, but apparently he barely managed to pull through. I'm glad he did- I don't want to fight PZ any more than the other players, but it would be a real shame to lose a player so early in the game.
Overall things seem to be going pretty well- I've got some decent land to expand into, a neat artifact, and a leg up on the competition thanks to the free Calendar and extra pop. Main concerns right now are keeping pace in tech and continuing exploration.