A few turns (3, I think) have passed.
The barb at Rocky Paths died attacking the city. The city will grow next turn, even without the rice tile, so I shifted one worker to the copper mine that was just finished this turn. Since Rocky Paths will then be at its pop cap for now, I can pass the rice back to Golden Void, which is useful because it's going to whip a settler next turn.
Lighthouse has finished the barracks after the chop and has started on an axeman. It's also out of whip anger in two turns, and you know what that means
I've shifted the citizen from the mine to the corn, so that it will grow in exactly two turns. I then plan to whip a worker and (hopefully) finish the axeman with the overflow.
About my plans for roading to the gold site:
There's a builder behind the axeman in this picture who just finished the road he's standing on. Another pair of workers from Rocky Paths is incoming. They'll end next turn on the cottage near Lighthouse. So let's see if we can give the upcoming settler a little more boost with some micro! Would be nice if someone can double-check my understanding of the movement rules.
Player comparison:
I'll look at some more stats next turn. I feel like other players are overtaking me. You can't completely trust the scores, because everyone's whipping at different times, but I used to float up closer to the top after regrowing, I think. Power is solid for now, I've slightly overtaken Charriu again, and I'm a bit below shallow_thought. I'll build more units in Golden Void after the settler. After the current one, there won't be as much need to settle a particular spot quickly, and I want to wait for iron to be revealed.
Warring:
I have to see how the power ratings develop before making definite plans. I'll have to build more units to avoid looking like food to shallow_thought, in any case. I really really hope that Charriu fails to keep up because I want those horses! They're conveniently located close to the border. I could pillage them two turns after declaring war, to limit the number of chariots I have to face. Problem is, if I get Gold City, it has to be well defended. Otherwise, Coeur might decide that my war is a good opportunity to take it away. So my plan would probably be to turtle in the horse city rather than wipe out Charriu. Would he want to make peace though? I'd rather be kicked out than be reduced to also-ran status!
For future reference, how are turn splits negotiated? PM or posts in the tech thread?
The barb at Rocky Paths died attacking the city. The city will grow next turn, even without the rice tile, so I shifted one worker to the copper mine that was just finished this turn. Since Rocky Paths will then be at its pop cap for now, I can pass the rice back to Golden Void, which is useful because it's going to whip a settler next turn.
Lighthouse has finished the barracks after the chop and has started on an axeman. It's also out of whip anger in two turns, and you know what that means
I've shifted the citizen from the mine to the corn, so that it will grow in exactly two turns. I then plan to whip a worker and (hopefully) finish the axeman with the overflow.About my plans for roading to the gold site:
There's a builder behind the axeman in this picture who just finished the road he's standing on. Another pair of workers from Rocky Paths is incoming. They'll end next turn on the cottage near Lighthouse. So let's see if we can give the upcoming settler a little more boost with some micro! Would be nice if someone can double-check my understanding of the movement rules.
- t+1: Worker #1 moves north, Workers #2 and #3 reach cottage, settler whipped.
- t+2: Settler ends turn on the hill 2 east of Golden Void (roads don't help when crossing rivers). Worker #1 moves to first desert hill, Workers #2 and #3 move to the forest 2 north of Lighthouse.
- t+3: Worker #1 starts a road on the desert hill. Worker #2 starts a road in the forest. Worker #3 also moves to the desert hill. The settler ends his turn in the forest. If I understand correctly, this should be possible even if the road in the forest is incomplete: The settler can move to 1 north of Lighthouse and still has 0.5 MP left, so he should be able to move one more tile.
- t+4: Workers #1 and #3 finish the road on the desert hill, Worker #2 finishes the road in the forest. Settler can now move to the desert hill for 0.5 MP, and finish his turn on the next hill after that. This shaves off one turn of travel time.
Player comparison:
I'll look at some more stats next turn. I feel like other players are overtaking me. You can't completely trust the scores, because everyone's whipping at different times, but I used to float up closer to the top after regrowing, I think. Power is solid for now, I've slightly overtaken Charriu again, and I'm a bit below shallow_thought. I'll build more units in Golden Void after the settler. After the current one, there won't be as much need to settle a particular spot quickly, and I want to wait for iron to be revealed.
Warring:
I have to see how the power ratings develop before making definite plans. I'll have to build more units to avoid looking like food to shallow_thought, in any case. I really really hope that Charriu fails to keep up because I want those horses! They're conveniently located close to the border. I could pillage them two turns after declaring war, to limit the number of chariots I have to face. Problem is, if I get Gold City, it has to be well defended. Otherwise, Coeur might decide that my war is a good opportunity to take it away. So my plan would probably be to turtle in the horse city rather than wipe out Charriu. Would he want to make peace though? I'd rather be kicked out than be reduced to also-ran status!
For future reference, how are turn splits negotiated? PM or posts in the tech thread?

Looking like a difficult target will hopefully encourage any attack to go against someone else.
I'll build a plains-hill mine instead, first, because they have equal hammers and I need the hammers more than the stone.
Ouch, the timing is pretty bad here. 