password = 'hakuho' in case anyone wants to sneak into the game and delete all my units (actually in case i forget)
we have a game!
turn 1 - zululand
i thought for a surprisingly long time about where to move the scout, which uh shows how much prep work i've actually been doing over the last couple weeks...... :nervous:
S-SE looked tempting as I believe the river with the cow is the most likely spot for a second city by a good margin (shares capital food, automatic PRO TR hookup) buuuut it appears from fog-gazing that the destination tile is surrounded by forest in all directions but E, where there is a hill. That means the scout would be stuck next turn and unable to move the full two tiles, and thrawn has trained me well to be excessively paranoid about this

So I think S-SW looks better as it still ends on a hill and the scout can escape via the ivory tile next turn.
...but in the VERY unlikely event that there is a reason to move the capital in the fog, south is not really the direction we'd want to look for that as there's no way to move the city south without at least losing the deer. if we did want to move the capital, 1N or 1NE are the only really viable spots as they keep all three food resources in play. the forest makes it difficult to scout in that direction as our scout won't get the full two moves, but a move into the NE forest could theoretically reveal another food tile in that direction IF it is on a hill two tiles away from the NE forest, next to one of the adjacent flat tiles.
anyways, that's what i thought, then i realized i don't have the first clue about how civ4's movement rules worked so i should probably sim this instead of assuming it works like in civ6. so this is the situation in which i can imagine the NE scout move justifying a capital move:
...yeah, i'm VERY unhappy with the appearance of the window bar at the top of these screenies. but as i've mentioned i MUST run civ in windowed mode or i can't write while i play.... still looking into viable workarounds
warning: i reserve the right to start individually naming tiles silly things like woodlands in the neighborhood of takakeisho's high school (perennial sumo powerhouse Saitama Sakae) so i can communicate less ambiguously than all this stuff about "the NE forest" lol
anyways yeah, i decide it's worth sacrificing half a scout move on the fractional percent chance that we find a fourth food or like gems/gold or something hidden in the fog. here is how that goes
yeahhh that's more like what i expected. so no reason to move and we will SIP. at least the scout's now in a good position for investigating the promising-looking SE river...
no "real" sumoposting is imminent from me sadly, i just haven't had the time or inspiration so far

but perhaps i will over the coming couple of weeks before the second city gets founded... We do get a few more tiles' worth of visibility from the city founding, including a second ivory in the west.
here is a shot of our scout peering deeply into the fog into which he is likely to explore next turn for movement-planning purposes:
looks like a forest and a peak down there, relevant info for the coming E-or-SE deicison next turn.
not quite sure what we could be C&Ding at this point, but here are the demos with us working the riverside wheat lol
i put a turn into mining because, as far as i can tell, there is no micro plan in which doing us costs us anything. but tomorrow i DO need to start simming things out as we'll have to switch to AH in case we decide to improve the cow before the wheat for some reason.... though that seems highly highly unlikely as it trades a food for a hammer
should i name all our units silly things too? or is that a recipe for totally overwhelming myself with complexity lol
edit: next turn i promise to chill
edit2: please pay no attention to the difference between my turn time and those of the other players