Labor:30 from population + 1 purchased = 31.
Fieldwork:1st laborer works Plains/River/DivineFarm+ tile 4: +7 food
2nd laborer works Plains/River/Farm+ tile 5: +6 food
3rd laborer works Plains/River/Farm+ tile 6: +6 food
4th laborer works Plains/River/Farm+ tile 13: +6 food
5th laborer works Plains/Farm+ tile 15: +5 food
6th laborer works Plains/Farm+ tile 16: +5 food
7th laborer works Sea/FishingBoats tile 7: +5 food
8th laborer works Sea/FishingBoats tile 8: +5 food
9th laborer works Sea/Pearls/FishingVillage tile 9: +4 food, +1 pearls
10th laborer works Forest/River/Woodcutter Camp tile 3: +3 food, +2 wood
12th laborer works Forest/Woodcutter Camp tile 12: +2 food, +2 wood
13th laborer works Hills/Gold/Mine tile 14: +2 food, +1 wool, +4 money
14th laborer works Hills/Tin/Mine tile 17: +2 food, +1 wool, +1 tin
15th laborer works Hills/Iron/Mine tile 11: +2 food, +1 wool, +1 iron
16th laborer works Hills/Quarry tile 10: +2 food, +1 wool, +1 stone
Gross resource income: +62 food, +4 wood, +4 wool, +4 money, +1 tin, +1 pearls, +1 stone, +1 iron ore.
Research:Queue: Siege Engineering, Naval Artillery, Crop Rotation
17th, 18th, 19th laborers research.
Construction:None
Sub-total: N/A
Manufacturing20th, 21st, 22nd, 23rd, 24th laborers build Caravel. (-3 wood, -1 wool)
25th laborer enchants
Sea-Charmed Keel (-1 Sky Diamonds, -1 Springwater Pearls)
26th laborer crafts 2x Bucklers (-2 bronze)
27th laboer crafts Bronze Inogts (-1 copper/tin)
28th, 29th laborers craft 2x Bronze Armor (-1 bronze, -1 iron ingot)
30th, 31st laborers craft Iron Ingots (-2 iron ore)
Sub-total/change: +1 caravel, +1 sea-charmed keel, +2 bucklers, +2 bronze armor, +1 iron ingots, -2 bronze ingots, -2 iron ore, -1 copper/tin, -3 wood, -1 wool, -1 sky diamonds, -1 springwater pearls
Luxury workshops:Clothes produced (-1 wool, +1 clothes)
Jewelry produced (-1 pearls, +1 jewelry)
Expected Prosperity: +2 base, +3 from buildings, +2 from goods, + 26 from food, -1 from penalty = 32 prosperity
Growth expected.
Military:All military units are based in the settlement they're exploring from.
Peacebringers - Garrison Xeniice.
Nedici Pikes - Train in Xeniice.
Nedici Rangers - Map SW-SW-S from Xeniice.
Oro Pikes[1] - Garrison Ironwind.
Lozanth scouts - Garrison Ironwind.
Oro Pikes[2] - Garrison Copperflow.
Oro guards - Scout NE-E from Copperflow.
Lozanth Rangers - Map S from Copperflow.
Oro Defenders - Scout along the western lake's northern coast.
Nedici guards - Garrison Lake Tranquil.
Azuri guards - Scout SE from Lake Tranquil.
All naval units are based in Xeniice.
Nedici galley[1] - Map NW from Xeniice.
Nedici galley[2] - Explore east.
Nedici Bireme - Explore north of Xeniice.
Trade:Human settlement along river - [1/1] wood for [2/2] food.
Trade Possibilities: (For my own purposes)
Human settlement S-S from Copperflow - 1 Water Charms for Horseback Riding Tech
Colonies:CopperFlow: +6 food, +1 stone, +1 copper.
Lake Tranquil: +5 food, +1 springwater pearls, -$2.
Ironwind: +1 food, +1 wood, +1 iron ore, -$2.
Leadership:General Seline guards Xeniice.
Lt. General Ralno guards Copperflow.
Money:42 stored + 16 from prosperity + 8 from marketplace + 4 from gold mine = 81.
Unit maintenance is 14. Colonial costs are 4. 10 spent buying labor.
53 is saved for future use.
Production/Consumption:62 food produced + 10 imported + 2 traded for + 14 stored = 88. 30 people need 60 food and eat 78 for 26 morale. 88 - 78 = [10/40] stored.
17 wood stored + 4 produced + 1 imported - 3 used - 1 traded away = [20/20] stored.
6 leather stored = [6/20] stored.
1 copper imported + 1 stored - 1 used = [1/20] stored.
1 tin produced - 1 used = [0/20] stored.
2 stone stored + 1 imported + 1 produced = [4/20 stored]
17 wool stored + 4 produced - 2 used = [19/20 stored]
5 Springwater Pearls stored + 1 imported - 1 used = [5/20 stored]
1 Iron ore produced + 3 stored + 1 imported - 2 used = [2/20] stored.
2 Iron ingots produced + 1 stored - 1 used = [3/20] stored
1 silver, 2 earth jade stored.
1 caravel, 1 sea-charmed keel, 2 bucklers, 2 metal armor stored.