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Firstly, I apologise to anyone whose posts are on pages 4-11 of this thread - I haven't read them, there are way too many! I actually finished my game last night (got bored, won a Diplo at the 2nd attempt, freakin' abstensions, I mean, why was <censored> suddenly Annoyed with me anyway?)
But my Ancient Ages...
As always, my log of early events is a lot more detailed than later times when Empire size and general apathy stops me logging.
BC 4000 The first big decision of the game comes right now! The forum is split 50/50 as to whether or not to move the settler SE right away to take advantage of the whales later on
or to move onto the hills with the worker to see what's over there first. Or a combination of the two? Are those two missed worker turns going to end up being crucial, or will they lead to a promised land full of plentiful bounty? It's a roll of the dice. In the end? I moved the Settler SE and started a road on the Grassland.
3950 Founded Amsterdam, start research on Writing at 20%, which nets me +3 gpt. Initial build is a Curragh.
3850 Road completed, I jack science up to 90% now to take advantage of the extra gold. Writing in 43. Worker starts to mine.
3550 Mine completed. Move worker to W hill. Looks like we're on a peninsula sticking out onto a much large landmass - but are trapped by mountains. After the Curragh, a Warrior will have to be popped to go looking for potential city spots - and an eventual permanent capital.
3450 Amsterdam expands, and both Whales are now in play. Tech rate to 100%, Writing in 22. Moving the worker back to join Amsterdam - definitely nothing worthwhile doing for the time being. Writing now in 19 with the extra gold from the roaded Grassland that the worker's pop point brings. Curragh next turn.
3400
and Amsterdam goes into disorder. Stupid, stupid mistake. Adjust tech down to 90% and lux up to 10%. Writing back to 21. I should've spotted that, and waited 'til I had a warrior for MP.
3350 Curragh completed, start on a warrior. Move Curragh to the pokey-out coast tile - and find, as hoped for, and island. The first settler will still go up over the mountains, but the second may get put in a Galley.
3300 Promising 3-tile island to the SE - two BGs and a Grassland. Will settle later.
3200 Amsterdam builds its first Warrior. Set to MP, Sci back to 100%, Writing in 15. Another warrior being built, this time for Exploration.
3100 Warrior completed for exploration. Third warrior started, will be used initially for MP then as Settler escort.
2950 Warrior climbs the mountains to reveal a row of Silks and a river! Looks like prime site for Settler #1
2630 Settler #1 completed, sent to previously scouted location with a warrior. Immediate work on another settler as Amsterdam isn't going to be a major city.
2470 Writing completed. Go for CoL to try and snare the Philosophy slingshot with a choice, probably to MM as it looks like I'm stuck on a bit of an island.
2430 Founded Rotterdam. Immediately start on a worker.
2270 Settler #2 completed, sent to a location with a cow nearby.
2110 My curragh spots some borders, but no units pop by to say hello.
2070 Contact with <Civ1>. Trade Writing for CB+BW+10g. I'll keep Pottery for now as they won't trade techs for it.
1990 Contact with <Civ2>. Trade CB+W for Masonry+10g so I can initiate a Palace Jump once Amsterdam completes its current Settler. Sell Masonry on to <Civ1> for WC+25g - I'm now Pottery ahead of both, <Civ1> has Wheel (yeah, useful on this map
).
1910 Founded The Hague.
1830 Contact with <Civ3>. They are ahead by Mysticism. I probably have a Philosophy rival.
1750 Contact with <Civ4>. Trade WC for Wheel+10g - fantastic

1625 Settler #3 finished in Amsterdam, Palace jumped to Rotterdam. In a turn of much activity, my roving warrior finds a Barb camp and a couple of Barbs with it.
1600 Lose my Warrior to the Barb camp :-(
1550 CoL finished. I'll hold on to it for now to get a head start on Philosophy - then try and use it to get Mysticism from Inca.
1525 Rotterdam finished its Granary 1 turn ahead of growth - I don't usually manage to time these things so well! Same time, the worker connects up the Silks.
1375 Get IW from <Civ4> for CB+Writing+25g. Sell to <Civ2> for 13g. Sell to <Civ3> for 10g. <Civ3> has MM - good news, I'll go for Republic from Philosophy then.
1275 Rotterdam produces a Settler. The Hague goes into disorder :-( Should've tweaked the Temple build.
1225 <Civ3> have beaten me to Philo?! Rats! Now I have no bargaining chips to get MM! Founded Groningen.
1000 QSC position:
4 Cities

183g
8 pop
2 settlers
3 workers
3 warriors
2 spears
1 curragh
BW,IW,Mas,Alpha,Wri,Phil,CoL,Pot,Whe,WC,CB
Contact with 4 Civs
975 Founded Eindhoven.
875 My Curragh sinks two Barb Galleys

850 Use Philosophy to get Mysticism from <Civ4>, CoL to get Riding from <Civ1>, plus a hatful of for some other trades. <Civ3> still a tech ahead (Poly). Founded Maastricht.
570 Founded Haarlem.
470 Founded Holwerd (Iron).
210 <Civ3> calls my bluff for Literature. He DoWs, I establish embassies with <Civ1>, <Civ2>, <Civ4> and give away tech (but get some gold in return) to pull them into the war.
AD 70 Entered MA, the first Civ to do so. Only one outstanding Barb camp on my island and <Civ2> just planted a new town right next door to it. Oops.
A fairly solid start, I felt. I'm the tech leader (and would remain so throughout the game), have Iron and Horses, and my rivals are building a few nice wonders for me (Civ1 in particular has built me SoZ, would later build KT for me, and also built the Oracle).
Neil.
