COTM14 First Spoiler: Starting Landmass, Ancient Age Resources

I see that I'm not alone in having my shortest ever XOTM. I was expecting an early strike from Germany and so traded with them to try and placate them a little. No such luck.

No luck with the RNG either, losing several rolls in a row that were roughly 2 to 1 in my favour with their units not even getting scratched. (Defenders in town on hills do still get the hill defensive bonus, don't they?) I know that this happens and that the RNG evens out in the long run but this particular long run will have to stretch into another game :sad: 1990BC, four cities, just 3 warriors left of my (once much stronger) military and I'm about to lose London to a couple of invincible archers. :cry:

I guess after all that I have got time to play GOTM this time around! :D
 
Tone said:
I was expecting an early strike from Germany and so traded with them to try and placate them a little. No such luck.
Tough. Nothing wrong with that strategy. It worked for me. I even had zero troops a long while after becoming republic.

Tone said:
(Defenders in town on hills do still get the hill defensive bonus, don't they?)
Undoubtedly.
 
COTM 14 – England

After a couple weeks of inactivity caused by a broken-down computer, I finally get around to playing this game. Seeing no potential for movement, I settler in place in 4000 BC. Since this is Conquests and forests chop in 4 turns, I take the gamble of rushing a granary with chopped forests. After meeting the German Huns, I decide to pursue a peaceful policy in light of the many islands in the area. As long as I can get galleys before them , they can have half the island if they want it. For research, I decide to go for the Republic slingshot. I’ve tried the slingshot before but always missed, often frustratingly close.
With the granary up in 3250, I have the option of spamming settlers immediately, but decide not to as it would hurt my chances of getting the slingshot to knock London down to 1 pop. Instead I let London grow while building a couple curraghs and warriors to scout. Finally, I build a settler in 2510 BC, which is roughly what I cold expect from a warrior first build, but with more income in the meantime. The settler goes north and founds York in the “neck” between England and Germany, in an effort to discourage German colonization to the south. Sadly, this ends up encouraging a German sneak attack, which destroys York in 2310 BC. The Huns then march their archers south and attack London, which is defended at the time by 2 mp reg warriors and 1 vet archer that I switched my build to at the last moment, plus another exploring warrior that hurried home as fast as possible. The game could very well have been over if the Germans hadn’t retreated rather than attacking my last warrior with their 2 hp wounded archer. Flustered, I give them the Wheel and 109 gold rather than continue the war. Soon, New York is founded on the ruins of Old York, this time with a spear and a couple archers as garrison.
In the meantime, my two curraghs have been navigating through the pirate-infested archipelago, meeting France, Spain, and a couple others I probably shouldn’t mention in an ancient age spoiler. From the look of the map (no iron), war probably isn’t a profitable enterprise until at least the age of cavalry.
Finally, the Republic slingshot pays off in 1050 BC. I revolt for a 4 turn anarchy, and finally enter the middle ages by trade in 975 BC. I’ll probably go for whatever victory I can get quickest, probably diplomatic, given the fast tech pace and liited early warmongering options.

QSC stats:
Research:
3150 BC - Bronze working + warrior code traded from Germany for alph + pottery + 70g
2430 BC – Wheel from Spain for WC + 125g
1790 BC – Writing
Meantime – MM, CB, Masonry, IW, Hbr, all gotten in trade
1050 BC – Philosophy, Republic – First ever Rep slingshot
975 BC – CoL, Currency, Construction, poly from Fance for Hbr, CoL, MM – Middle ages, here I come!


Cities:
London – 4000 BC:
3250 BC – Granary
3100 BC – Curragh
3000 BC – Warrior (explores)
2900 BC – Warrior (explores)
2800 BC - Warrior (MP)
2710 BC – Curragh
2510 BC – Settler
2390 BC – warrior (MP)
2270 BC – Archer
2030 BC – barracks
1870 BC – Settler
1425 BC - Worker
1325 BC – Settler
1250 BC – Curragh
1175 BC – Archer


York – 2310 BC:
Destroyed 2270 by Germany

New York – 1700 BC:
Nottingham – 1550 BC:
Hastings – 1450 BC:
Watton-at-Stone – 1250 BC:

Contacts:
3500 BC – See blue borders to north - Germany
2430 BC – Spain
2070 BC – France
1325 BC - Netherlands
1200 BC – Babylon


Diplomacy:
2270 BC – Germany attacks, destroys York
1910 BC – Give the Wheel + 109g for peace after repulsing a German attack on London
1400 BC – Spain DOW after I refuse to give writing
1225 BC – Give Germany 10g to avert war

p.s. I had to reformat and reinstall, so many programs on my computer aren't up to date, including paint, which weirdly lacks the abitily to make .jpg files. Hence no screenshot for now.
 
Well, I played through the AA without checking the forum, so I wasn't aware of the weird spoiler format this month. I'm going to post my AA log here; if it belongs in the other thread, please accept my apologies and feel free to scold me. :gulp:

Without further ado, here's my log (including the intro I wrote before I started playing):

A late start this month -- I normally play on my laptop, but it imploded around the first (the hard drive went bad, and apparently took the motherboard with it). Fortunately, I hadn't started the game, so I can play on my desktop. I was waiting for the laptop to come back from the shop before I started, but it's the 17th and I'm giving up -- it's the desktop for me! It's going to be strange, since I haven't played Civ on my desktop (with a standard keyboard and a mouse) in about 8 or 9 months.

As for the level, I'm doing this one open class. I played my first ever Emperor level game when this GOTM was announced and won as England/80 water/archipeligo -- maybe I can make it 2 in a row (I was working on my second emperor game, which was also shaping up to be a victory, when the hard drive went).

Anyway, onward and upward!

4000 -- The worker moves onto the cow (and sure enough, I hit the little Windows start menu key as I try to move the worker -- on the laptop, that's the function key that gives me access to the numberpad!) I found London in place and begin work on a curragh. I start research Writing at max.

3950 -- I start a road.

3800 -- I irrigate the cow.

3650 -- The curragh is finished. I start another. The curragh heads along the coast to the northeast.

3600 -- The cow is irrigated and I move the worker southwest to the fur. At least, that's what I intend. A bum keystroke actually moves him into the city. Oops!

3550 -- I see a blue border with my curragh. Someone is nearby!

3500 -- The blue border expands when London's does, which means it's a capital. Hmmm... The blue team sends a spearman to a hill that's visible to my curragh, revealing that they are ... the Germans! I sell them Alphabet in exchange for Bronze Working and 10 gold. IBT, we finish Curragh #2 and start on a spearman.

3350 -- We have dyes on our island. I have a feeling I may need to conquer Berlin sooner rather than later.

3300 -- I finish the Spearman and start a granary.

3200 -- The furs are roaded; I start chopping.

3000 -- Chop complete; I start a mine.

2750 -- Curragh #2 meets France and Spain. Pottery is apparently a monopoly tech. I sell it to Spain for The Wheel and 8 gold. This trade lets me know that there are horses near those dyes (which Germany has claimed, alas). Priority #1 will be the horses on the west end of our home island.

2550 -- I learn Writing. It's a monopoly tech. I sell Pottery to France for Ceremonial Burial and 2 gold. I start work on Code of Laws.

2470 -- I finish a settler (I think I forgot to log that I was building him) and send him to the northeast. He's goign to build a chokepoint between the mountains to our northeast. I start a barracks in London.

2310 -- York is founded and begins work with a Temple. Bismarck was kind enough to road and mine my cow.

2030 -- One of my curraghs fends off a barbarian galley. Take that!

1910 -- Another settler is built. He heads to settle on those horses.

1830 -- I lose one of the curraghs to the raging barbarian galleys.

1750 -- I tell a German Archer to get out or decalre war. He DOWs. I promptly sell Writing to the French for Iron Working, Masonry, Warrior Code, and 10 gold. No iron on the island. OK; so that's how you want to play it. So be it!

1725 -- My spearman attacks his archer and wins, capturing a settler. So far, this war is off to a good start (knock on wood).

1700 -- I found Woolmer Green (that's not standard!) on the horses and start work on a barracks.

1600 -- Bismarck offers a peace treaty. I've bloodied his nose and checked his expansion; I'll take that deal. I give him Masonry and Pottery; he gives me Horseback Riding, Mysticism, and 7 gold.

1375 -- I found Nottingham to the southwest of London and start on a barracks.

1325 -- I sell Horseback Riding to Joan of Arc for Mathematics and 5 gold.

1225 -- Hastings is founded at the mouth of the Thames. Er ... its southern mouth, that is. :)

1125 -- The Germans try to send another settler/archer combo through my territory and I again force them to DOW. Here we go again. Now, York is extremely well fortified.

1025 -- I suffer my first ever casualty (not counting 2 curraghs lost to barb galleys) after I make an ill-advised attack on a spearman perched on a mountaintop. I wouldn't have done it except for some reason, I thought he was an archer. Oh well.

1000 -- My horses are hooked up to my other cities! Now the British War Machine is going to get going. 1000 BC -- time to assess. I have:

5 towns
15 citizens (10 happy/3 content/2 unhappy)
4 Archers
10 Spearmen
2 English Workers and 4 German slaves
Contacts with 3 other nations.
All first and second tier techs, plus Horseback Riding -- and I get Code of Laws next turn.

975 -- I start running a deficit so I can do max research on Philosophy.

800 -- I get Philosophy, but apparently, one of the unknown Civs beat me to it. Oh well. I sell Code of Laws to the French for Map Making and 57 Gold. Then I sell Code of Laws and Horseback Riding to the Spanish for Polytheism. I start minimal research on Monarchy.

750 -- Bismarck makes Peace overtures. I tell him to go to hell. He's got a town on another island; let him keep that; I'm taking Berlin, Leipzig, and all the rest!

550 -- Berlin falls to my mighty army (an army in the colloquial sense; not in the Civ sense. I'm still waiting for a MGL). I start work on a temple.

490 -- Frankfurt, a tiny town of 1 population, is burned to the ground.

410 -- Hamburg falls to my horses. IBT, Isabelle demands 73 gold. I tell her to go to hell and she DOWs.

310 -- The Germans fight valiantly at the battle of Leipzig, but superior English forces win the day. I celebrate by trading furs and silks to Joan of arc for her dyes plus 22 gold. With the war nearing its end, time to switch to my next objective -- securing a source of iron.

230 -- Konigsburg falls -- the last German city on the home continent. I take Bismarck's gold (all 19 pieces of it) and let him have his peace treaty.

10 BC -- I'm STILL in the Ancient Age. But that's OK. The iron island I found is chock full o' barbs, and the Spearman I put ashore on a mountain top fell to them. I send my settler south to the nearby gems. If I can't have iron, at least I'll have a lux.

150 AD -- Can you believe it's still the Ancient Age? Remember that DOW from the Spanish? They just captured Hamburg. I'll retake it.

170 AD -- I retake Hamburg. Net loss: 72 gold and a bunch of shields towards a temple. Dagnabbit! I also capture Santiago (the lone Spanish city on the southern tip of my island) and sue for a straight-up peace deal.

190 AD -- I discover Monarchy and revolt. I draw a 2 turn Anarchy.

410 -- I discover Construction and spring into the Middle Ages. Hooray for me! I also meet one of our neighbors to the north this turn (but I won't say who in case that's forbidden spoiler territory).
 
I loved this map and the tweaks to it. I took map making as my free tech so I could expand to the islands faster. I also relized that having Germany so close was to cause problems so I placed a warrior near his border on a mountain and left it there just to keep an eye on Germany.

Lol and behold, a settle and and archer pair :confused: come strolling out and settle between the coast and the lake (Koningsberg in most maps I've seen). I said what the hell as I had some defenders being built and could produce more if needed before the Germans could move enough units down to bother me.

I DoW, move warrior next to city and take it :D (which razes due to only being 1 pop). By the time the Germans can get enough units down to attack me (all head to London for some reason). I am able to destroy almost all of his military, execpt those in cities. I then get 2 techs and all his gold for a peace treaty.

Never had a problem with Germany after that. Kept them around as a trading partner for gpt. Ending up destroying them sometime in the IA (around 1000AD)
 
...England's Green and Pleasant Land

Upon surveying the land, I like what I see. 3
furs, a cow, and a river are a good settler
factory. But if an island is large enought to
have a river, it's usually large enough to have
another civ on it. And I'm betting it'll be a
nasty such as the Zulus or Germans.

I fire up mapstats--no Zulus, but the Germans
are in. Lots of fellow Euros such as France,
Dutch, Spain, and Vikings. Couldn't have an
80% archi map w/o the :viking:, tho, could we?

Birth of Britannia

I move the worker to the cow, settler founds
city. London immediately starts a curragh, I
want to know what's out there. Research
writing so I can get off this rock.

After cultural expansion in 3500BC I see German
border to the ne. This isn't good. After London
builds its second worker, it starts a settler.

The first of the many barbarian isles are spotted
in 3250BC. Oh you evil mapmakers :nono:

Good Fences Make Good Neighbors

A German spear appears in view in 3150BC. Might
as well talk to him. Trade alpha for BW + 10.
They won't take pottery for warcode, though.
Next turn they pick up the wheel.

I start building up defenses in 3000BC. I get my
second city, York, out in 2900BC, found it next
to the cow on the south shore. Of course they're
building spears, too.

Germans send spears exploring, and a crucial
point comes in 2710BC. German spears are next to
my workers and I am defenseless. :eek: Fortunately,
the Germans keep moving. I finally get my first
spear two turns later.

Contacts

In 2310BC we learn writing, start maps. Open an
embassy w/Germany, trade them writ + pot for CB +
warcode. We have horses on the tip of the penin-
sula to the w. London builds a grainary to get
the settler factory going.

Two turns later our curragh hails the Spanish.
Trade them writing for mason + CB, which puts us
ahead of the Germans. Next turn they both pick
up IW, though. I trade them mason for it and
we're all equal. No iron around.

As the German spears come back from their explor-
ations of the south peninsula, my curragh finds
the French in 1990BC. Trade them pot for mystic
+ 12. Next turn we settle Canterbury.

In 1790BC, Otto demands mysticism. Since our
force is a mighty :rolleyes: 2 spears, we give in.

Arms buildup

London had been building a rax, finished it next
turn. Nottingham is built on isthmus to the s,
also starts rax. Canterbury switches to archer.

France wins the Philo race in 1625BC, takes maps.
At this time Germany keeps trying to send a
settler pair into my lands. London is cranking
out settlers while the others are building archers.
Hastings is founded in 1575BC, starts temple.

In 1325BC, Manchester is built on unclaimed land
ne of Canterbury. It is under cultural pressure
all game, but it survives to the end.

In 1200BC Izzy demands 18 gold, we give in. At
this time our exploring curragh is sunk and we
connect Hastings.

Prelude to greatness

In 1075BC Coventry is built on the western tip
and starts a harbor. Next turn we learn lit. I
hold on to it for the GL. London had been working
on the lighthouse, I switch it over. A German
galley sails w.

Stats at QSC:
Firaxis 253, QSC 2595. We are behind others.
Land: 89 squares, 7 towns.
Pop: 11 happy, 4 content, 2 sad, 1 scientist.
Buildings: 4 rax, grain, temple
Units: 1 settler, 4 workers, 4 archers, 2 spears,
galley. 3 vets, 4 regs.
Production: 53 food, 209 or so shields, 9 gold.
Diplo: 3 contacts, 1 embassy.
Tech: All starters + IW, writ, mystic, maps, lit
 
I solved the "German Problem" very early:

My only warrior landed next to two unprotected German workers on Berlin's cow. He enslaved them and as I had read ın this forum just few days before, Germans dıd never recover from that backstab. Bad boy I am :mischief:
Pity they never managed to tell anybody else :lol:

Only drawback was I had to mix in one or two archers which slowed my expansion... :(

More details to follow...
 
QSC period. The popular issues addressed...

1. Build Orders.
Settle in place, warrior, curragh, granary, curragh, settler.
2. The Germans.
Met in 3600bc, traded for Bronze. I sight a german archer in 3450bc, while my warrior is still exploring, but I stick to my build orders. The archer goes away, and presently we have two german spears exploring the continent. Otto never dows.
3. Second City.
I don't steal Berlin's cow. I prefer the defensive position in the bend of the river, besides which I want to be fairly close to London. Berlin's cow is no use to me if the town flips to Germany.
4. Other Contacts.
I can't get through the barb islands, so I only meet the southern hemisphere civs. Germany isn't very proactive about exploring, and doesn't get any contacts, so I can keep up in tech without much trouble.
5. The Slingshot.
Writing, Laws, Philosophy, getting Republic free in 1550bc. Revolt immediately, and spend six turns maxing out food and scientists.
6. Settling the Continent.
No trouble grabbing all the land west and south of London (8 towns in total), but I don't spread east or sneak up into Otto's silks, even though he leaves his southern coast unsettled for a long time. I'm playing farmer's gambit, so I still fear him, and don't want to give any cause for offense. His land will be mine soon enough.
7. His Land Will Be Mine Soon Enough?
In 1325bc I hook up the horses and start stockpiling chariots for upgrade. In 1125bc I start researching at minimum (on that beaker hog Construction) to accumulate upgrade cash. By 1000bc I have 14 chariots and enough cash to upgrade 7 or 8 of them - I was shocked to be charged 30g for a 10 shield upgrade. Is upgrading more expensive in C3C than PtW? In 1000bc I trade Riding from Otto.
8. Other Techs.
I research normally until Construction, so by 1000bc I have all AA techs except for Construction, Currency, Literature and Monarchy. Mapping is the last tech to come in, but the Lighthouse is already built (by Holland in 1375bc). I am preoccupied with Germany and late to get out to the islands.
9. Plans.
I will need to start the German war as soon as possible. By the turn of the millenium, I have so many units that even my min research economy is struggling to support them in Republic. If only I had Monarchy. I've tried to get Otto to dow on me, but he knows my military is strong and won't be drawn. The war weariness is going to be against me. Well, grin and bear it Englishmen...
 
PREDATOR

I settled on the place and my worker irrigated the cattle at first then double chop. My first building was granary. I not built curragh because England has both necessary knowledge for fast development and I’m not needed in early contacts. Settler was the next and go to north where I saw the German’s borders for preventing their expansion. Third building was warrior who goes to my second city for defense. I founded York near the German’s cattle and it “flips” to me. Germany was not pleased with it and attacks me with Archer and 2 warriors in 1470BC. It was a terrible moment: I had 2 defended warriors in York, but they alive. I had to switch London’s production to Archer and sent it to York. After that Germany attacked twice and I lost my Archer and 2 warriors but Germany lost more units and we signed peace for Hamburg in 2190BC.
I must note I traded 2 German workers in 3000BC before war.

My first curragh went to East ~ 2300BC and Second to West ~ 1900BC.
I discovered Writing in 2550BC, Code of Laws in 1950BC, Philosophy with Republic in 1700BC. I got 5 turns of Anarchy.

I met France and Spain around 1600BC and then got a big change with all AI for all their science and money. I went to Currency and Literature next.

My curraghs were attacked by barb galleys and being redlined swims only via sea tiles. After several turns of this both sunk, but established all contacts.

In 1225BC Spain reached Construction and some other civ already knew Polytheism so I changed it for my Currency and entered in MA. Next turn I discovered Literature and made a big trade deal for all MA starting techs (I pulled all scientific civs to the MA). My next target is Theology.

In 1025BC I built the Great Lighthouse and started GA.

In 1000BC I had 12 cities with 39 pops.

P.S. Sorry I built the road between 2 chops at the beginning.
 
Predator
Goal: Conquest

Settled in place like nearly all players. I started with building a Warrior while my Worker was irrigating the cow. Then the Worker cleared the Furs forrests and built roads. After finishing the Granary London became a Settler factory - only the build of one Curragh was inserted. Research went the slingshot way.

Around 2200BC two German Spearmen entered my territory. In the time before I bought two German workers. So I knew the Germans are a little bit agressive. I knew also they will declare war if I would ask them to leave my territory. With only two Warriors at this time I couldn't risk a war with the Germans. But then I have had some luck: The two Spearmen walked to the peninsula located in the Southeast of the island. Before they came back I could block them by one of my two Warriors.

In 1725BC the slingshot to Republic was successful. 1725BC was not only the year of a successful slingshot. It was also a year of decision. In my opinion there were two ways to victory:
1. The conventional one: Build horseman, enter Middle Ages, connect iron, upgrade Horsemen, build Knights and conquest the world.
2. A nonconventional one: Stop of research, build lots of Warriors, connect iron, upgrade Warriors, build Swordsmen and conquest the world.

In 1725BC I didn't know any Iron ressource. Also the three other known civs didn't have Iron. Nevertheless I was sure that there were some Iron ressources on the map. But not a lot. So a Swordsmen rush could work. But there was one big risk: At this time I didn't have had any information concerning the other four civs. What would happen if at least one of them - in the worst case the Dutch - has an Iron ressource on their island and reach Feudalism before the English attack starts?

After a long time out I decided to go the conventional way.

In 1675BC a German Archer crossed my borders. It was clear: A German-English war will start with the next turn. So I was glad that I had built a Spearman and a third Warrior in the time before. With the Spearman and the Warrior it was possible to stop the German Archer at York. The following war was an low intensity one. The two German peninsula Spearmen did nothing and from time to time a German Archer started an across-river-attack on York, but always without any success. Some turns later a piece treaty was signed. But nevertheless the Germans have lost some Archers and the English only one Warrior, it was not possible to get a German town.

In the meantime the Curragh was able to contact the four missing civs. The research way after getting Republic was Mathematics, Currency, Construction. Polytheism came from the Babylonians. I am not sure from whom I got the other technologies, but I believe this is not of importance.

Construction was researched in 1100BC. In the same year I gifted the scientific civs to the Middle Ages: Monotheism and Engineering became available. So I had to research Feudalism by myself.

In 1050BC the Great Lighthouse was finished in London and for England a Golden Age began.

Status at 1000BC: 2 cities, 9 towns with 38 inhabitants; Monotheism, Engineering and all ancient technologies except Literature; all contacts.
 
What a fun map! I think if map tinkering is held to a minimum in general the occasional map like this can still feel random and create an interesting game.

On to the spoiler:
My goal from the start was space and a fast tech pace so I went with my first predator game in the hopes for a faster tech pace. I founded on the spot with starting builds of warrior, granary switched to warrior in a German-induced panic, granary, settler. For research I beelined for Republic at max - reaching Philosophy in 1575bc which was good for the free Republic.

I was startled by discovering Germany so close but I was spared an early attack. For those interested, I never left London unprotected from the time Germany was discovered and I traded a tech with them right away. I'm sure that helped my chances but I don't think there is any way to guarentee peace with Bismark. I managed to block off any German settlers and had everything south of the mountains to myself. I didn't claim the north cow since my military buildup was slow and I didn't want to provoke them. They were frequent trading partners and it was quite a while before I had the forces and the desire to attack.

I squeezed my cities in pretty tight, generally building them within 3 tiles of each other. Better defense and faster utilization of tiles. In the end I managed to fit 10 cities in my part of the continent, 9 more in German lands later on.

I sent curraughs out to the east and west and met Spain first in 1350bc followed quickly by France. In 1150bc I had a curraugh survive to meet some distant strangers. The Middle Ages were reached in 775bc.

Techs:
3650bc - Bronze Working (Gremany for Alphabet)
2550bc - Writing
1830bc - Code of Laws
1575bc - Philosophy
1575bc - The Republic (Philosophy)
1575bc - Masonry (Germany)
1575bc - The Wheel (Germany)
1575bc - Warrior Code (Germany)
1575bc - Ceremonial Burial (Germany for Pottery, Philosophy, Code of Laws)
1474bc - Iron Working (Germany for the Republic)
1300bc - Horseback Riding
1250bc - Mathematics (France for Writing)
1250bc - Mysticism (Spain for Horseback Riding)
1175bc - Map Making (Germany for Math and Myst)
1175bc - Construction (Spain for MM and CoL)
1025bc - Literature
950bc - Polytheism (Spain for Philosophy and Literature)
775bc - Currency
 
1st Spoiler

Lurking in the pre-game discussion forum I decided to try Klarius’s starting sequence suggestion – I have never had a planned start before.
Goal – to rule the seas with Man o Wars looking for world domination.

4000BC London in place – builds warrior, granary, worker, settler, curragh, settler, barracks, archers
3500BC Blue borders – Germans – trade WC + 10g for alphabet
3000BC Buy German worker for Pottery ( I think this severely limited Germans)
300BC Settle York aggressively to grab cow (Germans just finished irrigating and roading) – archer parked there observing my undefended city – I did consider retreating my setter, but in the end decided what the heck!
2510BC Research writing
2470BC Trade BW for writing, furs + 2g – not game to hold onto my tech
2470 BC Woolmer Green on E coast blocking German access south – this plus York build barracks (with 1 chop) then archers for future archer rush.
1990BC Nottingham S by cow
1790BC Hastings
1725BC Research CoL
1700BC Curragh contacts Spain & France –they are up IW, CB, Wheel & Mas.
1675BC Sell Pott to France for 20g (all) as Spain already has (am holding onto writing a couple of turns so they don’t beat me to phil)
1650BC Trade Spain IW, CB & Mas for writing
1650BC Tradr France Myst for writing
1650BC Trade Germany MM for IW, Mas & CB, then Wheel & silks for Myst
1550BCResearch phil -> Republic slingshot
-elect not to revolt as building up archer force to dow Germany and feared WW (in retrospect I believe this delay was a mistake – eventually revolted 110BCafter Germans destroyed – I did not expect it to take soooo long).
1525BC Wattan-at-Stone
1525BC Trade France Math + 8g for phil
1250BC Research Lit
1225BC Trade 2nd German worker + 19g for CoL
1200BC Great Wymondley
1175BC Coventry
1175BC – don’t renew trades with Germany
1125BC dow Germany
1000BC destroy Munich, capture Berlin
1000BC 10 cities, pop 27 – 8 workers, 2 slaves, 2 warriors, 11 archers, 1 cat, 1 galley, 1 curragh
975BC Peace for 3 cities HBR + 1g (leaving 3 Germ. cities), trade Silks+19g for Rep
900BC Warwick
875BC Trade Spain Poly+18g for Lit + CoL
875BC Trade France ROP, dyes + 64g for furs + CoL
710BC Research Currency, trade Spain Constructio + incense +14g for curr -> MA
Sea exploration in next spoiler
Re Germans – not sure why they didn’t dow on me initially when I settled S of Berlin – perhaps leaving a warrior fortified on the mountains discouraged them. Prior to war danced with their settler/spear pairs trying to get south – one eventually settled SE tip, another got a lift on a galley towards horses – I beat them by 1 turn – they settled SW tip – wasted part of my force on these two 1 pop towns – I razed 1 and lost 3 archers at the other – more productive to have had a stronger force attack their main towns (? Earlier) and seek these towns in peace treaty
COTM 14 1000BC.JPG
 
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