I decided to "try" to play this as if I hadn't seen the map before.
We are religious and expansionist - cheap temples, scouts for fast exploration, and short revolutions. We get Pottery and Ceremonial Burial as starting techs, we have raging barbs and a pangeia. We might pop some techs from goodie huts, we'll certainly meet all our rivals early for trading opportunities.
Our UU is a knight on steroids, so our strategy should be to get horses hooked up, build lots of horsemen ready to upgrade, beeline to Chivalry, save some cash for upgrades and then take over the world. A prefer to fight in Monarchy - saves all that nastiness with smoke pouring out of cities - so I propose we first get the Wheel to find the horses, then take advantage of our ceremonial burial starter and move up the Mysticism/ Polytheism route, trading for everything else.
OK, here we go.
SG23 timeline 4000 BC to 3050 BC.
T1 4000 BC. 10 gold.
Check F10/space race. We are up against:
Egypt - ind/rel
Rome - com/mil
India - com/rel
Persia - ind/sci
Zulus - exp/mil
France - com/ind
Carthage - com/ind
Ottomans - sci/ind
Spain - com/rel
No Japanese with wheels, so I think wheel is still the right first project.
We have a scout a worker and a settler.
We need food - more than 2 fpt, so check out the river first.
Scout East. Sees wool and another mountain range.
Scout South. Sees the start of some flood plains.
Settler SE. We get the wool and the flood plains in range and keep the goat hill in the radius as well. Two flood plains plus wool gives us 5 fpt, and we should have enough shields around to get a 4-turn settler farm going.
Worker E, heading for the wool.
T2 3950 BC. 10 gold
Settler builds Makkah, starts Scout (4 turns)
Set research to Wheel, ETA 22 turns with Slider at 0.10.0. Break-even gpt.
Worker SE to wool
Scout SE, E to mountain. Sees spices in the next valley.
T3 3900 BC. 10 gold. Slider 0.10.0. Wheel 21 turns
Scout S, SE. Sees olives, gold, river.
T4 3850 BC. 10 gold. Slider 0.10.0. Wheel 20 turns
Scout SE, SE to hill. Sees flood plains and desert
I'm using alternate flat ground and hills/mountains where possible to get scouting distance and visibility.
T5 3800 BC. 10 gold. Slider 0.10.0. Wheel 19 turns
Scout E, E across river.
IBT. Makkah completes Scout 2, starts Scout.
T6 3750 BC. 10 gold. Slider 0.10.0. Wheel 18 turns
Scout 1 N, E. Sees Orange border. No contact.
Scout 2 W, W. Sees olives.
IBT Worker finishes irrigation.
T7 3700 BC. 10 gold. Slider 0.10.0. Wheel 17 turns
Worker moves SW towards flood plain.
[Sorry, this was a bad move in retrospect. As a roaded wool plain gets no extra gpt in despotism I decided to move straight to the flood plain, and road the wool later. But if I'd done the sums I would have realised I had time to build the road - and get the lux advantage - and still get the flood plain irrigated in time for the city growth].
Scout 1 E to mountain, closer to Orange border, still no contact.
Scout 2 W, W. Sees wool
T8 3650 BC. 10 gold. Slider 0.10.0. Wheel 16 turns
Scout 1 SE. Still no contact!
Scout 2 W, W. Sees more wool.
Worker S to flood plain.
T9 3600 BC. 10 gold. Slider 0.10.0. Wheel 15 turns
Worker starts irrigation on flood plain
Scout 1 SE. FInds Sogut. Contact with Ottomans
Scout 2 W. Finds Carthage.
Ottoman is polite, has 10 gold, has Bronze working and Masonry.
Needs Pottery but not CB. No deals. Sogut is built on incense.
Carthage is polite, has 10 gold, has Masonry and Alphabet.
Needs CB but not Pottery.
Offers Masonry for CB + 3 gold. OK - it's cheap and we might not get another chance.
Makkah is about to grow to pop 2. No problem as we get 2 contnt citizens at Monarch level.
IBT. Ottoman complains about our contact scout.
Makkah completes Scout 3 and grows to pop 2. Starts Warrior (ETA 3 turns)
T10. 3550 BC. 7 gold. Slider 0.10.0. Wheel 11 turns
Scout 1 E. Sees some coastline.
Scout 2 SW, S. Sees more wool.
Scout 3 N, NW. Sees goats in desert.
T11. 3500 BC. 7 gold. Slider 0.10.0. Wheel 10 turns
Scout 1 NE.
Scout 2 SW, S. Sees more goats, olives.
Scout 3 N. Sees goats olives, gold.
IBT. Makkah borders expand.
T12. 3450 BC. 7 gold. Slider 0.10.0. Wheel 9 turns
Scout 1 N in mountains on east coast, sees oysters.
Scout 2 SW, SW.
Scout 3 N, N across desert.
IBT. Makkah completes Warrior 1, starts Granary (ETA 12 turns).
Worker completes irrigation on flood plain.
T13. 3400 BC. 7 gold. Slider 0.10.0. Wheel 8 turns
Warrior 1 fortifies in Makkah. Needed as MP for next pop growth.
Worker 1 starts road on flood plain.
Scout 1 N in hills, sees spices.
Scout 2 S, SW
Scout 3 N, N, Sees desert, lake, river and jungle.
Our extra unit is costing us -1 gpt. We can afford it, and we have nothing else to spend it on, so stick with 0.10.0.
T14. 3300 BC. 6 gold. Slider 0.10.0. Wheel 7 turns
Scout 1 N in hills.
Scout 2 SW, SW
Scout 3 N, N.
T15. 3300 BC. 5 gold. Slider 0.10.0. Wheel 6 turns
Scout 1 NW, N to spices.
Scout 2 SE on hill.
Scout 3 N, W. Sees blue border. Contact with Persia.
Persia is cautious. Has 0 gold, and Alphabet, needs nothing we have.
IBT. Worker finishes road.
T16. 3250 BC. 4 gold. Slider 0.10.0. Wheel 5 turns
Scout 1 E, N on east coast.
Scout 2 W, W. Sees Egyptians.
Scout 3 W, W onto hills.
MM Makkah to complete pop point in one turn instead of two, using flood plain.
Egypt is polite, has 10 gold, needs Pottery, has nothing else to offer. Has furs hooked up.
IBT. Makkah grows to pop 3.
T17. 3200 BC. 3 gold. Slider 0.10.0. Wheel 3 turns
Scout 1 W to hill.
Scout 2 W, W. Sees south coast?
Scout 3 W. sees silks.
Ottoman now offers Warrior code or Bronze working plus cash for Pottery.
We sell Pottery for Bronze woking plus 9 gold.
T18. 3150 BC. 11 gold. Slider 0.10.0. Wheel 2 turns
Scout 1 N, N along east coast.
Scout 2 NW, NW. Sees gems and mountains, east coast?
Scout 3 NW, NW. Sees light blue border.
T19. 3100 BC. 10 gold. Slider 1.9.0. Wheel 1 turn
Scout 1 N, N
Scout 2 W to mountains confirms west coast.
Scout 3 SW, W to investigate light blue border. Contacts Spain.
Spain is cautious, has 22 gold, Alphabet and Warrior code. Needs nothing we have.
IBT. Complete Wheel. Start Mysticism.
Zulu scout shows up near Scout 3.
T20. 3050 BC.
We can see horses on the other side of the eastern mountain range, towards Ottomans. There are also two sources further away in the north and west.
Scout 1 NE, N in east coast desert.
Scout 2 N on mountains on west coast.
Scout 3 N on mouontains
Zulu polite, has 3 gold plus Warrior code and Alphabet.
Carthage offers the best deal for Wheel - Warrior code plus Alphabet plus 42 gold. That's a deal.
Here ends the first chapter in the glorious saga of the great Arab nation.
The bad news:
We have the lowest score and weakest army of the known civs. We don't know much about our local territory, so we need to do some local exploration to find the best city sites. We haven't found a single goodie hut yet.
The good news:
We have pretty well cleaned out all treasuries but the Spanish and we have jumped ahead of most known civs in technology, with all the first level techs in our kit bag. We have a fast settler farm on the way to completion, and our explorers have spanned the continent to the east and west. We have met all out rivals except Rome, India and France. We haven't met any raging barbs yet.
Here's the minimap:
And here's the detail we know of around our Bedouin encampment at Makkah:
And this is the link to
SG23C_BC3050.SAV, my save file at end of turn, 3050 BC
Over to you.