COTM 124 Netherlands Emperor - 1st Spoiler - End of ancient times

Più Freddo

From space, earth is blue
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This thread is for your reports of events and progress in COTM 124 Netherlands Emperor up to the date where you are able to research a Medieval tech.

Do not read or post in this thread until you meet this condition. You may reveal Medieval bonus techs from the end of the last Ancient turn and discuss your plans for continuing the game.

Please do not post information here relating to later dates, and please only post maps of your home area and no minimaps.

How did you having a second initial Worker unit, and what use did you make of it? How is the Agricultural Trait working out?
 
COTM123

Worker to cow, settle in place

Immediately start on granary.
3350 vulcano erupts
3300 granary
3100 1st settler
3000 found 3SW
2800 regular combo factory starts
2750 found 3NW
2550 same vulcano erupts again
Found 1n2ne
2510 find silks to the east
IBT 3 barbs appear
2430 Writing in
2390 found 2s2sw
2350 find spices SW
2310 IBT another triple of barbs
2230 found 2e
2150 find dyes
2030 IBT first barb horse appears
1990 found 5se
The only hut i dared to open until now of course held barbs… and all other huts contained the same in the future. 
1675 Philo slingshot, but still no contacts other than to barbs 
Draw 5 turns. Anarchy without luxes yet connected is no fun!
1575 meet the first civ, India! They do not even have Writing yet. Minor trade only before i meet anyone else.
Finally connect gems
IBT: Republic
1475 meet Japan, some more trades while i research Lit
Japan and India both still very small with only 5 cities each!
First hut with no barbs… gives Maths!
Horses connected
1450 hut gives MM!
1350 meet the slightly stronger Iros
Lit in, I refrain from trading it
1225 meet Arabs
1200 hut gives warrior, cute
1150 2nd lux connected
1100 hut gives Poly which already everyone has
I finally find that land bridge to the east
1000 meet Celts

QSC
2 cities, 15 towns
60 pop
168 land
432 score
Republic
Research on Curr in 3, all other obligatory AA techs known except Con which is around since this turn
Horses and 2 luxes connected
2 settlers, 18 workers, 1 slave, 8 warriors, 11 horses
5 known civs
Leading all figures in the table from start on :crazyeyes:
3 rax, 2 grans

975 Iros build Pyras
950 Curr in
IBT I solely reach the MA (no barb uprising yet)

Tbc

t_x
 
It's almost a year since the last Civ3 game I've finished, so why not give a go at this pangaea food rich start?

Settled in place. Build order in the capital was granary, warrior, and then settlers, soon becoming 4turn warrior/settler factory.

Researched towards Republic slingshot which was learned in the 1790 BC and revolted for a 6 turn Anarchy. Research was turned off after that for a while and was turned on a bit later to research only other AA tech Construction (traded for all other technologies) to enter MA in the 975 BC. All AI's were gifted Polytheism and Republic, so they could build the Temple of Artemis for me and grow their civilizations faster.

Contacts: India 2150, Japan 1830, Mongols 1725, Celts 1700, Arabs 1475, Iroqouis 1275.

1000bc statistics:

20 settlements, 55 population, 2 granaries, 3 barracks, couple of libraries to be built
2 settlers, 22 workers, 15 warriors, 4 swords, 1 horse, 3 curraghs

Barbarians were a bit of a nuisance killing 2 of my unescorted settlers.

Plan is to stop research after Chivalry and conquer the world with knights.
 

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