It's official... our first Civ1 succession game has begun!!
Flipped my 3-sided coin 4 times to see what world we would get: Large landmass, temperate, normal precip, 3 billion years. The two posters and I all seem to prefer King level, so I went with that.
Wasted much of the evening trying to think of a good tribe and theme. I went with King Mongkut of the Siamese (the king in "The King and I"), and realized I don't know the name of a single city in that country except Bangkok - but hey, that's the next player's problem (and tiles are so big that the next city over is a couple thousand miles away anyway.)
The starting position:
We were generously given Alphabet, Bronze Working, and Mapmaking for free. (Wow - it almost never gives you mapmaking for free! Are we on a really crappy island or something?)
The first 9 squares were
Plains Plains Plains
BGrass Plains Plains
Grass Plains Game
so my plan was to move onto the bonus grass and decide in 3980 about founding our capital.
----
(0) 4000BC: moved West, was delighted to see two more bonus grasslands appear.
(1) 3980BC: Founded Bangkok. Moved the slider to 100% science -- all one arrow's worth of it. Started militia.
My research plan was Masonry->mathematics for early catapults, and ceremonial burial->mysticism for civil disorder control.
Rats! the only choices I was offered for my first tech were Code of Laws, Currency, Iron Working, Pottery, and The Wheel. I ruled out the last 3 since these are usually available as trades and I prefer catapults to legions or chariots for ancient warfare. I went with Code of Laws. Currency gives us marketplaces, but CoL is needed on the way to trade, libraries, and the republic.
(6) 3880BC: Militia finished. Started settler. Started exploring with militiaman.
(7-11): There is just 1 square of land north, and 3 squares west, of us before we hit ocean. Land extends off the map in all directions, but I speculate that to the NW will be just a short peninsula, and turn the militiaman south.
(12) 3760BC: Bangkok has grown to size 2 and is working two bonus grasslands. Settler due in 9 turns. I am tempted to shift it to work the fish to the NNW for the extra science, but leave it rather than delay the settler.
The militiaman has discovered coal, 4S2W from Bangkok.
(14) 3720BC: Popped a hut at 4S4W (far enough away to let me build a phalanx if I get barbarians)... 50 gold pieces.
(15) 3700BC: Code of Laws discovered. Started Masonry. Tech rate is now 24 turns, until we get some more arrows.
---- Thoughts for next player:
Lots of bonus grassland in the explored portion of the territory. Two good city sites will be to the NW on that peninsula (at the edge of the fog), and to the SW within reach of the coal.
When the settler emerges I think it would be worth taking the time to build road on 1 or 2 BG squares to get science moving again. Getting the science rate down to 6-8 turns right away is important if we want to be able to fight offensive and not defensive wars.
The only screenshot I could get was a tiny little postage stamp - for some reason I didn't get a full size screen capture from PrtSc. Sorry, all! The known universe is a region 6x10 tiles, almost all forest and grassland except for the plains where we started.
Assuming the list of players in the first message is our roster: Smurf is up, gonzo is next.
The 3700BC civil1.map and civil1.sve are attached. I have also saved at 3980BC, if anyone should want to revisit the starting position later.