I showed up a little late to this gathering, but felt inspired to play and log this game for the fun of comparing and contrasting styles and ideas among other experienced players. My most recent previous logging of a gotm had been around Nov of 2015, game 171 in the following spoiler thread:
https://forums.civfanatics.com/threads/gotm-171-spoiler.558844/.
Hoping as well to see a Gotm 203 soon. Does anybody know when this might be anticipated?
In any case i really liked this starting position with a decent sized river and the the powerful ORE square which was able to be shared alternatingly among five cities upon reaching size 2 to rush more settlers. The five cities surrounding the ore include 1, 2, 3, 7, and 16. I consider my hut luck to have been above average, but not amazing or overwhelming... the first 4 yielding a none chariot, a supported horse, 50 gold, and a 2nd supported horse. It could have been better as in 1-4 nomads or tribes and could have been worse as in 1-4 barbarians or a wrong tech. With 3 fast units exploring, scouting out the most excellent nearby city sites was extremely well covered.
Given the land and the circumstances, decided to go strait for Republic unless forced towards Monarchy such as by getting Ceremonial or maybe an ill timed warrior code in a hut which ended up not happening.
Playing with a civ building and non-conquest emphasis. Once writing was completed and off path bronze working was chosen to research, i protected my tech path by refraining from opening huts until the 5th hut which wasn't until 2150 which was pottery and 6th hut in 1750 bc which tuned out to be my first tribe (or nomad) and this frontier tribe became city 08.
I tend to play very conservatively with huts in most situations, so i also refrained from opening terrained huts with my few and precious two movement units to protect the valued continued exploration of those units as well as the opportunity to open one-movement-cost huts with the ability to attack a barb horse should one emerge or to escape if it's a barb archer. As well if a hut is very near my civ as with the hut very near the west end of the starting river, i will typically build a city near it before opening that hut. My initial plan depending upon circumstances would be Republic as fast as possible, then 80% gold, lots of fast yet well placed cities maybe about 15 or so before prioritizing Science and Curr/Trade/Masonry... then Pottery. So the following is the log...
Hut Chariot, explore 6 steps of the river, build Cap on plain/river 49/31 with silk and ore access. Choose to work the Silk for a size one settler and for high trade, planning to rush from either 9 shields (or 6 if possible) to 10 and to then rush later as much as possible.
3900 > Alphabet,
3750: hut - supported horse
3700: Alphabet > Code
3650: hut-50 gold. Very helpful and this will hasten the rushed completion of the size one settler by about 4 turns (3550 instead of about 3350)
3600: hut-2nd supported horse, spent 62 of 72 gold to complete size one settler to emerge next turn.
3500: Build 02 on unshielded grass/river (52/30) also with access to both the ore and silk to be heavily utilized especially upon reaching size 2.
3500 Status: 2 cities, 0 settlers, 2 horses, 1 chariot, 7 gold.
3350: Code > Writing
3050: Writing > Bronze.
3000 status: Still 2 cities, 0 settlers, 2 horses, 1 chariot, but with new settlers one and 3 turns away. 15 gold, 83k exploration.
2950: Cap completes Ore and silk aided settler. Settler builds unshielded grass/river 03 (47/29) with ore access same turn . 3c / 0s.
2850: 02 completes settler. 3/1. Exploring units find 2 terrained huts to hold back on for the time being.
2800: build 04 on east coast of river, unshielded grass river 55/29. 4/0, 25 gold.
2750: Bronze > Lit. Re-home one of the 2 horses to eliminate current shield support and most especially in anticipation of Republic.
2500: Lit>Republic.
2500 Status: 4 cities, 0 settlers, 2 horses, 1 chariot, all 4 cities are about half way towards next 4 settlers.
2400, 2350, 2300: Heavy ocean to achieve tight 2250 oedo.
2250:
Republic > Currency. Tax to 80% for now to help facilitate fastest possible expansion. Still protecting my highly valued 2 movement units by not opening 2 movement (terrained) huts. Settler completes. Status: 4 cities, 1 settler.
2150: Completion of next settler in cap, 4/2. Builds 05 at western end of river - grass/river (47/33) - which as an added benefit permits the safe opening of the nearby hut 2 steps from that site. 5s / 1c. My 5th hut near 05 is Pottery which is ok and my 4th tech priority. Saves me from having to research it after my first 3 priorities which are Curr/Trade/Masonry.
2100: After walking for 3 turns, build 06 @ 59/31, grass/whale city. Build 1st 2-turn grass/shield road with one turn of stored work contributing. Status: 6/2.
2050: build 07 on dry grass immediately adjacent to the main river with shared Ore access (53/27). 7/1.
2000 Status: Republic, 7 cities all size one. 1 settler. 30 rushed shields towards next settler in one of the 7 and all other cities have only 2-7 shields. 2 Horses, 1 chariot. 16 Mfg, 164 k sq mi explored. 7 techs with Currency in progress. 4 risky unopened terrained huts.
1950: Build 2nd road. 7/1.
1800: 7/1, 46 gold in treasury, 28 gold income per turn and 7 science per turn. 2 roads.
1750: Completion of 2 settlers. Hut-Tribe. This is my civ's first tribe (or nomad) and becomes city 08. Plan to rush a dip in this frontier tribe city to hasten the exploration of much unchartered territory. Dip will also be available to team up in some situations with another unit to open terrained huts and be on hand to bribe a barb unit as needed as another tactic in minimizing risk and as well in turning a barb into a positive, especially when we don't have the tech to build horses of our own. 1750 Status: 8 cities / 3 settlers.
1700: Build 09 in the small river south of capital with silk access, unshielded grass/river (50/36). Build 10, dry grass (54/32) immediately adjacent to starting river Some might deem this city to be sleaze, but in my humble defense i find it to be a fairly valuable location capable of fast growth and eventual celebration growth and with access to valuable grass shield squares and to forests : ). I generally like to build cities close together, but as a balancing factor - in most situations - only when they have redeeming qualities. As far as prioritization, i walked 3 squares to build the grass whale 06 city before building "10" which with a bit of movement luck could have been built 2 turns earlier, or 1 at minimum.
1700 status: 10 cities / 1 settler. 3 cities close to having settlers built. Treasury 61 Gold. 2 horses, 1 chariot.
1650: Currency . No Trade offered (seems Pottery messed up the perfect plan a bit) > Masonry. Still 80% gold for a bit longer, partly in the hopes of getting masonry and/or trade in huts or meeting another civ and trading for masonry (they would almost certainly not have trade). Build 11 on dry grass with access to silk (44/34) . Status: 11/1, 103 gold.
1600: With city 11 built, nearby forest hut becomes safe to open and is a supported archer.
1600 Status: 11/2, 2 horses, 1 chariot, 1 dip, 1 archer. 100 gold.
1500: One settler completes. Hut on frontier-river - nomad which builds "12" another frontier location to rush a highly valuable dip to quickly uncover a lot of the nearby black. 3rd road built.
1500 Status: Republic, 12 cities, 4 settlers, 2 horses, 1 chariot, 1 dip, 190 gold, 3 roads, 0 irrigation, 5 unopened risky terrained huts.