(0) 1500BC Open up the game and spent a good 15 minutes just looking at our situation and reading the comments of others. The aforementioned blue dot in the north has got to change; I don't think we can win out a culture battle with Herakleia up there. I'm going to place the settler one tile to the west of the original location on the silks; it wastes a bonus grassland and takes the city off the coast, but it will ensure no overlap and still has a lot of very good tile. Minimal (2-tile) overlap with Alexandria. Next settler from Thebes has got to be light blue dot to claim the jungle in our southeast. Yellow dot settler is already on its way.
Diplomacy: I agree with T-Hawks plan to get galleys as soon as possible to make contact with the rest of the world. As a result, I immediately trade Mathematics + WM + 81g for Writing. Unfortunately, even everything we have (322g + 16gpt + silks) is not enough to get Map Making (wow...) We'll have to keep building up funds towards that (researching is folly at this point). Since it only costs 37g (2 turn's income), we found an embassy with Greece. Here's what a city under 50% cost reduction looks like:
Notice that he just got Ceremonial Burial and is working on a temple. Not much hope to flip any Greek cities, if at ever we entertained the idea. Only two defenders in Athens is interesting though. With nothing else to do, I end the turn.
(1) 1475BC Thebes builds settler, Alexandria builds worker. I set Thebes to another settler, Alexandria to a temple that will presumably be whipped. BAD news: the Greeks founded a city right where we were going to put our light blue dot city. It has major overlap with Heliopolis, so there's almost certainly a hidden resource there. The settler produced heads east to found a fishing town.
(2) 1450BC Giza founded, set to worker, may need to be changed to temple.
(3) 1425BC When offering everything, we are now up to "close to a deal" on Map Making.
(4) 1400BC Memphis finishes granary, set to temple. Heliopolis finishes temple, starts on warrior (need some kind of defense), Elephantine finishes warrior, starts on granary. I'm starting several granaries in the expectation that we may want to change them to barracks, but either way we can use the accumulated shields. The Greeks complete the Colossus this turn in Delphi and start the Great Lighthouse there as well. A Greek worker is available for purchase; given the nature of this game, I don't feel bad at all about purchasing it for WM + 27g.
(5) 1375BC Byblos founded as a somewhat overlapped fishing town. It can grab one bonus grassland from Memphis though, and we can use that for whipping purposes. I have it set to temple for whipping at the moment, subjct to veto.
(6) 1350BC We get the Forbidden Palace message this turn. That's pretty darn fast to get to 8 cities. We're not doing bad - problem is that the Greeks are even faster.
(7) 1325BC El-Amarna founded in the north in a revised yellow dot location. It's set to worker, also subject to change as need dictates. Alex has founded a number of cities down in the south, and is close to filling up the continent.
(8) 1300BC Heliopolis borders expand so that we now have significant cultural pressure on Ephesus. A flip would make our lives so much easier...
(9) 1275BC Thebes produces another settler to send to the north, Greece has a settler pair headed up there as well. I set Thebes to barracks, since I don't think we can grab any more cities in the north. We'll get two more up there and Alex will get one more. I whipped a temple at Alexandria, as it can quickly grow back up to size and will give us another edge culturally. Memphis completed a temple and started on barracks for lack of other things to build. We can now get Map Making by trading away everything, but I will hold off to next player on that decision...
(10) 1250BC And a quiet final turn. But now we have some discussing to do as a team...
We really have two options, both of which have advantages and disadvantages. The first would be to buy The Wheel from Alex, find horses, link them up, have all our cities produce barracks, and attack with veteran horses before he has adequate defenses in his outlying colonies. Goal would be to capture the cities that overlap with ours (Pharsalos, Ephesus, Herakleia) and gain complete control of the north. Hold out for a couple of turns against his counters and get lots of tech for peace. Downside is that we have only 7 warriors for military at the moment, lack Bronze Working for spears, Iron Working for swords, Warrior Code for archers, and The Wheel and Horseback Riding for horses. It's entirely possible that Alex could be into the Middle Ages before we even assemble a decent enough force to attack. And if we screw up, we could be killed too.
The other option is to continue peaceful building, trade for Map Making now (it will cost us everything, and I mean Everything we have for it) build some galleys, and pray that we find the rest of the world ASAP. If we can broker contacts, we could get right back into decent shape on techs and possibly get by without having to risk war. The downside is that if we are in fact on an island separated from another landmass by ocean tiles, we might not be able to make contact anyway. And if we are stuck alone with Alex and no way to swing 2 for 1 tech deals until Navigation comes along... we're never going to win this game.
It's a tricky situation, but I'm confident we can pull it out. Some discussion is certainly in order at this point before the next turn gets played out. We can easily follow either route at this point, so there's a lot of options on the table.
RBE4 1250BC