New map, 29 x 39, Deity, Raging Hordes, 7 civs (selected). Starting techs: Alphabet, Ceremonial Burial, Code of Laws. Great starting specials and there are 4 within the pattern from mountain top 47/33. Starting save attached.
This post and each thereafter will contain spoiler information starting here. Much of map including the core starting region is low in food which greatly impacts the strategy and development of the game.
4000:
1st hut: Unsupported horse.
3950:
Built Cap @ 46/32, Plain with Whale and Ore.
Built 02, plain with 2 whales. Since i have a horse to scout for new city sites, the plan is to built a settler in each city before any warriors.
3900: > Monarchy. Since i can't reach the 3850 Oedo year, will slow sci and reach it in 3650.
3650:
Monarchy > Map Making . Sci 30 / Tax 70.
3450: Lux to 30%.
3400: Both cities 1 > 2. Lux to 0.
3350: Completion of 2 settlers.
3200:
Built 03, Plain with access to a whale and ore.
3150:
Map Making > Bronze Working.
Built 04, grassland with access to a whale that the low food Cap needs far more.
3000: Met the Germans, traded for
Bronze, Writing and Maps, peace but no alliance.
3000 bc Summary: 4 cities, 0 settlers, 1 horse. 7 techs, Met one neighbor and traded for one map.
2950: > Currency.
2900: Completion of 1st warrior.
2nd hut of game: Supported Chariot.
2800: Completion of 1 settler and 1st Trireme. With such slow terrain and cornered positioning, this boat was rushed to much more quickly found the next two cities while also opening up the ocean specials as well as dropping off two exploring units.
2750: Completion of 1 settler.
2650: Completion of 1 settler and 2nd warrior.
3rd hut: Supported Chariot.
2600:
4th hut: None Archer.
2550: Met the
Zulu peoples, took a chance at trading tech and picked up unwanted
Mysticism. Great Map trade, peace but no alliance.
2500:
5th hut: None Archer.
2500 bc Summary: Monarchy with 4 cities. 8 techs with Currency in progress.
Units: 3 settlers, 1 Trireme, 2 chariots, 1 horse, 2 Archers, 2 warriors.
2450:
6th hut: None Nomad in the south pole.
2400: Completion of a settler.
Built 05 @ 44/24, grassland with access to buffalo.
2350:
Built 06 @ 31/31, grass/river with access to 2 ore squares. Completion of 1st irrigation and have 1 road.
7th hut:
Horseback Riding. 6 cities, 3 settlers.
2300: Science to 70% to complete Currency then hopefully Trade (then hopefully Masonry and Pottery or better yet hopefully trading for these two wonder techs.).
2250: Completion of a Dip (not enough food in this size one city to build a settler).
Built 07, plain/river @ 29/29 with access to 3 ore squares.
2200:
Currency > Trade. Completion of 2nd Trireme (also due to low food in a size one city).
2050: Completion of 3rd Trireme and 2nd irrigation.
8th hut: Barb legion that will almost certainly eliminate my warrior (edit: and did).
2000: Big breakthru, captured leader for 150 gold.
2000 bc Summary: Monarchy with 7 cities, 10 techs with Trade in progress and 2/3 of the way. 28 shield production, 174,000 sq. mi. No wonders, no buildings.
Units: 2 settlers, 3 Triremes, 1 Dip, 2 Chariot, 1 horse, 2 Archers, 4 warriors. Treasury: 170 gold.
1900:
Trade > Masonry. Sci reduced to 30, T 70. Completion of 1 settler. [edit: In hindsight, after completing Monarchy and Map Making, i would have gone for Republic before Trade to allow for 13+ cities much earlier].
1850: Completion of 2 settlers.
1800: Completion of 1 settler.
1750: Completion of 1 settler.
Built 08, grass/river @ 31/27 with access to an ore. 8 cities, 6 settlers.
1700: Completion of 1 settler. Paid barbs 50 gold to spare city 05.
Built 09, island plain with 2 whales @ 47/5.
9th hut: Tribe for city 10, grassland with access to gem/river @ 23/19. 10 cities, 6 settlers.
1650: Completion of 1 settler.
Built 11, grassland @ 47/25 with access to fish.
Built 12: plain @ 10/34 with access to whale and wine. Met Rome, traded for
Masonry and
Pottery which is all they had, Peace,
Map trade, no alliance. Choosing to hold back at 12 cities until reaching Republic.
1600: > Literacy. Sci to 70, T30. 12 cities, 5 settlers.
1500:
10th hut: Construction.
1500 Summary: Monarchy with 12 cities, No wonders, 14 techs with Lit in progress, contact, peace and no alliances with all three foreign civs.
Units: 5 settlers, 0 caravans, 3 triremes, 1 dip, 2 chariots, 1 horse, 2 archer, 13 warriors. 6 roads, 2 irrigation.
1450: Completion of 2 irrigation, now have 4.
11th hut: Supported Archer.
1300:
Literacy > Republic.
1250:
12th Hut: None Nomad. 12 cities, 6 settlers.
1200:
13th Hut: Mathematics (prematurely).
1150: Barbs capture my frontier city 12 because i didn't have the 50 gold or other means to stop it. Lost a warrior and 21 shield production towards a settler. Will likely bribe it back within 10 or 20 turns. Completion of 1st and 2nd wonder caravans. 11 cities, 6 settlers, 2 wonder caravans.
1100: Completion of 3rd wonder caravan and 1 settler. 11 cities, 7 settlers, 3 wonder caravans.
1000:
1000 bc Summary: Monarchy with 11 cities (12 next turn), 3 turns from Republic. No wonders but 3 turns from Pyramids.
Units: 3 wonder caravans, 7 settlers, 3 Triremes, 1 diplomat, 2 chariots, 1 horse, 3 archers, 17 warriors. 9 irrigation, 8 roads.
975:
Built 13 (which is my current 12th city), grass/river @ 18/22. Unable to built @ 15/21 at this time due to obstruction by a roman phalanx, but will build there soon.
925:
Pyramids .
Republic . > Polytheism. Lux to 60% by necessity, first Lux all game. T 30 / S10 to choose next tech. Able to build beyond 12 cities now without incurring serious penalty : ). With Trade, Republic, Masonry and Potttery sought each civ to trade for any tech they might have before opening next hut and apparently they had none.
14th hut: Philosophy. Disbanded 15 of 17 warriors, all inside cities.
Summary: 12 cities, 8 settlers, 3 triremes, 1 dip, 2 chariots, 1 horse, 3 Archers, (2 remaining warriors to be disbanded next turn).
900:
Polytheism > Monotheism. Completion of 1 Trade Caravan (from the 1 island city) and 3 settlers. Disbanded final 2 warriors.
Built 14 (13th current city), grass/river @ 13/21 with access to pheasant. 13 cities, 10 settlers.
875: Completion of 2 settlers.
850:
Built 15, on buffalo.
Built 16, on grape @ 34/34 and next turn said grape will have a completed mine. 15 cities, 10 settlers.
825: Completion of 2nd trade caravan from our sole island city. Both set sail towards their demand driven destinations.
Built 17, grass/river.
Built 18, south pole tundra 29/37 with access to whale and fur.
775: Built 19 on buffalo 47/19 (18th current city). Summary: 18 cities, 9 Settlers, 2 trade caravans, 4 triremes.
750: Completion of 3rd trade caravan (all from my island city)...and it boards trireme towards its foreign destination along with a dip.
725: 18 cities, 9 settlers, 3 trade caravans.
700:
Built 19th city, 28/22 grassland with access to fish.
Built 20th city, 17/33 grass/river with access to a whale. 19 cities, 7 settlers.
Immediate goals:
1) Establish 3 embassies to be sure i have every tech to ensure maximal bonuses before trades reach their destinations.
2). Rush 4 trade caravans for Hanging Gardens (as a few cities approach or have already reached size 3.
3. Continue to build new cities and to complete the most highly beneficial roads and irrigation projects.
675: Established embassy with Rome, gifted their tech in progress,
updated map trade, they again refused alliance.
650: Completion of 1st current wonder caravan and 1st current Dip.
Built 21st city, South pole tundra 17/37 with access to 2 whales.
625: Completion of dip.
Built 22nd city., plain/river @ 20/32 with access to a whale. Much welcomed capture of a barb leader with a reward of
150 gold. 22 cities, 5 settlers.
600:
Temple in island city and initiation of size 3 celebration shortly before the first trades are ready to land. Completion of 2nd and 3rd current wonder caravans and 1 settler. Bribed a supported barb archer in self defense of city 21.
Built 23rd city, grassland @ 36/18 with access to fish. Summary: 23 cities, 5 settlers, 3 trade caravans, 3 wonder caravans.
575:
Established embassies with the Germans and the Zulu peoples and now have all 3. Gifted techs in progress and updated maps. Island trade city celebrates from
3 > 4 and has no additional food surplus at this time, primarily in need of seafaring/harbor.
Built 24th city, Grape @ 40/34 which is 7 turns towards having a mine on the city square.
Built 25th city, Coal @ 31/19 which is 7 turns towards having a mine on the city square.
1st trade of game, Demanded separate land trade to barbarian "city 12": 152.
550: Completion of
Courthouse in island city which will increase trade values by 30%. Completion of 4th wonder caravan and 3 settlers. Rome completes
Seafaring and i trade them for it and this 20th tech increases beaker demand from
289 > 342. 4 wonder caravans fill 200 shields.
525:
Hanging Gardens . Completion of 1 settler.
Demanded Beads to Zimbabwe on separate continent:228. Fills beakers for current tech and Sci is increased to 10%.
Built 26th city, jungle/river @ 8/20 with access to a fish.
Built 27th city, jungle/river with access to pheasant. Lux set to 60%.
500.
Monotheism > The Wheel (380).
Initiation of 6 Celebrations in addition to the already celebrating island Super trade city for a total of 7 celebrating cities. Completion of
Harbor in island STC allowing it to grow from
4 > 5. Completion also of 1 settler and 1 dip which will be used to finally bribe back City 12. Completion of 2nd and 3rd mines, all three on city site Wine or Coal Specials.
Built 28th city, jungle 20/18 with access to fish.
500 bc Summary: Republic with 28 cities. Pyramids and Hanging Gardens.
Buildings (all within island STC): 1 Temple, 1 Courthouse, 1 Harbor. Next will be an Aquaduct upon size 8.
Units: 5 settlers, 1 Trade Caravan, 0 wonder caravans, 4 triremes, 1 dip, 2 chariot, 1 horse, 1 archer. 54 F4 heads, Income: 96 gross shields, 65 gold @ 40%. 60% Lux. 16 irrigation, 17 roads. Treasury: 207.
475: Completion of 1 Trade Caravan (demanded wine to island STC). Bribed back city 12 from the barbs for 52 gold and inherited 4 supported archers in the transaction. 29 cities, 5 settlers, 2 trade caravans. STC 5 > 6.
450: Completion of 1 trade caravan and 2 settlers. STC 6 > 7.
425: Completion of 2 settlers. STC 7 > 8.
Built 30, jungle/river with access to pheasant.
Built 31 grassland. 31 cities, 7 settlers. Treasury: 1 gold.
400: Completion of
Aquaduct in island STC which grows from
8 > 9 and completion of 3 settlers. Pause in Celebration growth @ size 9 until Colosseum can be built and
Undemanded Silk trade is landed to Antium for a bonus of 144. Built 32, south pole tundra with access to oil.
400 bc Summary: Republic with 32 cities. Pyramids and Hanging Gardens.
Buildings (all within island STC): 1 Temple, 1 Courthouse, 1 Harbor, 1 Aquaduct and will have Colosseum in 2 turns. .
Units: 8 settlers, 2 Trade Caravan, 0 wonder caravans, 5 triremes, 2 chariot, 1 horse, 2 archer. 82 F4 heads, Income: 129 gross shields, 55 gold @ 20%. 80% Lux. 17 irrigation, 18 roads. Treasury: 188.
Will end this here.