Round 1: 4000 BC to 3100 BC (36 Turns)
I wanted to start off by reassuring those of you who asked: yes, that's a freshwater lake next to the Settler.
As we'd pretty much agreed, I settled in place.
Nice--an additional clam tile that was not visible initially. This location is screaming GP farm, frankly, because based upon my (admittedly limited) experience sites for that are few and far between on a tectonics map.
I'd also moved the Warrior 1NE--my thinking being, if I'm settling in place, it's best to move the Warrior away from the Settler. Why waste a move revealing tiles the city's borders will reveal anyway?
Also as most of you recommended, I made the first build a Worker.
As I recall, the AI starts with a Worker on Immortal difficulty, so this makes a lot of sense not just because of Hammurabi's starting techs and the corn. Most of the game, if the Lincoln ALC is anything to go by, will be spent just trying to catch up to the AI.
I also started researching Mining, with a mind to landing Bronze Working ASAP.
Now, the sharp-eyed among you will have noticed that the capital's borders revealed a tribal village on a hill to the east. So the Warrior had to double back to it. And a good thing he did:
Woo-hoo, one of the techs on our shopping list! Nice, very nice. I kept with the Worker build nevertheless, but decided on a work boat as the second build.
The generous goody hut was all the more appreciated because I think it's the only one I'm going to find. I very quickly started meeting the neighbours, you see. In fact, if that hut had been any further away, this guy would have beat me to it:
And on the very same turn, once my Warrior moved, I met this guy:
Interesting parallel here--after the Saladin game, I can honestly say I HATE being next door to Zara. I'm really hoping to get a chance to rush him and his irritating culture ASAP.
So like I said, I think that will be it for goody huts, so I'm grateful it was a good one. But of course, in a way I asked for this when I loaded up a standard-sized map with a couple of extra civs.
I finished that first tech on turn 12:
And then it was on to Bronze Working.
Several turns that were mostly uneventful then went by. My Warrior mainly explored to the southeast and fended off two animal attacks, earning Woodsman I in the process. While he was injured he spent several turns being chased around the map by a lion, so I didn't get as much of the map explored as I would have liked to. Eventually my Worker appeared and I started on my next build:
Of course, the Worker began farming the corn right away. I planned to assign my second citizen to one of the plains hills so that the work boat would appear faster.
And I met another one of the neighbours:
As I recall, Aggressive leaders are programmed to be a little more agreeable with others with that trait, are they not? So it might be a little easier to get along with Ragnar than usual. That would be good if it's the case. Saladin and Zara are quite close by, so I expect problems and probably conflict with them. Ragnar is further away, so from a diplomatic perspective I think it makes sense to keep him friendly if possible. He's a formidable techer and can be a good trading partner, but as I recall you have to get him to Friendly before he'll trade techs.
Boy, the Immortal level AI sure does expand fast. Look at this:
Wow, it's only turn 29 and already Zara has two Archers and a Settler ready to go. I know he starts with an Archer or two on Immortal, but still. At least this settling stack was headed southwest rather than to the north. Why is that a good thing? Read on...
As I mentioned, once my second citizen appeared I assigned him to work one of the plains hills to accelerate the production of the work boat.
I'm a big believer that surviving on the higher levels depends on micro-management. I know I can be sloppy about that sometimes and I also miss out on certain tricks because I'm not much of a mathematician. But now that I'm playing on Immortal level, I'm beginning to see the light. I've tried playing Immortal off-line and I get my butt whupped but good without fail. So I realize I have to accept the fact that I need to pay a little more attention and pull a few tricks.
Like this next one.
My worker had farmed the corn, then spent a few turns building a road into the forest east of the corn (so he could get there to chop it a little faster later on). I suppose I could have built a road for the corn, but health is not a concern right now; I need to start chopping as soon as I can. Then the worker had a couple of turns "free". Bronze Working would finish in 2 turns, you see. It wasn't enough time for him to move into another tile and start and finish a road. But if I moved him onto a tile he was just going to sit there.
What to do?
I moved the worker into the forest 1W of the capital. Then, rather than have him cool his jets for a turn, I reassigned the tile assignments in the capital to get BW done on the next turn. That way, the Worker could start chopping immediately.
I kind of like how that worked out.
So is there copper around? Yes...
I can place a city 1SW of the copper that will claim it (without a border pop), the pigs, and the ivory. The catch is that I have to beat Zara to it. He has
not switched to the Slavery civic as of yet, so I don't think he's finished BW. Still, that doesn't guarantee he won't settle up there soon. So I think when the work boat is done, I'll need to chop a Settler right away and get him over there.
So here's a look at the capital, with the citizens back to working their original tiles:
The worker is diligently chopping away and will be done in 5 turns. I'm thinking I'll stop him just short and switch to a road so that all the hammers from the chop go to the Settler, since the work boat is almost done and doesn't need the help. The work boat with move to the fish tile, since it has a higher food yield and will therefore also help get the Settler out faster. The additional commerce for research will be helpful, too.
Here's a look at the map as revealed thus far:
So you can clearly make out Ethiopian culture to my east, and if you look closely you can see the edge of the Arabian border to my northeast. Ragnar's Scout appeared from the east as well, so I'm hoping I have some room to my west that can be all mine if I get to it fast enough.
By the way, I should point out that every flat tile in the capital's fat cross can be irrigated without requiring Civil Service and chain irrigation--thanks to both the lake and that oasis to the north. Again, GP farm, me thinks.
I stopped here mainly because we need to discuss what to research next. I chose Pottery, thinking of getting cottages going ASAP. But on the other hand, where? Here I am going on about making Babylon a GP farm, so does it make sense to cottage those grassland tiles only to farm them over a little later on? The second city seems like an obvious one to me, but it's a fairly typical tectonics city--lots of plains tiles, not much terrain for cottages. The only land that looks halfway decent for cottaging is directly to my south, and I suspect, based on where his settling stack was heading, that Zara has beat me there.
So maybe Pottery isn't the best choice. Hunting might be better, since it's additionally justified by the ivory, as well as necessary to get to the UU. And having a Scout exploring would be nice--the Warrior's been kind of slow. Also, if I manage to snag that copper and want to rush Zara, Spears might be handy in case he has Chariots. And again, assuming I do manage to settle that copper site, Mysticism would be important in order to pop its border and Animal Husbandry will be needed for the pigs. So there's three techs there--Hunting, Mysticism, Animal Husbandry, and maybe Archery for the UU when they're done. In that order?
Now, we should also have a contingency plan if Zara beats me to that copper. If that happens, the early rush is out unless there's another source nearby in the fog (which there could be, there's a lot of fog left, especially to my west and north). But assuming I lose the only copper site available, I think that would make Hunting -> Archery all the more important. Perhaps I could rush Zara with Bowmen? I really don't like the guy.
We also need to discuss builds once the Settler is done. Another Worker next? Or a Scout (assuming I research Hunting in time)? A couple of Warriors to protect my cities? Another work boat? I need all those things, it's a question of what the best order will be.
Anyway, the saved game file is below, and I eagerly await your thoughts.