1150BC: we are a Republic now. IW in 4 at 50%. Put Tonawanda on a worker. It was on wealth as it got 2 turns of growth to be able to get to size 2 in time. Hittites started Oracle, but I am only 17 turns out now. They may be able to cascade to Pyramids, so I may swap my towns.
Wait, I check and two know IW, so I trade (this is silly) Pottery and Write to Alex for IW. Up research to 70 for 4 turns on Math. All are down at least three techs.
Now that I think about it, no need to switch either. Hittites can only have 15 to 20 shields. NF has around 150. Athens is far ahead of the Hittites, but I doubt they have more than 1/2 of NF's shields and no chance to gain as I have a dedicated worker for both wonder towns.
I underestimated the speed of the AI on this level at expanding, so I should have added another camp or two. One to make workers and a few settlers and I would be much farther in my own expansion. I would switch a core town, but they have too many shields into their builds right now. I also have the problem that I cannot expand in two of the directions due to the sea.
925BC: I had begun to use Tonawan to make workers every 5 turns as I need more than I have. Poly next turn.
850BC: Warlord level and in Republic, I do not really need a camp for troops that badly now. I have Horses and Iron being connected, so I will just make MW to replace the archers. Disband the archers on builds. Poly in and Map next turn at 10%.
825BC: going with Construction, tempted to go with Currency on the basis that I would expect the AI to go for Construction ahead of Currency and that could save me a few beakers. The truth is I probably can do both, before they do either. I do not have 3 lux, so markets can wait a bit and I may need an aqua, yeah that is my story.
800BC: Oracle done, so I drop lux to 10 and start MoM. Horses up, so MW's are being made in the camp now. BTW I did not make any spears as I have told others to not make them at this level.
775BC: archer busts another barb camp and we are slowly getting roads out in front of the settlers. Need to irrigate Tonawan to grow fast enough to pop out workers. I started Catt on Temple Of Artemis, just for giggles.
650BC: start Lit, none have learn Philo so far. I guess Oil Springs will start on the FP after the temple finishes.
570BC: start on Currency in 4.
450BC: I think this is a good place to stop the test. I finished MoM and the Pyramids. I am working on Feudalism in 5. I have Silks, but not connected yet.
15 towns and a settler on station next turn. Still a bit behind in my workers at 12, but that can be fixed soon. Once the free granaries get filled. Salamanca and NF are getting markets and libs and then can go back to making wonders far faster than the AI. One galley out and making another. FP started. Tof A well underway and will pick up speed as I get it larger and there are several workers there to get the tiles improved.
So does using camps help or just a waste of time, a toss up? I would need to take the save and run with no camps and see what happens. That may take sometime to get back to. I did not place any coastal towns, till recently, so did not even start on those two wonders. You could build up Caughnawaga quickly and make the Lighthouse.
You will get a free temples down the road and just add a few workers after they make some roads and mines. Surely sooner than they will get it built. Last I looked they did not have Map Making.
Just to see what number of towns were in the Regent article as a comparison, the closest turn was in the 3xxBC and all I could see was 8 towns. That may not be the correct number and there were wars in that game, but it does suggest camps could be useful at low levels.
I wonder what they could do on a historical run on chief?