Why didn't we research CoL before, thus grabbing republic for free?
You're right. But we wasted an initial 20 turns of research on TW, so grabbing philosophy first if we also first did CoL wasn't a sure thing anymore.
I've played this map before, but for those of you that did not, do not open the next spoiler (though in fact I do not think it is spoilerish, it is what you can expect knowing the game, knowing this is an 180X180 earth map, and knowing there are 31 civs on the map).
Have not played civ for quite while, hope it's OK?
Don't worry, you did a reasonable job, and many mistakes where made before your turnset.
To the team as a whole I must say that we have made many mistakes until now and that is in part because of playing without a clear goal/plan, and in part because as far as there was a plan, we did not make all decisions optimal with regards to that goal/plan.
In my view, the opening is the most important part of the game. I do not like micromanagement, but I think in the first 80-100 turns of the game it is essential for a good result. By way of comparision, I replayed the game until 975BC (we are 2 turns later in 925BC now), and here is the comparison:
We at 925BC: 6 towns (total 12 pop), 3 workers, 1 scout, 1 warrior, 3 archers, 2 spearmen, 2 curraghs, no contacts besides Germany.
My game at 975BC: 11 towns (total 24 pop), 2 setters, 9 workers, 1 scout, 12 warriors, 5 archers, 1 spearmen, 2 curraghs, 2 contacts besides Germany.
(I did not have the 4000BC save, so I used Kal-Els original map, adding random start locations, 31 civs, and Germany and Russia on the spots we know. I don't know if Bowsling has modified other settings, but I did not).
It is really not brilliant play I did, just focussed goal oriented play and decision making. Something like this: we want to expand as quickly as possible. We can have a 4 turn settler factory at Moscow, so let's make that as soon as possible. If this means irrigating al the way from St Petes to Moscow, then do it. Do not move the settler if the benefit of doing that does not help with expansion; do not develop any tile if that does not help with expansion; in the cities/city that will be your worker/settler pumps, do not build anything that does not help with expansion (except occasional filler builds needed for the growth that is needed for workers/settlers).
Initially all worker actions should be targeted towards the expansion goal. Ok, the accidental road. And ok, I let Moscow buld 1 settler first to have a town that can build units while Moscow builds the granary and is on worker/settlers. The settler factory was up and running in 2110 when it produced a settler taking 6 turns, but then it was developed for 4 turn production and produced 9 more settlers and 1 worker before 975BC.
Moral of all this is: goal oriented play - no action/build/research path that is not motivated by some plan. And avoid self-inflicted waste (building a rax in the settler pump; bulding a granary in a town that should produce units).
For example, this:
You should start settling on that desert, oil and saltpeter might appear later on.
is something we really shoud not do. First, because there is still more useful terrain to settle. Second, because desert towns will never be productive before railroad. Third, Germany will get there first. Fourth, by the time oil and saltpeter will appear there, we will already own the whole continent.
I do not want to sound overly critical but this map is going to be a bit tougher than you may expect and we really should play this with a litlle bit more concentration I feel.
As to our current situation, I will post later today.