I agree on the importance of the GLib. Don't think we need to start a run on it quite yet, but soonish.
Preturn: All looks good. Going to move a unit to give me advanced warning of incoming AI.
IBT: All is quiet
2070 BC:
IBT: Umm...
American scout? I don't remember Americans being mentioned before. We have nothing to trade them and they are up 4 techs. I declare them to be scum.
2030 BC: I move toward the scout.
IBT: The scout flees our righteous wrath.
1990 BC: I continue to the hill to give me a view.
IBT: Scout flees
Rome: Settler->Spear.
1950 BC: Send settler and 2 archers to settle near the incense.
IBT: We get spices.
1910 BC: Still no enemies to be seen.
IBT:
Veii: Barracks->Archer
1870 BC: I check diplo - the japanese and Netherlands both only have 3 cities. The most probable explanation I can think of for both the lack of incoming enemy troops and their small size is that Japan and the Netherlands are at war. This would be a real piece of luck if true. Normally I would expect the game to be really nasty with 2 enemies met so early.
IBT: The Scout shows up somewhere else
1830 BC: Continue to move to settle the new city.
IBT: Japan is finally sending troops - 3 regular warriors.
1790 BC: Good lord:
We have a fourth luxury nearby! We are going to have 4 luxes within our 5 cities. The odds of that must be pretty darn low.
IBT: Warriors move to avoid my archers (the pests). We complete Iron Working and start Masonry (the all important walls and ability for prebuilds).
Rome: Spear->Archer
1750 BC:
We have Iron within our 5 city area
I build Antium on a hill for defense. It is near the incense.
Our spear goes and kills the scout. Oops a real weed - I didn't adjust Rome last turn so we only got 3 food instead of 4 - this means we grow a turn later.
Notes:
I will stop here to even out the turns (which will then go 1500, 1250, 1000, etc)
I did not move the archers or the Elite warrior that found the gems and is next to a hut. The next player can pop the hut. I would wait for the spear to get back first though (It killed the scout so the town isn't defended). He can also decide if he wants to fortify them or chase the workers.
4 Lux and Iron is excellent for a 5CC. We could play 100 games and not get that.
I will post a picture in the next post. We should decide where city 4 and 5 should go.
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Betazed, We played Meli with a twist where we could capture 3 (or 7) cities in a turn keep them to get a second (or third) army and disband by turn end. I kind of like this because it is fun to try for the second army. That variant is not true 5CC however. Are we playing with the standard 5CC or are we allowing the capture rule? I am happy to go with which ever way you want to play it.