The embargo is finally over (I haven't abandoned this thread after all, but we are now waiting to complete an entire round of turns before posting the previous round). We are now well into the fourth round of turns, so I can post round 2.
Turn 10:
My Clubman heads northward, up the coast...
and I find something very unusual. It looks like my starting continent is much, much smaller than I anticipated. I start mapping out city sites. I probably have room for 5 cities from what I can see, plus whatever lies to the north.
My Wanderer continues towards the target Tribal Village, and my Stone Thrower continues to heal.
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Turn 11:
Whirlwind finishes its Stick Gatherer. The remaining choices are not the most palatable in the world. There are a handful of low-Strength units available, none of which I really feel like building. I don't want to start trying to hunt animals yet, and early warfare is very difficult until a player gets units that can overcome a Tribal Guardian at Strength 6.5 (base Strength 2, +200% city defense, +25% fortification), so I don't need additional defensive units yet either.
The buildings available are mostly +1 food buildings, but most of them have drawbacks. Carrion provides +1 food and +1 unhealth that can't be offset, so it's only worth building if you have a substantial health bonus, which I don't have. Berry Bushes and Wild Mushrooms provide +1 food but +1 unhealth until I reach Herbalism. Tidepools is +1 food and +1 unhealth until Cooking. It gets an additional +1 food with Spearfishing, so it is worth looking at later (eventually netting +2 food). Seed Camp provides +1 food with no drawbacks, but it's twice as expensive (18 hammers vs. 9) than any of the other +1 food buildings. Storage Pit is a proto-Granary, storing 5% of food on growth. It will be useful once I start generating a food surplus; there are also many buildings that require some kind of infrastructure before they can be built, and Storage Pit is the first of the infrastructure choices. Bug Catcher and Root Tubers are the best at +1 food with the lowest cost and no drawbacks.
I decide to start work on a Bug Catcher, as it will provide the best return on investment. Bug Catcher goes obsolete at Sericulture (late Ancient Era), while Root Tubers go obsolete at Agriculture (early Ancient).
The Wanderer is nearly at the Tribal Village.
The Clubman continues north to finish exploring the eastern coast. I think I will have it return to Whirlwind once I finish mapping that section.
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Turn 12:
Cooperation tech is done. It unlocks a few promotions that I am nowhere near able to use and the first anti-crime building: the Lookout Post.
At this point, my next tech is 2-3 turns away. I decide to go with Persistence Hunting to get the hunting fun started. The Chaser is one of my C2C contributions. It's an early Hunter that doesn't require a Master Hunter to build, so you can get over the first issue of getting subdued animals to build the Master Hunter.
My Wanderer reaches Tribal Village #2:
It gets 37 gold. I don't really need money at this point.
My Clubman continues north along the coast. It has almost completed its exploration duties.
I decide my Stone Thrower is nearly healed and have it start moving northwest to explore.
I give my Wanderer its orders to head towards the third Tribal Village.
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Turn 13:
Sending the Stone Thrower north, with the Clubman and the Wanderer headed north for various reasons.
Whirlwind finished its Bug Catcher, so I start on Root Tubers. I'm hoping to go Persistence Hunting - Herbalism and start digging my way out of the food black hole I am in. Herbalism will help by giving Wild Herbs, which are good for +1-2 health (it seems to vary) and make several food buildings give a positive food instead of a net zero. I think I'm going to need a Lookout Post first, as I don't want to give crime a chance to rear its head.
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Turn 14:
We updated Caveman 2 Cosmos to the release version of v28 here. This was mostly done to fix certain problems with Traits. For example, Aggressive now only generates 9 crime per turn if Crime is above 200 (instead of 30 crime per turn at 150 or more).
The Clubmen discover that this continent does not stretch very far east. On the good side, there are 2 Goody Islands waiting to be discovered once I get a boat.
My Stone Throwers are still progressing northward to find the extent of my continent. They come across another Horse tile. Trading Horses won't do much, as the only easy way to get a Horse Trainer without Horses in the city vicinity is to build the National Horse Breeder, which, as its name implies, is a National Wonder.
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Turn 15:
Persistence Hunting is my sixth tech. This is the tech that really kicks off the hunting part of the Prehistoric Era.
There are three items here:
The Master Hunter is required to build any of the good Hunter units. You do not build the Master Hunter normally. You have to subdue an animal, and it has to be a good one, to be able to build the MH. For certain animals with other good uses, it can be a tough decision to decide what to do with your first subdued animals.
The Chaser is a unit I created to help out with what I feel is a little bit too much randomness associated with getting to the Master Hunter. The Chaser is a cheap, low-powered Hunter-class unit that doesn't require a Master Hunter to build. I originally created it as a Hunting Party unit that was a one-use attacker; it would go out, kill an animal, bring it back, and dissolve, requiring you to create another Party to hunt another animal. It evolved into what it is now.
The Hunting Instruction building makes the Chaser and other Hunters really worth pursuing. The Hunter I promotion provides excellent bonuses against Animals and bonuses to subdue them. Combining this with the Chaser should give me a very good early hunter to go bring something back and unlock the Master Hunter to get better Hunters.
After finishing Persistence Hunting, I now have to choose my next tech. I'm going with Herbalism. The reason is that I'm at -4 unhealth in my city but only -1 food. Two more points of food and/or health will put me into positive territory. Wild Herbs should help, and it will also give me a net benefit from Berry Bushes and Wild Mushrooms.
The Clubmen have reached their maximum exploration, so I send them home to Whirlwind. The Stone Thrower continues north. It discovers another source of Bison and a Prickly Pear square. This should be interesting when I get up to settling this far.
Meanwhile, in Whirlwind, I find I have a lot of choices.
Seed Camp had its cost slashed to the same as Bug Catcher and Root Tubers, so building it would get me to neutral territory growth-wise fairly quickly.
Lookout Post would keep any thoughts of crime in check for the moment and enable me to build a reservoir of negative crime.
Berry Bushes and Wild Mushrooms would be great to build once I reach Herbalism, as they would help get to positive food territory.
Hunting Instruction will grant the Hunter I promotion and give me excellent-quality anti-animal units.
Storage Pit is one of the first infrastructure buildings and I will really need to build it once Whirlwind is into positive food production and edging closer to size 2.
My decision is shaped by one of the most salient features of the Prehistoric Era in C2C, and that is that hunting is FUN. I think it's one of the best mechanics in C2C at the moment. I queue up the Hunting Instruction, intending to build a Chaser afterwards and start scouring for animals.