I go for Weaving next, then Shelter Building. Weaving allows me to build Slingers (along with Tool Making, which I got early on). Shelter Building is a prerequisite for a large number of early buildings that are actually BUILDINGS, and not just things you find like the Berry Bushes or Root Tubers.
With a Scout done, I start building Grass Huts. Housing is another big part of C2C. Various huts and houses give health and a small amount of hammers and gold.
I go for Flint Knapping, then Herbalism.
My Scout subdues a Cave Bear and escorts him back to Cuzco. You don't always get a subdued animal, but the Hunter line of promotions makes it easier.
There are four things I could do with the Bear (there are other things I could do later).
* Myth of the Bear. +1 beaker per turn until Writing.
* Master Hunter: Can build hunter-class units. Tracker, Hunter, and Ranger are strong anti-animal units.
* Military Standard: Bonus XP for new units.
* Governor's Pets. +1 happiness, +1 culture, +2 stability per turn.
I use the bear for a Master Hunter. I can now build Trackers.
I get Fine-Edged Tools next (another replay to get this screenshot), then Natural Pigments. Natural Pigments gives me the Clay Pit, which I really like as a first or second build in a new city. 1 hammer may not be much, but it's something to do while the city starts growing.
Next up is Cultural Identity. This gives me the Elder Council, but I won't build one for a while.
Basketry next, then Carving. I build a few little things, and eventually I start on a Bandit's Hideout.
The crime buildings are another part of C2C that I think are pretty cool but are dangerous to the AI. AI civs like to revolt and I think the crime buildings may be playing a factor. Crime buildings include Bandit's Hideout, Mercenary Camp, Assassin's Den, Chop Shop, Mob Storefront, Poacher's Camp, and Drug Lord's Mansion. They provide a lot of gold (bribes) but cost you espionage (would-be spies do crime instead) and cost you instability. I try to build only one or two, at least so far. A very well-run empire may be able to build more.
Crime buildings are also required to train the Thief class of unit, including Thief, Rogue, and Assassin. These units are INVISIBLE to most other units, except others of their type, trained animals, and certain very high-tech units. We may see this later. I plan on abusing Thieves and Rogues to their limits. Most of these units are also National Units; Thief and Rogue are limited to 2, and Assassin to 3, so I don't see as much a need to build more than 1 or 2 of the building.
Here's what my empire looks like on turn 100. You can see Cuzco building the Bandit's Hideout.
Here's the world as I know it. There are Vikings out there somewhere, but everything else is a complete mystery. I'm up against the ocean, though, and that makes me somewhat comfortable because I know which directions to expand in.
This concludes the first 100 turns. I've actually played out 400 turns, just to make sure that we wouldn't have a total early collapse. The second century (turns 101-200) will be fairly short (I'm guessing about 3 posts). The real fun begins with turn 201.