COTM01 Open
I have played well into the MA before meeting the 'see full coastline' requirement to read & post here. There were about 6 - 10 tiles i didn't have until now.
4000BC: Move settler 1 tile due east
Plan on researching cheapest techs to try an pop more expensive ones from huts.
3950BC: Found Hattusas and see dyes 2 tiles due N.
Start chopping forest to help build the granery i am going to need... really need.
I'll take my chances and build granery first, units next.
Go for Ceremonial Burial @ 100% = 20 turns.
City growth and granery are also 20 turns... bummer.
3900BC: Notice hut NW of capital. Scout seems headed NW via mountains.
3850BC: 25 gold from hut.
3800BC: Start swinging scout SW to work a counterclockwise pattern around city.
Notice incense to the NW.
3750BC: Forest helped with granery = 13 turns. Start irrigating same tile, road later.
Notice goody hut due west of city.
3700BC: 25 gold in hut W of city.
3550BC: Growth in 6 turns now. Granery in 13. One more forest will speed it up nicely.
Put road on irrigated plains.
Notice hut SW of city.
This was cruel... starting in the middle of a desert.
A restart for a random game if i ever saw one... lol
3500BC: Got a settler from the hut SW of capital on the mountain!
Move settler 1 tile due S to build on the hills next to the dyes.
3450BC: Borders expand and Tarsus is founded.
Tarsus = warrior
Scout swinging S of capital.
3300BC: Nice floodplains, incense, and coast to the SE.
3250BC: Capital grew and granery will take 3 turns and i have the forest chopped in 2, so some shields will go to waste but is a good investment.
Ceremonial Burial in 2 turns, so drop science to 80% for same.
3150BC: Out of habit, i told the worker to road instead of irrigate. Opted to cancel orders and will begin irrigation next turn.
Let's go for warrior Code in 15 @ 100%
3000BC: Built 2nd scout in capital.
Tarsus will build warrior in 1 turn... change to scout.
No sign of other civs yet.
2950BC: Scout found Arabic city to the NE on hills. No unit in it so cannot initiate negotiations this turn.
3 Scouts now and need a few warriors for homeland security.
2900BC: Traded Arabia Alphabet for Masonry & 10 gold. He has warrior code which i am working on.
2710BC: Notice hut just SE of Tarsus. Will send warrior to pop it.
Begin worker actions SE side of capital in preperation for sending first settler SE to floodplains. (was working NE)
Tarsus *needs* a worker.
Barbaian camps starting to appear.
2630BC: The Parthian tribe taught me Bronze Working. I thought that was nice of them

I can trade for Warrior code @ 23 gold to save 1 turn OR research it myself for a cost of 10.
Decisions, decisions... trade to make up for moving settler on turn 1.
I need the The Wheel next so i know where the horses are. 15t @ 100%
2510BC: Capital: Settler for SE along river. Forestry saved me 2 turns w/ no wasted shields.
Since is regent level, i will tend towards OCP. It makes for a neater empire later on.
Tarsus: Worker to chop dye forest.
Sending 1 scout due west to try and meet others. Appears to be a large landmass... possible pangea.
Building the settler set my research back.
2470BC: Hut on west coast. The Cumen tribe taught me Mystism!!
2390BC: Arab warrior near may undefended capital. I hope he's just exploring.
Got a map of the area from another hut to the WSW.
2310BC: Scout noticed Arabic settler heading south. Just in case he is headed for the incense, i will move my settler to the hill at the mouth of the river and claim it first.
2270BC: My scouts have noticed borders for both Babylon and Sumeria to the south.
2230BC: Ugarit founded on coast. Will prepare it for building the Colossus and/or Great Lighthouse.
Will build next city inbetween capital and Ugarit for a settler production.
Met Babylon. They have almost no techs. I don't think the Arab scout got down to them.
2190BC: Met Sumeria. Almost as backwards as Babylon but has 3 cities.
Dyes hooked up at Tarsus.
2110BC: Lost my regular warrior attacking a barbarian camp. Time for some barracks.
2030BC: No horses anywhere close by. Bummer. I'm gonna have to plan on taking them later from Arabia most likely. OR send a settler on an expidition.
Let's get head for Philosophy.
1990BC: Conscript warrior from hut near Babylon.
1870BC: Got 1st barb camp for 25 gold.
1750BC: Conscript warrior from hut west of Babylon.
25 gold from barb camp.
Looking things over... it appears that on turn 1, a move NE instead of E would have been a perfect move.
1650BC: Disband conscript warrior that could explore no further and save 1 gpt.
50 Gold from hut SE of Babylon.
1625BC: Arabia demanded 24 gold. After some thought, i let him have it and he is polite now.
I'm not use to standard maps... definately continents, possibly 60% water.
1600BC: Trade Babylon for Iron Working & 17 gold.
I give Mysticism, The Wheel, Alphabet, and Masonry.
Sell Iron Working to Arabia for 72 gold.
Sell Alphabet to Sumeria for 3 gold and gift him Iron Working. He is now gracious.
We are all even up on tech at the moment.
Iron is plentiful.
1575BC: Harran founded SE of capital.
Disband 2nd conscript warrior stuck behind Babylon.
Sumeria is cranking out settlers and i am just barely keeping up with the other 3.
1450BC: Hattusha founded next to horses to the west.
Sumeria built a city close to it first, so our 9 tile radii touch.
This may have been a mistake. Only time will tell.
1400BC: Writing discovered.
Establish embassies w/ all 3 civs.
1150BC: Tyrana founded N of capital.
Arabia has Mathematics. Trade Writing + 39 gold.
Philosophy next turn. Will take most expensive if 1st.
1125BC: Philosophy & Construction discovered.
Started just playing and forgot to save at 1000BC
110AD: GA started.
Here's a 250AD screenshot after just entering MA: