Predator, supercharged and fixed barbs
PreGame Thoughts
The start looks like it was specifically designed without food bonuses, and I am guessing we will not find any nearby either, since it is a more difficult than usual Monarch game. I also suspect we may be alone on a small island: that would fit somewhat poetically with the nature of the Vikings, and the super barb galleys make me very suspicious.
SirPleb gave an excellent analysis of opening moves in the pregame thread. However, I like the quick granary option. For science I will go with pottery at max since I am assuming we may be alone. After that I will make a beeline for the slingshot to Republic.
I will road/mine then chop with my worker. Road first because my best prebuild is a settler, and that will run out if I mine before roading. This sequence will give me my first settler a total of 4 turns late, but it will allow me to build the granary before growth to 3. That will (in a way) make up for the settler coming late, because having the granary before growth will be like having 10 more food in the capitol. I used SirPlebs Opening Moves Spreadsheet to plan my start. I like it. It saved a good bit of time over using pencil and paper, and that allows me to explore more options.
Of course, if I meet an AI early, this plan may change in its entirety. My tentative goal is conquest victory, but if I find this will come very late for some reason (after 950ad), I may switch my goal to space or the cow.
Exploration
Having gone for a granary first, exploration suffered. My worker spotted what could be fresh water in the NW when he moved to mine a bg, but that was all I knew until 2550bc, when my first warrior was built. Even with the late exploration it did not take long to deduce we were on a small island.
I built a small force of 5 veteran archers to deal with the barbs, and they were more than sufficient. I was surprised that they were not more aggressive than they were, as they never took the initiative to attack my archers when they were next to them. I guess they didnt know they had the extra attacking power. The volcanoes on my island were hyperactive, and almost the entire northern area was covered with pollution. (The volcanoes also caused greater mischief, but that will have to wait for the next spoiler thread.)
My first curragh was built in 2270. By 1830 it had circled our island and the tiny island to the south, so its next mission would be a suicide run. He didnt make it. I built five additional curraghs: three sank like the first, but two survived and met AI civs in the following years:
Contacts
a 1175
b 1150
c 1125
d 1100
e 1025
f 900
g 875
Around 1500bc it became apparent that the AIs were far, far away, and I started to contemplate a palace jump with my military carried alongas Aeson is doing in his game. If this were PTW instead of C3C, that would definitely be a very strong strategy. However, since the FP does not create a second core in C3C, the corruption effects would be ruinous on the home island after the jump. I am not sure such a jump can pay off in this game unless it is doneat the latestin the early middle ages. I could be wrong though. It will be interesting to see how Aesons game works out. Since I could not get an AI city in peace negotiations until late in the middle ages, I dismissed palace jumping as a possible strategy in this game.
Expansion and Development
Trondheim, which was founded on the start, built its first settler in 2850bc. That second city also built a granary. Trondheim then built a barracks and 5 archers in between settlers. I sacrificed a bit of expansion in order to keep my research rate high while I was researching writing and philosophy, because I did not want to take a chance on missing the slingshot.
Most of my other cities concentrated on workers and curraghs until the end of the QSC period. I discovered Republic in 1250bc and revolted, drawing a 4-turn anarchy.
End QSC
15 citizens
6 towns
2 granaries
1 barracks
1 settler
7 workers
1 warrior
5 archers
3 curraghs
All first and second tier techs, all third except lit and poly. Also have Republic.
185g
Lit is due in 2, but I am losing 22gpt.
Firaxis 184, 3rd place (#1 has 215)
I thought this wasnt too bad, but then I saw Dynamics QSC stats: wow!
At this time a few cities began harbors. In 950 they were mostly building libraries, and in the early 600s a few moved on to markets and aqueducts. My goal was to get these necessary improvements built before switching the economy over to boats and military, as I didnt have enough cities to pay for the unit support.
Research and Trading
Since we were indeed alone on a small island, I didnt change my research goals from those I set before the game. I researched at maximum sustainable speed throughout the Ancient Age, except for a few turns in which I turned down science to raise money for embassies. I needed the embassies in order to foment war on the other continent.
Techs were acquired in the following order:
Pottery, 3400bc
Writing, 1950bc
CoL, 1425bc
Phil, 1250bc
Republic, 1250bc (free tech)
1100bc
Masonry, CB, TW +10g from civ d for Alph, Writing
BW +58g from civ a for writing
Map Making from civ c for Phil and 101g
Math from civ a for Phil, MM and 3gpt
IW, HR from civ d for Phil
Myst from civ d for Math
There was additional trading on this turn for gold. I ended up with all the gold in the world (257) except for the 46g civ a had. I was hanging on to CoL and Republic until I could get more for the techs.
Lit, 950bc
Currency, 710bc
Construction, 670bc (via trade I forgot to record)
So I entered the MAs in 670bc. In the process trading for Construction, I also put all the AIs at war with one another
Future Plans
The first goal is to trigger my GA as soon as possible via the Statue of Zeus and the Mausoleum. Otherwise, I expect MA research will be far to slow. Navigation is my first research goal, and then the conquest will begin with Berzerks. I also want to ensure that none of the AIs are ever at peace so that hopefully my units will be attacking no better defenders than pikemen. I am going to try to get a prebuild for Leonardo going, because the archer > berserk upgrade is very pricey.
After getting Navigation and Invention, I will probably turn off research in order to pay for unit upgrades. After that, there is a strong possibility that I will continue to research to Mil. Trad, as I am not sure conquering with Berzerks will go quickly enough. The boats would have to stay with them in order for them to move quickly, and that means I would need an entirely new set of boats to bring in reinforcements. I think all those boats would drive the cost of military support too high.