Predator. Barbs cured from polio (and how did they thank us?)
Note: Floydland is placed on that ridiculous spot because a Chinese settler was about to take the incense.
QSC
7 towns, 1 settler
8 workers, 1 equi-worker
3 archers
1 warrior
1 scout
4 contacts, 3 embassies.
97 gold.
Horses, incence connected.
Republic and the AA mandatory techs except currency (5t), construction and polytheism.
For those of you who don't know this, the most effective way to disband a capital is (I think) to start building a settler and then turn off growth just before it's finished. If you don't have growth, you will get the option of abandoning. If you have growth, you will not get the option, the computer will wait for you to reach size 3 even though the shield box is full. This way I made a settler for New Karakorum at size 2.
Goody Huts
My 3 scouts popped
25 gold
map
worker
masonry (awful)
mysticism
worker
warrior
Techs, government and unit support
I made the Republic sling shot in 1300 BC, but did not revolt until 825 BC, and had 11 towns at the end of my 5 turn anarchy to give some support. Anyone care to comment on the pros and cons of postponing the revolution? Well, I guess it was inevitable here since I had no luxuries at all hooked up in 1300 BC.
I can understand the inclination towards Monarchy in this game, so with republic I decided to have a horseman war, but that did not take place until after I entered the Medieval Age in 610 BC. The main reason was that China had started building Statue of Zeus in 670 (not just started actually, it was a pyramids cascade.)
Plans
I will devote my towns to settlers and horsemen for a long time. I have not chosen a victory condition but focus on score (=territory, in these earlier stages).
Barbarians
Yes, they did some damage to me too. I just tried to keep the cost down as they plagued my neglected northern area.
Contacts
The first three contacts were made pretty quickly and the tech trades were alright, although naturally I wish I had been able to buy Masonry before popping it. I was also surprised to see Korea research currency before me. They are commercial, but I'm used to the AI going for construction.
I met my 4th contact on the qsc turn. But not much came out of that contact except that Russia and Korea could not trade Polytheism from Xxx when Xxx researched it in 610 BC, which I could
Misc
The wall is quite cool! Maybe you could consider giving guards like that a movement point, but I suppose they would wander away more or less aimlessly. Not equally amusing are the distant luxuries and the bleak landscape around them. I debated with myself whether I should devote any efforts to claim them & decided against it since I'm so used to scarce luxuries.
Seems like I'm the only one so far to flip palace. I'm nowhere near Dynamic's dynamic growth but still happy with the flip. When I had enough towns to expand south of Kazaan I made the jump:planetfall said:A- slow growth.
By 190bc I only had 9 cities, only one was normal with some grassland. With tundra to the north, desert to south and little inbetween, how did you get started with effective cities? By the time I figured out what I should have done it was middle MA. Just curious how you solved this problem.

Note: Floydland is placed on that ridiculous spot because a Chinese settler was about to take the incense.
QSC
7 towns, 1 settler
8 workers, 1 equi-worker
3 archers
1 warrior
1 scout
4 contacts, 3 embassies.
97 gold.
Horses, incence connected.
Republic and the AA mandatory techs except currency (5t), construction and polytheism.
For those of you who don't know this, the most effective way to disband a capital is (I think) to start building a settler and then turn off growth just before it's finished. If you don't have growth, you will get the option of abandoning. If you have growth, you will not get the option, the computer will wait for you to reach size 3 even though the shield box is full. This way I made a settler for New Karakorum at size 2.
Goody Huts
My 3 scouts popped
25 gold
map
worker
masonry (awful)
mysticism
worker
warrior
Techs, government and unit support
I made the Republic sling shot in 1300 BC, but did not revolt until 825 BC, and had 11 towns at the end of my 5 turn anarchy to give some support. Anyone care to comment on the pros and cons of postponing the revolution? Well, I guess it was inevitable here since I had no luxuries at all hooked up in 1300 BC.
I can understand the inclination towards Monarchy in this game, so with republic I decided to have a horseman war, but that did not take place until after I entered the Medieval Age in 610 BC. The main reason was that China had started building Statue of Zeus in 670 (not just started actually, it was a pyramids cascade.)
Plans
I will devote my towns to settlers and horsemen for a long time. I have not chosen a victory condition but focus on score (=territory, in these earlier stages).
Barbarians
Yes, they did some damage to me too. I just tried to keep the cost down as they plagued my neglected northern area.
Contacts
The first three contacts were made pretty quickly and the tech trades were alright, although naturally I wish I had been able to buy Masonry before popping it. I was also surprised to see Korea research currency before me. They are commercial, but I'm used to the AI going for construction.
I met my 4th contact on the qsc turn. But not much came out of that contact except that Russia and Korea could not trade Polytheism from Xxx when Xxx researched it in 610 BC, which I could

Misc
The wall is quite cool! Maybe you could consider giving guards like that a movement point, but I suppose they would wander away more or less aimlessly. Not equally amusing are the distant luxuries and the bleak landscape around them. I debated with myself whether I should devote any efforts to claim them & decided against it since I'm so used to scarce luxuries.