Predator, barbs fixed
Jason Fliegel said:
the barbs are, of course fixed. If you haven't fixed your barbs yet, get on the stick!
Hear, hear! Those little creeps caused me quite a few problems, and I suspect if some people are playing with Poliod barbs

, it will have a noticeable effect on their games this month.
The Ancient Age, 4000bc450bc
As I mentioned earlier, I decided to go for a high-scoring 20k this time. When I realized that Sir Pleb would likely be going 20k also (in order to get his third Eptathlon), I was already too far into the game. Ah well, on with the summary!
Initial Moves
At the start I moved the worker W and the Scout E. West looked a bit stronger, so my settler moved W to found Karkorum. I dont care much for using the capitol as a 20k city, so I planned from the beginning to use my second city for 20k. That would give me the palace as a prebuild option, but that isnt very important on Monarch level or below. More important was the ability to move my palace later by abandoning the capitol. The starting terrain didnt look very promising, so a future palace jump looked like a strong possibility. If the capitol was my 20k city then abandoning it wouldnt be an option. Also, I doubted I would be able to use a leader for a jump in a 20k game. The first few leaders are pretty much spoken for: #1army, #2rush heroic epic, #3rush forbidden palace. Actually, I wasnt quite right about the FP, but I am getting ahead of myself. I set research to BW and then turned it off, because I was hoping to pop a few techs from huts, and maybe pick up Alph from an AI so I could begin research on writing.
Exploration, Goody Huts and Barbs
My scout got a great deal of exploring done since he was fortunate in evading barbs. He also did moderately well in hut popping. I received the following from huts:
3850bc warrior
3550 warrior
3500 CB
3150 worker
2950 Myst
I also popped a map, but neglected to record the date.
I really like popping workers from huts rather than settlers. If you pop a worker close to home it can be quite helpful, but yet it isnt game-breaking like popping a settler can be. I was assuming that the rules of hut popping work the same (ie: if you are building a settler you cant pop one), so I set a citys production to settler whenever I popped a hut far away from home in order to avoid getting a useless worker.
I made contact with the AIs in the following order:
3750bc Chinese (and spotted the very cool Great Wall of China!)
3500 Russia
3300 Korea
490 Japanese
With the extra warriors it didnt take long to reveal most of our starting area. Around 3000bc, my plan to possibly plan for a palace jump changed to definitely. There simply wasnt enough food in our immediate starting area, but the South was virtually the Land of Milk and Honey.
Barbs were quite troublesome in this game. IIRC, I lost 3 warriors, 2 archers (1 elite), and 2 horsemen (1 elite) in the ancient age. I also had to dance about quite a bit to protect my settlers and my workers, and that slowed me down. This barb problem had nothing to do with the barb uprising at the end of the ageat that time I had units canvassing the map, and there wasnt a single camp in my area.
Expansion
I started a granary right off the bat and it was finished in 3000bc, the turn before growth to size three. My first settler was finished six turns later (five turns after the earliest possible date to pop a settler). This start sequence would not lead to the earliest possible 20k victory, of course, but I thought the granary would be more important in the long run for a high score.
My 20k city, Ta-Tu, was founded on the west coast in 2590bckind of late to be getting started on 20k. The terrain around Ta-Tu wasnt ideal, having no hills, but I went with the coastal location in order to allow the colossus.
My third city was founded next to the FP wheat. It was a bit far away with high corruption, but such a high food surplus would make up for it, especially once my civ became a Republic. Speaking of Republic, the slingshot was successful, and I began the revolt in 1275bc, drawing a three-turn anarchy.
End of the QSC stats:
24 pop
1 city, 6 towns
1 settler
2 workers
1 scout
6 warriors
2 horsemen
1 granary
2 barracks
1 temple
1 library
Colossus
100 culture in Ta-Tu, making 8cpt
85g in treasury, making 35gpt. Currency due in 47 at 10% science.
Incense and horses connected
222 firaxis
All techs except MM, Cur, Const, Poly, Monarchy
In 850bc, a settler and horseman boarded a galley headed for the land south of Korea. My scout had uncovered ivory down there and I wanted to claim it: the Statue of Zeus is a great culture wonder. My boat was redlined during the journey, but I managed to get the Ivory in 670bc.
Other than that, after the quick start challenge most of my cities concentrated on workers, settlers, horsemen, and preparing for my palace jump.
Research/Trades
Didnt start self research until 3300bc, but then Writing at max
3500bc Masonry (trade)
3300 Alph, TW, BW (trade)
2590 IW (trade)
2150 Writing
1525 CoL
1275 Phil, Republic (free)
1150 Math, HR (trade)
1075 Lit, research off
975 MM (trade)
670 begin researching currency (it had been off since Lit)
530 Currency
490 Poly (was researching but trade became available)
450bc Construction (trade)
On the same turn that I traded for construction, I was finally ready to make the palace jump to Dalandzadgad. 4 workers joined the city and 9 horsemen fortified. That gave the city a jump value just a bit higher than my 20k city. I will also have four luxuries (spice, ivory, incense, gems) connected to most of my empire in a few turns. It will take a bit longer to get the furs connected.
This may well be the most sprawled-out empire I have ever had. Hopefully I will fix that soon.
Culture Summary (and other notable events in 20k city)
2070bc Chinese slave joins city
1910 Temple
1910 Russian slave joins city
1625 Worker joins city
1300 Colossus
City shrinks 1 pop to 6 during anarchy period
1025 Library
1000 Korean slave joins city
950 (Galley)
775 Korean slave joins city
570 FP
I havent really gone all-out on my 20k city, and that may well sink me as far as the fastest-finish award goes. One noticeable departure from typical 20k strategy is that I hand-built my FP rather than using a leader to rush it. It probably would have been advisable for me to have built the Mausoleum instead (which I lost to the Chinese), and waited for a leader to rush the FP. I dont think that would have led to a very good game as far as score though. I needed the FP built so that I could jump my palace without crippling my 20k city with corruption.
Future Plans
1) Build cities around my new palace asap
2) Ivory will be connected in a few turns and the Statue of Zeus will complete a few turns after. That will begin my GA. Its going to hit a bit early but there isnt anything I can do about it. It would have been nice to have about 6-8 more cities though.
3) I have about 12 horsemen ready to go, so I will attack Russia in the next turn or two. After that I may go ahead and trade Russia and Korea into the next age, or I may attack Korea or Chinanot sure.
4) Find the other AIs (Ive already lost two galleys to barbs and one on a suicide run)
@Megalou: I like your city names!