Early Tech Trades
Following the discussion in the pregame thread about where to settle, I go with Wacken's idea to move north, getting the moo in the first 8 tiles, and Piu's suggestion that the moo be mined to get the granary built faster. So my initial research is Pots, but of course, I meet our close neighbours almost immediately; Shaka in 3600bc and Henry in 3550bc. I trade for Alphabet, War Code, Pots and Burial, and set off for Writing, with my sights on the slingshot.
More Neighbours
My exploring axe pops a hut in 3300bc, and recruits another axe. The regular heads back to the capital to do military police duties, while the conscript keeps exploring. He meets Wang in 3000bc and Alex in 2630bc. Scientific civs! Starting with Bronze, they are likely to get Ironwork early. Wang comes up with the goods in 2850bc, and I see that there is no nearby iron. On the same turn I trade for Wheel and see that there are no nearby horses. That puts Alex's hoplites in a strong position.
The Combo Factory
My first settler is ready in 2710bc, to be followed by barracks, settler, spear, and then I am into the six turn factory developed by klarius and Piu. My 30 combo shields buy me an archer and an axe per cycle, and this factory should produce nine settlers by the end of the QSC. Of course, there isn't much land available to settle as the AI are all so close, but I think I can squeeze nine towns in. There is some space to the north, as Korea is the furthest AI, and Portugal is not expanding quickly into the plains and desert to my northwest.
Mismanagement
I keep the factory running, but uncharacteristically I make some slips in my micromanagement; several times I forget to drop my luxury rate after producing settlers, and one turn I actually have the capital rioting! This is not good for my run at the slingshot. Writing is learned in 2190bc, Laws in 1625bc, and then when I am one turn away from Philosophy, I find that Greece has it

. Of course they waste their slingshot on Mapping, which the Zulu already has. I am so frustrated I make another error, and set my sights on Currency. I should have gone for Construction of course - Portugal gets Currency in 1350bc, and I give Henry Laws to finish my research for me. I still haven't learned my lesson, though; I go for Polytheism next, but the AI gets that in 1275bc. If I had gone for Construction after missing the slingshot, I could have been medieval by this point.
QSC Stats
9 towns with 23 pop and 97 tiles.
120 food in the bin, 321 shields in the box, 86g in the treasury.
2 granaries, 3 barracks.
1 settler, 5 workers, 3 slaves, 8 axes (5 vet), 4 archers (vet), 4 spears (vet), 1 curragh.
All ancient techs except for the governments and Construction (144 beakers gathered).
4 contacts, 1 embassy.
Wonder Plans
For a long time I have had a generic wonder build going in my third city. My theory is to hand-build Artemis, so I can be sure that it doesn't get built at the other side of the world; I want those free temples working as soon as possible. Well, in 850bc, Seoul completes Pyramids, and Lisbon responds by switching over to Artemis. I get an embassy with Portugal, and find that they will finish Artemis in 10 turns. That is plenty faster than I can manage, so I am in some danger of losing my prebuild; the only other wonder available is the Glib, which I explicitly don't want as it is an Artemis-killer. Luckily, when I finish my run on Construction in
730bc, I get Feudalism as my free medieval tech, so Antioch switches to Sun Tzu. Pyramids, Artemis and Sun Tzu are all within my grasp!
