The Plan
They give us a cavalry UU, I'm gonna use it. Even if it is as feeble as the cossack; I get to pay an
extra 10 shields for the privilege of attacking more than once per turn. But how often do I expect to finish combat with enough moves and hit points to go again? Rarely.
Anyway, cossacks it is, so I'm going to build a strong core, Republic slingshot and research hard to Mil Trad. Only then will I head out on the warpath.
A Nasty Start
The scout quickly reveals that we have only a splash of decent grassland to start on, surrounded by a formidable ring of mountains. I settle 1S for immediate access to the wheat. The first build is scout, but I change to axe when I meet a Viking axe wandering over from the east (predator). Next up is a worker to help chop the granary, which is complete in 2750bc; the first settler comes out in 2590bc. I go for the gems in the west first, and the remaining fur and grass in the northwest with my second settler.
Meet the Victims
So I met the Vikings in the east, and a couple of turns later, south of Scandinavia, the Byzantines. The capital gets busy pushing out settlers, to bring itself down to a small size for 6 turn axe/settler comboing, which means I am late in getting more scouts moving. Thus I do not meet anyone in the west for a long time. In predator, my southwestern neighbour is Holland (met 1950bc) and Portugal (1870bc) is in the northwestern peninsula. The last two civs go unmet for some time.
Losing the Slingshot
My research started with Wheel, and then went to Writing, which I reached in 1790bc. At this point I start Laws of course, but I am also about to pop a hut this turn. It never even enters my head to block Philosophy while I open the hut, although I have been stung on this before (American CotM iirc). So I get Philosophy from the hut and Laws for free. Disaster. Even including the value of the tech from the hut, that actually
cost me research; I was easily on track to get the Republic slingshot, and Republic costs more beakers than Laws and Philosophy combined.
Research the Hard Way
Despite my strongly researching empire, I can't do Republic in any fast time, so I go for Literature instead, and start planning library prebuilds. Suprisingly, Ragnar gets it before me (a hut?) so I trade Laws for it and begin Republic, with libraries going up around the core. In the end, it takes 19 turns to research. During this time, a Viking axe approaches my undefended town in the mountain pass to the east of the core. Getting a bad feeling about this, I dow Theo, and send Ragnar off to fight her. I also find Carthage in 1400bc and Spain in 1250bc, both southwest of Holland.
QSC Stats
9 towns with 134 tiles and 23 citizens.
1 granary, 2 barracks, 4 libraries.
130 food in the bin, 69 shields in the box, 196g in the treasury.
1 settler, 5 workers, 6 slaves, 2 scouts, 5 axes (reg), 4 spears (vet), 3 horses (vet).
All ancient techs except Construction, Currency, Monarchy, Republic (650 beakers gathered).
6 contacts, 4 embassies.
Score 248 puts me ahead of all the AI.
Finishing the Age
Getting Republic in 900bc, I suffer a 6 turn stretch in anarchy, but in the meantime the AI have been busily applying the Maths I taught them; I get to trade Construction from Carthage and Currency from Portugal, entering the medieval in
750bc, the turn after I become a Republic.