Entry class: Predator
Strategical goal: Domination victory
Settling
After sending the Scout to the mountain, we decide to found Mecca 1SE
from the starting location in order to make good use of the Cattle
resource. In this location, we envisage a 4.6 -- 6.6 60-shield combo
factory. Since we will thus have ample Warrior production capacity and
we are apparently not located in a tight corner of the world, we
decide to build two additional Scouts before the Granary. The Granary
will still be ready before growth to size 4.
Thanks to popping a Worker close to home, the factory is ready sooner
than expected. A first Settler is produced in 2750 BC, followed by a
two-turn Warrior and then we are already fully operational in the
interturn to 2630 BC, the first thirty shields going towards a
Temple. The second factory round sees three Warriors and the following
four a Warrior and a Chariot per Settler before we revolt and start
producing four-turn Settlers only in the capital.
3950 BC Found Mecca
2670 BC Found Medina
2310 BC Found Damascus
2270 BC Connect Horses
2110 BC Found Baghdad
1790 BC Found Najran
1650 BC Found Kufah
1475 BC Found Basra
1425 BC Found Khurasan
1375 BC Found Anjar
1325 BC Connect Dyes
1225 BC Found Fustat
1175 BC Found Aden
1075 BC Found Yamama
Scouting
Our Scouts went in three directions and we were surprised to find so
many Goody Huts so close to home, but therefore only one far away due
to the unusual land form, the difficult terrain and the spread-out
settlements of other tribes. It seems this way, we can also avoid
unbalances in the competition, since all players can find the same
huts.
3900 BC Pop Hut Scout1: 25 gold
3600 BC Pop Hut Scout2: technology
3550 BC Pop Hut Scout1: Worker
3500 BC Pop Hut Scout3: technology
3400 BC Pop Hut Scout3: technology
3200 BC Pop Hut Scout3: technology
2390 BC Pop Hut Scout1: 25 gold
Our priority was first to find the other tribes, second to map the
land as a basis for the war plan. In Conquest, we cannot count on
trading for World Maps. In addition to the three Scouts, a Curragh in
the closest sea and the Chariots helped scouting and mapping. By 1700
BC we had met all other tribes.
3150 BC Meet Ottomans
3100 BC Meet Mongols
2470 BC Meet Sumeria
1990 BC Meet Zululand
1950 BC Meet Russia
1750 BC Meet Iroquois
1700 BC Meet Hittites
Researching
We decided to start researching Alphabet at full speed from the start,
thus forfeiting the chance of popping it from a Goody Hut. Pottery we
had hoped to trade from another tribe, but ended up popping from a
Hut. Knowledge of The Republic was gained as a bonus Technology in
1425 BC. We then researched Literature and Currency while learning
Construction from the Ottomans.
4000 BC Discover Ceremonial Burial
3600 BC Learn Pottery
3500 BC Learn Mysticism
3400 BC Learn Warrior Code
3200 BC Learn Bronze Working
2750 BC Learn Masonry
2750 BC Discover Alphabet
2670 BC Learn The Wheel
2070 BC Discover Writing
1830 BC Learn Iron Working
1600 BC Learn Map Making
1600 BC Discover Code of Laws
1425 BC Learn Polytheism
1425 BC Discover The Republic
1425 BC Discover Philosophy
1250 BC Discover Literature
1150 BC Learn Construction
1050 BC Discover Currency
We put off the revolution by one turn in order for a Settler
to finish in Mecca. This way, we achieved a practically seamless
transition to a four-turn factory and were not disturbed by population
overflow during Anarchy.
1400 BC Establish Anarchy
1350 BC Establish Republic
1050 BC Enter Middle Ages
We gifted the Ottomans, Russia and Sumeria. They get Feudalism,
Feudalism and Engineering, respectively. Trading for them was easier
than feared, and so researching Literature may have been a mistake.
The Barbarians were a small nuicanse as we entered the Middle Ages; we
had to cash-rush a Horseman and move some Workers away.
Interacting
After establishing Republic and checking our economic status, we felt
safe to start fishing for War Happiness. We bought all Embassies and
made war-alliance pairs. Most tribes had met only one or two other
tribes. The Ottomans we left alone, planning to make our first real
strike against the very weak Zulu in the south.
1350 BC War Sumeria
1350 BC Alliance Mongols vs. Sumeria
1350 BC War Iroquois
1350 BC Alliance Zululand vs. Iroquois
1350 BC War Hittites
1350 BC Alliance Russia vs. Hittites
The first result came fairly soon, and we immediately reversed the
alliance:
1050 BC War Mongols War Happiness
1050 BC Peace Sumeria
1050 BC Alliance Sumeria vs. Mongols
The other two alliances were prolonged after 20 turns.
Quick Start Challenge Results
13 Towns
29 Citizens
_7 Contacts
_1 Settler
13 Workers
_2 Slaves
_2 Chariots
_2 Horsemen
All AA Technologies except Monarchy
Feudalism and Engineering