COTM46 - First Spoiler

civ_steve

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COTM 46 First Spoiler - the Ancient Age!




Reading Requirements
  1. You must be able to research a Middle Age technology.

Posting Restrictions
  • Please limit any screenshots to within about 20 moves of the starting location. And do not post a minimap.
  • No discussions of the middle ages (or later)
  • No screenshots of any middle-age (or later) resources.
  • Absolutely NO discussion of any other currently active 'X'OTM!


I was pretty happy with this map :) (which was completely random.) I thought it would be interesting - what do you think? Does the layout of the land impact any decision making for you? And while I removed a number of Goody Huts, I decided, against my better judgement, to leave a scad of nearby GH's for you to play with. Again, completely randomly generated by the map program; I didn't add or subtract any GH's from the nearby area. How was your luck popping these huts? And I think we're all looking forward to COTM-AI's spoiler so we can pick up some really useful tips on how to play C3C properly! ;)
 
Fun map thanks Steve :goodjob:

Was surprised to see the nearby GHs, and then even more still close by :)
I got lucky with 2 workers who joined me early and free techs - mysticism and HBR. My scouts kept looking for more, but only found 1 other in swampland which gave me a warrior who scouted the barb infested swamp.


Played open :blush: , aiming for conquest initially

Started with scout to mountain, saw the moo cow and decided I wanted to build between it and the river so I could irrigate straight off ... so 3 turn hike.
Worker irrigated cow then flood plain

Got size 4-6 4 turner up early, had to adjust my spreadsheet when surprised by worker joining only 2 tiles south of Mecca He did a chop to speed granary. Later 2nd worker had a bit more of a hike.

2 setbacks - first got 2 pop loss to disease from working floodplains, just after getting 4 turn setup :mad: . Also forgot to adjust slider once on growth to 5 once -> riot :sad:

Research pots, then rep slingshot, free myst and HBR, researched currency and construction, trading for other AA techs. Left AI behind in AA, didnt gift up scientifics as wanted my future ansars not to fight pikes (no AI had iron hooked up in AA, actually come to think of it, neither did I).

Built 2 scouts, sent them north, south, then north again. Followed by granary, then settlers for remainder of AA. Built worker factory to south and 4 productive towns ringing to west and north which each built rax then nothing but horses.

1st scout went forever not contacting anyone - it was getting very lonely - until he found Sumerian capital surrounded by barbs. Picking up 3 workers for a tech was a bonus and hampered their development as they remained perpetually backwards. He later contacted the far away civs. Southern scout was more successful meeting the southern civs, whilst the 3rd scout eventually found the ones the first had missed.

Fake AI war with Hittites with Russia alliance tied to peace treaty, but unfortunately Cathy enjoyed beating up Mursili too much so no war happies from her. Eventually settled peace with Hittites gaining 2 towns in treaty that proved very useful later :mischief: .
Fake war with Sumerians with Monguls tied in with peace treaty resulted in Mongul dow and some war happy. Kept war going with Sumerians just for the heck of it - they did send some archers eventually for elite target practice.
edit - just checked and realised 1st real war didnt start until MA.

Lots of AI wonder builds taking place in AA - Pyramids to Russia and Oracle to Ottomen the only completed in AA (edit actually completed just into my MA)

Barbs were a perpetual problem. Letting them sack an empty town was usually the most effective way to deal with them when I didnt have nearby horses requiring elite training

1000BC stats (3 turns into MA) in republic
11 towns, 33 pop
2 granaries, 4 raxes
2 settlers, 14 workers, 4 slaves
1 warrior (reg), 11 horses (2e, 9v)
researched all AA exc monarchy and lit - up currency and rep on Iroquois and at least 4 techs on rest
 
Predator, going for Conquest/Dom.

Scout up mountain spotted the cow, so I settled 1 tile SE to grab it right away. I ended up building 3 additional scouts, and a couple of settlers before a granary. In Despotism the capital built 6-turn warriors+settlers. Then in Republic (slingshot in ~1500BC, immediate revolt) 4-turn settlers.

Plenty of huts close by for a change... I popped CB (first hut popped, I think!), HBR, and BW. Otherwise I just got maps and gold.

I entered the Middle Ages in 875BC, having contact with all but one Civ (the Hittites), who I met very soon after. I traded for Montheism & Feudalism, planning to research Chivalry and then stop (trading for/beating out Engineering at some point). Using disconnect/reconnect was out though as I'd planted a city on top of the nearest local source of iron.

Hopefully the ToA would be built close by... except Sumeria built it :(

I was preparing to hit the Zulus with Horses, then move through Iros (Pyramids), at the same time going north through the Ottomans, having the two forces meet up and take out the Mongols, then move on Sumeria, Russia, and the Hittites. Well, that was the plan at any rate.

Unlike Andronicus, the barbs were never a real problem for me. I had enough warriors around to counter their early threat, and was able to expand quickly enough to remove them totally as a threat in my core by the time the uprising came.

More later....
 
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​
 
Open, going for Victory (heh, I'm not particular). Settled 1SE to get early cattle & better enjoy forest view from foot of mountain. Scout popped a Settler next to Dyes, which made a convenient worker source. Wanting a Pyramid boost, I sent my first settler 3SW/1W, and used workers to improve land and increase Pyramid-build city population. Sent second settler 3NE/1E for more settler help. Scout circled CCW finding AIs, but no more huts, eventually meeting barbs.

Still building cities at end of age. Somehat behind on tech, but no wars yet.
Blocked off Zulus, and grabbed much land toward the Ottos. Have Monarchy, but cannot yet afford to switch govs.

If my pop12 city can get STAoW in MA, some victory condtion should be assured.
 
Ok, I sent Scout E then S to mountain. Settled in place, and immediatly started building another scout. Popped goody huts gave me: Worker, 25 gold, Mysticism, Bronze Working, Warrior, and I can't remember anything else.:p
By 1000 B.C.:
Republic Slingshot complete, civilization in Anarchy.
11 cities and contact with everyone but the Hittites.
4 reg spearmen, 1 scout, 1 reg warrior, 1 settler, 2 workers.
By 330 B.C.:
Started Middle Ages
Contact with everyone, and ahead in technology.
9 workers, 4 reg warriors, 6 reg spearmen, connected horses, almost connected iron.
17 cities.
 
Open class.

Scout to mountain (probably the last thing I did right all game, hehe!), saw cow, moved settler SE, settled. I thought this looked like a good spot for a 20k type of victory, so set that as my goal (at least for now). Built scout-settler-temple. Min run on alphabet.

Goody huts popped: Bronze Working, map, 25g, Warrior Code, map, map. By the looks of things so far this was well below average luck.

Second city founded 3SE of capital (warrior, worker).

In 3000 BC, ran into Zulu warrior about 4 steps from my capital. So much for unfettered expansion! They have incense, but no techs (I'm up CB). Spotted the Zulu borders in 2710. In 2590 they got Masonry but wanted an arm and a leg for it. They met someone in 2510, getting Alphabet + Wheel.

Other scout spotted orange border in 2390: the Ottomans have Masonry and Mysticism, not pottery, but won't give much for pottery. I bought a worker off them (120g) in 2050, which helped things along nicely, and bought Masonry off the Zulu at the same time (for CB+ 80g), which let me set capital to the Pyramids (for now). My third city was founded a turn later.

1990: Zulus get Iron Working. A turn later, I spotted the Iroquois borders with my scout, which made Alphabet a bit cheaper; I bought the last 7 turns of it from the Zulus. From there I finally had some level of trading success (Alpha to Ottomans for Wheel + Mysticism)..

1830: Meet Mongols, sell them Alpha for 120g, buy Iron working from Iros for 180g.

1450: Buy writing (last 2/3 of it) from Iros for 210g. Max run on Philo (9 turns). A turn later, Zulus got Math; I give them Writing + Mysticism for it. Writing to Ottomans for HBR+20g. Math to Iros for 170g.

1375: Meet Sumerians. Math+120g for Polytheism.

1250: Get to Philo first! Nobody had CoL, so I took Literature and switched capital wonder build to Great Library. A few turns later, I sell Philo to Iros and Sumeria for 420g, and then remember to turn off science (duh!) TGL built in 1050 BC.

QSC stats (back-estimated from a 950 BC save):

7 cities
17 citizens
6 contacts (all but Hittites)
5 workers (+ 1 slave)
3 warriors
1 archer
Horses
All AA techs except CoL, Construction, Currency, the the govs
690g
1 shiny wonder in capital, which is producing 12 cpt and 15 spt.

I entered the Middle Ages in 730 BC, as two other civs came up with Code of Laws. Still in despotism, but Sumeria has Monarchy and I expect to be able to switch pretty soon. The good news to this point is that I'm saving up a LOT of cash (approximately 1000 at this point), which will come in very handy later on.
 
Like DWetzel, I too went for a 20K victory.

I founded Mecca in place, and Medina SE,SE,S. Probably not good to have your 20K city 3 tiles away from your capital. As a result, my capital was pretty ineffective.

My culture builds were:

Temple: 2850 BC
Oracle: 1475 BC
GLIB: 730 BC
MoM: 410 BC
Library was done two turns after I entered MA.

I was 7 turns away from HG when Osman built it, so I had to settle for MoM instead.

Entered MA in 310 BC. This I consider to be a poor date because expansion was ridiculously slow. I only had 8 cities at 390 BC.
Instead of my 20K city making settlers, it was making culture.
 
Playing open, initially heading for the Space win I wanted last time around but missed when I hit the Dom. limit unexpectedly.

This game very nearly ended before 2500 BC.

Scout to mountain, settled in place. Produced scout, warrior, settler. 2nd scout went W and then S, meeting the Zulu pretty early. Met two Ottoman warriors ~ 15 tiles N/NW, they seemed to be exploring randomly, so scout headed W to meet other civs up that way. Settler moved 3 N of starting location to found Medina, and on the next turn both Ottoman warriors turn up just outside Medina's borders. Long story short, I couldn't get the warrior from Mecca up in time, and Medina's warrior was 1 turn too slow.

Medina was destroyed without a fight, and my defending warrior headed that way in the trees went down without taking off a single HP! I finished another Warrior in Mecca just in time, and he was redlined by the first attacker but held both off. My game was almost very very short. Gave a tech for peace and then got to work on a comeback.

I had very good luck with the huts, getting a worker right away and then almost all tech. However, I missed the hut directly E, and the Zulu popped a town out of it. That town would've really helped with the comeback. As it was I didn't get my (second) second city founded until 2110BC, by which time most of the civs I had contact with had 4-5 cities.

For research I picked Mysticism for trade value, and got most other 1st tier techs in original meetings with Zulu, Ottomans, Iros, and Sumerians. Popped polytheism, but by the time I could try for Philo I didn't think I'd get Republic Slingshot, so I went max at Philo instead of CoL and took Monarchy as my free tech. Immediate revolt and was a monarchy by approx 1250BC (don't have the exact saves). By 1100 I was sure I would be in good position for a comeback, strong infrastructure and 7 cities but was still in last place in score, under 200 pts.

MA in 750 BC, my best date in a long time if not ever, even giving that horrible start. Still second to last in score, but gearing up to take two cities from Zulu and jump into first place within 5 turns. From the time I hit MA first by several turns, I never considered the outcome in doubt.
 
Predator, going for conquest.

As everyone else did, I moved my scout to the mountain. I opted to send the settler for the long walk and founded Mecca 3 southeast of the start for an eventual 4-turn settler factory. The capital built 2 additional scouts and 1 settler before the granary, then 4-turn settlers after the granary.

My next 2 cities were founded along the river to the southeast (where all the food was! Military factories can wait...). They each built primarily workers throughout the Ancient Age with an occasional warrior for barb control or MP.



Following those 2, I settled by the other river to the west. Najran, founded 2 northeast of the start immediately began a Forbidden Palace prebuild, and my other core towns generally started right with a barracks and then horsemen since my settlers and workers were already taken of.

I was surprised to see goody huts close by, but they were not extremely beneficial - I did get a worker from my second goody hut popped in 3750 BC, but 2 of my first 3 pops were maps, and the only other 2 I found provided Horseback Riding and a skilled warrior. Barbarians were not too bad in the Ancient Age although I did lose 1 settler that I sent out unescorted :sad:.

Research was full speed to Pottery followed by the Republic slingshot completed in 1550 BC. The only other Ancient Age tech I researched myself was Currency although I did occasionally have to wait for the AI to research something I wanted to buy. I had a couple towns at 5 spt – when I had extra cash, I would short-rush horses using archers to speed up my military strength.

I usually wait until I have successfully completed the Republic slingshot before spending money on proxy wars, but in this game, when I reached Writing, I already had 118 gold from barb camps that other tribes had cleared, and there was an additional 132 gold available in the world economy, so I started establishing embassies and sold techs/borrowed money as necessary to keep science at full speed throughout. By 1830 BC, I had embassies everywhere, and the world was already ripe for war.





As usual, several of the alliances were tied to peace treaties. Between the wars and the barbarians, there was a bustling slave trade going on, as I purchased 7 workers by 1000 BC, including 4 from the Mongols. There was very little action for my troops in the wars although I did have to deal with the dreaded Ancient Age 1 musket assault as Sumeria realized their musket was far too valuable to keep at home. Fortunately, I could set up an impenetrable wall of powerful defensive units that the musket was too scared to attack, and I kept him away from causing trouble.



Despite my efforts, only the Russians broke our alliance in the Ancient Age and provided war happiness. They other alliances expired, and I forgot to renew them, so I ended up locked in peace treaties without alliances :wallbash:.

When I completed Currency in 1175 BC, Construction was known, but Map Making was not yet. Somebody finally learned Map Making in 1075 BC, and I could have entered the Middle Ages then, but I decided to try to wait until Construction was no longer a monopoly, and until my alliances against scientific tribes had expired so I could get their free techs before I researched anything myself. By 775 BC, I gave up and paid the extortionate monopoly price for Construction and entered the Middle Ages.

QSC stats:

12 cities
43 citizens
21 native workers
7 slaves
1 scout
2 warriors
7 horsemen

 
Chamnix, just curious--why build the 2nd and 3rd cities on that side of the river? I put my second and third down that way as well, but on the west side--seemed like longer-term that would make better use of the hills. Perhaps, going for conquest, you're hoping there won't be a longer...
 
Good question - I wish I had a good answer :blush:.

I'm guessing I might have placed Medina there because I wanted to use the flood plains southeast of Mecca right away - that would have been the first flood plain I irrigated, and it might have been the only one improved at the time, and I might not have had that much information about the overall surroundings yet.

Looking at it now, Damascus definitely should have been on the other side of the river. I might be able to make some excuse like the deserts take less time to mine and provide the same number of shields in despotism, but enough of the game was in Republic that settling the other side of the river certainly would have been better - I just didn't think of it.
 
Hey, whaddaya know? I started by moving my Scout to the Mountain too. Settled in place.

Goodie Huts gave me a worker, a city, The Wheel, Literature (on the other side of the continent, when I had begun to assume there wouldn't be anymore. Also got some maps. The city isn't exactly where I'd want it, but it's hard to argue with a free
city in 3450 BC.

Built 3 scouts, 1 of which is still exploring, the other two got killed by barbs.

I got the Republic slingshot, but I am waiting for my cities to grow a little before making the transition.

The tech pace has been relatively slow. I met the Ottomans early, but they were unwilling to trade at first.

At 1000 BC, I have 12 cities, contacts with 5 AI, and all the AA tech's except Currency and Construction. No wars so far--just waiting for the Ansars! Granary in Mecca, and barracks in Medina and Damascus, maybe a couple more.

It's an interesting map; can't wait to see how this plays out.
 
This one was fast for me.. Intended to go for space as pangae map is great for fast research (fast contacts, HUGE Pyramids boost, simple war logistics). Start looked great: food and shield rich start. It ended in 2950 BC when Zulu archer and warrior walked into undefended Medina (second town). The game was of course winnable from that point but I felt I won't get decent date so quit
 
Settled iin place. Second city at river mouth became my wonder/culture city. I decided to shoot for 20k, just to take the road less travelled. Bad move! I'm looking at 1912 as projected win date:( Hopefully some IA and MA wonder builds will fix that. Anyway, I popped 3 techs, a worker and Medina from goody huts, so I did very well there. My QSC stats were 10 cities, 25 citizens, 33 units, 17 techs known, but only 3 contacts. I got the slingshot, but am still in Monarchy as of a much later date, my AW mindset is very bad for COTM's. I may just go for Domination for a better Jason score, but I still may continue with my original plan. We'll see. I think I blew this one.

Here is my bare bones QSC turn-log, hope it is good enough to qualify:

Open the save.
Turn 0, 4000 BC: Send scout to mountain. See the cow, nice. No Incense, so my fog gazing was accurate. Settle Mecca in place. Move worker to BG. Begin maximum run for Alphabet. Begin a second scout.
3900 BC: Pop goody hut, get a worker. Yes!
3650 BC: Get Warrior Code from another goody hut.
3550 BC: Another goody hut gives me Medina.
3300 BC: Get Mysticism from yet another goody hut.
3050 BC: Get The Wheel from yet another goody hut. Shows Horses within Mecca’s first 21.
3000 BC: Meet a Zulu warrior, trade Mysticism and 10 gold for Bronze Working.
Damascus settled at river mouth. Should I try for a 20 k city?
2900 BC: Meet the Ottomans, Trade The Wheel for Masonry.
2850 BC: Finish Alphabet, next is Writing.
2630 BC: Meet the Mongols they have nothing to trade for.
2190 BC: Trade Alphabet and The Wheel to Mongols for Iron Working. Baghdad settled along river on a flood plain. Very appropriate.
2030 BC: Writing, next is Code of Laws.
1870 BC: Najran founded near the Dyes. Trade writing to Mongols for a worker and 20 gold.
1700 BC: Kufah settled N of Medina.
1550 BC: Basra settled E of Baghdad, Again very appropriate.
1525 BC: Code of Laws, next is Philosophy.
1500 BC: Trade Writing to Zulu for Horseback Riding and 50 gold.
1375 BC: Khurasan settled N of Kufah.
1350 BC: Philosophy arrives. Take Republic as the freebie. Next is Mathematics.
1325 BC: Colossus finishes in Damascus.
1300 BC: Anjar founded NE of Mecca.
1175 BC: Traded Philosophy, CoL, and HBR to Mongols for Polytheism and Map-Making.
1150 BC: Mathematics, next is Currency.
1125 BC: Fustat settled N of Najran.
1000 BC: Quick Start Challenge stats: 10 cities, 25 citizens, 33 units, 17 techs known. 3 Contacts.
 
I moved my scout to the mountain then decided to settle Mecca in place. Our scientist started work on an Alphabet while the citizens of Mecca started building a granary.

My worker started irrigating to the cow. My scout opened a goodyhut in 3900BC and was greeted by a willing free worker who arrived at the cow one turn before it could be irrigated so he rested (must have been Sunday). In 3700BC a map is popped from a goodyhut. The third goodyhut provided some gold. Then the next two gave us techs.

The year 3050BC Mecca finishes the granary and starts training settlers. I also met a Zulu scout. At this point I only have 1 size 3 town, 2 workers, and a scout. I am gambling that the Imps are not on their way yet.
By 2850BC my first settler is ready to leave the nest. During the march an Ottoman warrior is standing where I want my town. This happened the same turn I learn “Alphabet”. Trades are made for three techs.

Medina is founded 2590BC. Medina became an archer training town for now. Medina is a nice coastal city that will provide much needed happiness from the dyes it will someday give me. Another settler is already heading out. On 2430BC Damascus is founded NE between bananas, tobacco and a cow. Baghdad was founded a few turn later on the flood plains river.

The Iroquois were met in 2270BC by our scout as I came to their land. Over the next few turns trades are made for "The Wheel" and "Iron Working".

In 2030BC lost a settler to a barb. I guess unescorted settler is a bit of a risk. 1790BC Najran founded. It probably should have been named City of the Damned. The next turn we learn to write and start work on a Code of Laws.

1675BC lost Scout to barbs. Ottomans enter land next to Najran and the next in 1650BC Ottomans attack Najran. City is empty size 1 so it's gone. What really hurt was they use a 2hp warrior. The following turn, after I found the city of Kufah I kill that 2 hp warrior. I shift my military as best as I can but I have very little. Some cities change production but I think it will be too little too late. Dyes are hooked up in 1575BC. Basra founded on ruins of Najran. Then next to Medina (my dye city) a horde of Ottomans appear on the horizon. Writing and some gold are given for peace. Anyone want to wager on the civ I killed off first?

We trade for "Mathematics".

1375BC turned out to be a busy year. We learned "Code of Laws" study "Philosophy" and met a Mongols scout. Also we found Khurasan. This was followed by a turn were Anjar was founded and a trade for "Horseback Riding". Fustat was founded a few turns later.

Learn "Philosophy" in 1200BC. Then yes, I got the republic sling shot. 1175 our republic government holds it first session. Congress voted that the new Republic of Arabia needed to learn “Currency”. This was followed by the founding of two new towns, and capped off by a presidential authorization to trade for "Construction".


Goodyhuts:

3900BC worker.
3700BC map.
3500BC 25 gold.
3350BC Warrior Code.
3150BC Bronze Working.

Science:
3350BC Goodyhut "Warrior Code"
3150BC Goodyhut "Bronze Working"
2670BC Learn “Alphabet”.
2670BC Trade for "Masonry", "Ceremonial Burial", and "Mysticism".
2230BC Trade for "The Wheel".
2190BC Trade for "Iron Working".
1750BC Learn "Writing"
1450BC Trade for "Mathematics".
1375BC Learned "Code of Laws".
1325BC Trade for "Horseback Riding".
1200BC Learn "Philosophy".
1200BC Free "Republic".
1100BC Trade for "Construction"

Contacts:
3050BC Zulu.
2670BC Ottomans.
2270BC Iroquois.
1375BC Mongols.

Towns:
4000BC Mecca.
2590BC Medina.
2430BC Damascus.
2310BC Baghdad.
1790BC Najran. But destroyed in 1650BC.
1625BC Kufah.
1475BC Basra.
1375BC Khurasan.
1325BC Anjar.
1300BC Fustat.
1150BC Aden.
1000BC Yamama.

Stats:
11-town with a population of 22.
2-settlers
6-workers
1-scout
7-archers
1-horseman
4-civs known
115gp

2 turns from Currency. Need Map Making and Polytheism to leave the AA. Both can be learned in 7 turns each. I’m running an 80/20 split on science vs. luxuries.
 
Quote:
Originally Posted by The Professor
I got the Republic slingshot, but I am waiting for my cities to grow a little before making the transition.

Why? Generally, they grow faster under Republic.

That's a good question. I have gotten burned, especially at emporer level and above by switching too early--before having any size 7-or-above cities--and then having unit support costs skyrocket, even after disbanding a bunch of MP's. This becomes a bigger problem if you also need to raise the luxury slider, and I have found myself in the past only having 10% of the economy available for research, at which point it may make more sense to go single-scientist and stockpile some money.

In this game, since I am busily expanding my military, I was hesitant to switch to republic, and since Arabia is religious, I didn't have to worry about waiting, and then having a very long anarchy period. However, since this is only Monarch level, and we get two free content citizens, my luxury costs are not too high, and I probably could have gotten away with making the switch a lot earlier.
 
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