Founding
Okay, we have three wines available from the starting spot; more than good enough for a 4-turner. Settle, worker goes to start irrigating all three wines. First build is another worker to improve the bgs, then an axe who explores south. I planned to put another axe in next, to get up to my free unit limit, and either explore west or stay put for defense and mp. But the micro isn't right, so I go straight for a granary - first research was Pots of course, followed by the Republic singshot path.
Expanding
The first built settler crosses the river to the west to found an FP town amongst the bgs; prebuild started immediately. The second settler goes to the river mouth. Finding a moo, this also looks like a strong spot, so it starts prebuilding for the Lighthouse. The third settler crosses the river to the north of Chichen, and starts making sorely needed axes... not quick enough though, as barbs then start menacing from the unprotected east. Chichen has to take time out of settler-building to roll out some 1-turn axes for defense, but crisis is averted.
Techs
My first hut pop gets my Bronze. Nice, but nothing I couldn't have got from the Persians if I hadn't been so tardy in finding them. I meet the Carthaginians first up, then the Persians once I have build more axes and dealt with the barbs, and finally the Byzantines. Between them the AI research Burial, Mysticism, Wheel, Ironwork, Mapping and War Code. Not very spectacular, but then they are only regents. I hit the slingshot 1 turn late due to bad micro, in 1650ad. Dire rng gets me 6 turns of anarchy despite the easy level and only having 5 towns at the time.
The Big Builds
Once out of anarchy, things get back to smooth running; the FP completes in 1100bc, and having grabbed the south-western ivory in time, I switch my Lighthouse prebuild to Zeus, completing in 1025bc. I also find room to squeeze a town past the Persians in the northern tundra, grabbing a spice source. As for post-slingshot research, I figure Literature will be useful, as I'm going to have to do all the research myself. Then I start hoovering up the remaining ancient techs in no particular order, except to do Riding last, in case some AI can manage this cheapo tech.
QSC Stats
10 towns with 35 citizens and 131 tiles.
84 food in the bin, 182 shields in the box, 113g in the treasury.
1 granary, 1 FP, 1 Zeus, 1 library.
1 settler, 8 workers, 4 axes (2 reg, 2 vet).
All ancient techs except Horseback, Monarchy and Polytheism (63 beakers gathered).
3 contacts, 1 embassy.
Going Medieval
Persia comes up with Riding the same turn I finish Polytheism, 925bc. I buy it for Philosophy and enter the medieval, but I think the cruise is shortly going to end; there are several Carthaginian axes sniffing around my southern border. My F3 advisor doesn't know of any barbs they might be heading for, and rates my 4-axe military as weak compared to Hanni. Maybe so, but my first AC is about to roll out of the statue... bring it on Carthage!
I haven't yet chosen a VC (very bad form) but what with libraries going up, it feels scientific.
Megalou said:
Exciting and unpredictable map!
Interesting... I haven't bothered exploring by sea yet. With all the scientific civs here on our doorstep, what need to get out and meet any more ******** regents? They probably can't even be relied on to break alliances for war happiness.
