Granaries for Cowsheds
Settle in place and start curragh; I want to explore as much as possible before pirates appear. Next up are two axes, the first arriving just in time to discourage barbarian incursions from the east. As my research on Pots will take an absolute age (on max) I need to put a settler out before the granary. Adrianople is founded beyond the thrid and fourth moo in 2900bc. It throws out a couple more axes to defend against barbs from the south, and then starts a granary. Meanwhile, Constantinople gets into gear as a 4-turn axe/settler combo; the extra muscle will be essential in keeping the barbs under control. Even so, with two towns pumping out population, I get a bit backlogged with settlers, unable to push back barbs fast enough to get all my towns founded promptly.
Tech in Slow Motion
After Pots (2850bc) and Writing (1475bc), I figure I might as well have a crack at Philosophy, which I get in 1100bc, and take Mapping as my free tech. Laws was my other option, but getting the luxuries on the nearby islands hooked is going to have to happen before I can think about going to Republic. And if I'm going to have to research to Republic, it can't hurt to get libraries up soonish; Literature next. Around this time I also find some other civs, and trade in Masonry, Wheel and Riding. Maths is available too, but the price is a bit steep.
QSC Stats
12 towns with 32 citizens and 135 tiles.
111 food in the bin, 119 shields in the box, 190g in the treasury.
2 granaries, 1 barracks, 1 harbour.
6 settlers, 7 workers, 12 axes (1 vet), 2 archers (vet), 1 spear (vet), 1 dromon (reg), 1 curragh (reg).
All first tier techs, Writing, Mysticism, Philosophy, Mapping, Riding, 24 turns left on Lit.
2 contacts, no embassies.
Wonder Blunder
I let Constan churn settlers too long before refitting it as a wonder-builder. My main wonder target is Lighthouse, but it goes in 730bc, and I am still about ten turns away from completion. My choice is Glib or Zeus. Neither are that great; Zeus would be nice if there was a victim nearby to throw the ACs at. Glib might get me a couple of techs, but judged against what I've seen so far, I expect to be able to keep pace with the AI as far as Education. And without Lighthouse, I'll have to prioritise researching the top branch of the medieval tech tree anyway. Bearing in mind that I also think I might get beaten to Glib, some time during the extra 200 shields, I take Zeus in 610bc.
Barbarian Uprisings?
At this point I meet some more AI, and get the chance to do a big trade round. I buy in Maths, Ironwork and Polytheism with Literature, and then when Laws is done in
590bc, I sell it with plenty of cash and gpt, to get Currency. Currency gets me Monarchy, Monarchy gets Construction, and Construction gets a lot of my initial cash outlay back. I am medieval (Monotheism free), and so are my trade partners, but there's not a whisper from the barbs. My continent is cleared of course, and almost fully settled, but I have moved onto the nearby islands. I was sure there were barbs out in the fog there. Does the uprising only happen at the
end of this turn? Guess I'll find out...

[size=-2]My CivAssit is broken, different than the usual bleating about DotNet. It runs just fine, unless Civ is running as well, then it immediately dies. I'm back to MapStat for now, but this might get painful.[/size]