The opening was much as before, but with deviations here and there, and some RNG luck in combat. Teching archery early also helped, and was crucial when a line of barbs invaded. They also did a good job with fogbusting the whole area, only missing a few coast tiles. I should have it all covered now, so don't think any devils spawned.
Seems like I was lucky in this attempt. By turn 67 we had killed 7 warriors and 3 archers, not losing anybody. Of course it helps with archers in cities and in forest, but still, I'm not used to such consistently good rolls, and it matters a great deal in the early game.
But the luck didn't end there. Maybe due to heavy warfare (4th GG by turn 90-ish), nobody founded Confucianism early, and I was able to do that myself in turn 92. That same turn Christianity was founded as well, so somebody must have hauled ass for that. Confu also auto-spread the same turn it was founded. Odd. And since contact was made with an AI, I got CoL, (s)he didn't have it, nor had teched into it, I was able to trade CoL+Med for Alpha+Poly. Not much use for Alpha of course -- except that I need it to bulb Philo. Although we have a religion now, it's probably still worth it to go for it. Otherwise I'll have a GS stored for an eternity costing money, and Pacifism early is great, especially with free civic switches.
I expanded a little faster than in the previous attempt, but perhaps more controlled. Barely completed granary yet, there is simply too much food and too little happiness, but two cities are working on GS #2 and #3. Thought about going for the fishy spot NE right away, but took the sheep first. It's not bad (especially as I had two workers ready, so the sheep was up pretty much instantly), and it can get a couple of riverside cottages. Think I'll use the forests to chop out a settler for the other spot, but probably waiting for Math as it's not far off.
Before an overview shot of the puny empire, a few key events:
900BC/T79: Academy
700BC/T87: Contact was made. I saw borders of a barb city, and at some point an AI took it, and I noticed the borders when they had expanded (not sure how long I missed it), and only two turns after that a workboat made its way to us.
575BC/T92: CoL, and traded for Alpha and Polytheism, plus converted to Confucianism. Unless somebody else gets it first, I should be able to bulb-found Taoism by around T100.
Didn't realise this earlier, but a city where Vijay is will actually enable boats to pass through, which might be handy. So that was another good reason for settling there, in addition to sharing food and getting up another floodplains cottage. Later horses also popped, and I whipped out a monument to get it (had to chop forests into archers to survive a barb invasion, so library would have taken too long). The city could actually be a pretty good NE city, if it borrows food from the capital. Plenty of good tiles.
The barb city is in a bad spot, so not sure what I'll do with it, but can't do much for a good while anyway due to hill location. It has sort of been a help, though, as it helps to fogbust, and barbs tend to calm down once barb cities spawn.
Unlike last time, I've not settled the north sheep yet. Maybe I should to help grow cottages, but it's not a priority. Probably only need the horse-fish spot tbh, for 6 cities. Could place a city at the NE tip of course, and eventually get a workboat across and make contact with more AIs, but should try to keep this sort-of-isolated, since that is kind of the point with this series.