did wander around a bit with my starting settler and settled the plains hill near the fish at the lower end of our peninsula at turn3 i think, with no better spot near (maybe even turn4). it has plain terrible production btw. no wonder nobody else settled there.
knowing what i know now, this was a very stupid move, because settling 6 from the startin spot would have been much, much better and giving a very strong capital. now, 4000 turns into the game im about to move capital back to starting spot btw (building palace there
)
then, after moving the scout a bit, i thought, wtf? phants near, so this map cant be very hard. did send my first settler there to grab them but monty claimed them via culture very early, so the next setback came sort of quick.
thought a bit about GLH but discarded that thanks to said uber-productive capital and the fact i would be able to start it around 1600 bc
. so i whipped a galley instead and went for the islands. was the right move, because GLH went around the date i would have been able to start it...
...
on the good side, monty and rome went to war early and shaka decided to follow a different religion then monty and all the other cool guys. monty even closed borders on shaka, so i could safely switch to montys religion and hide behind my feathery friend with my mighty army of 3 warriors, 2 workers and a great scientist
all in all, things are looking fine. screens and save are from before the last crash, so i know that i will be able to trade col around for cash, alpha and mona and therefore bulb phil this turn (reducing my army by 20% by doing so...)
core land:
View attachment 325860
islands settled (last island will be able to whip a monument in 7 turns so in 18 turns it will be able to work its fish and be somewhat usefull):
View attachment 325861
moving palace back to where it should have been from the start:
View attachment 325862
wont be the best capital ever, but with 9 cottages it will do. idea is to get academy+oxford up there quick and to settle all other GS there to do a "super-capital-light" approach, getting somehow to rifles or cannons in time.
nice side effect of not building cottages nor having strat ressources to improve (nor land in general) is that i didnt really need workers, cant remember another game where i had 2 around 1 ad ...
settling capital here right form the start, i guess even GLH might have been viable. researching directly ah-mining-fishing, settler at pop 2 (rivermine + cow) settling the lower plainshill asap and whipping settlers there pop 4-2 using fish and pigs might even result in the same expansion speed. getting the islands AND GLH should put you in a winning position (if you dont get declared that is)
tech screen:
View attachment 325863
raggie is a beast, having already paper research pre 1AD, so lib very likely is no option. rest is looking good.
no idea if i will finish this game, crashes are annoying