This can be such a short game that correspondents might consider finishing their game before coming here.
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I note in the game thread itself that this is somewhat similar to GotM 123. I had messed that one up by not realising that OCC was disallowed until I was well into it (well strictly speaking OCC landing was not allowed, but I had not at that time heard of OCC conquest.)
This time I decided to go with EC, and it played out in a couple of evenings to a BC finish. The absence of restarts is a big help to finishing quickly as there is no need to chase around the map.
Peaster (master of EC!) suggests in the main game thread that the green star result for quickest finish might come down to chance factors such as hut outcomes. Having played I can appreciate that, although I think there are a couple of other things that made more difference to my timing.
I had done some map analysis beforehand. I made a sample map in map editor showing where the local land was in relation to the sea. It turned out I got a special wrong, confusing whales and fish, but I had the locations right.
I used this to play the first part as ICS without touching huts and without sending out any exploring units. This brought monarchy in 2050, which I expect will be a common date to players doing this.
From 2000 to 1000 growth continued and explorers went out. I think that part of my game went well.
The first hut pop was 1800 close to an existing city, and produced a mercenary. There was only one other before 1000, and that too was a mercenary.
The wars came after that and were reasonably straightforward because of Prince level. That also meant happiness was never an issue.
Things I could do better next time are management of the tech path and more disciplined use of funds for IRB.
***
I note in the game thread itself that this is somewhat similar to GotM 123. I had messed that one up by not realising that OCC was disallowed until I was well into it (well strictly speaking OCC landing was not allowed, but I had not at that time heard of OCC conquest.)
This time I decided to go with EC, and it played out in a couple of evenings to a BC finish. The absence of restarts is a big help to finishing quickly as there is no need to chase around the map.
Peaster (master of EC!) suggests in the main game thread that the green star result for quickest finish might come down to chance factors such as hut outcomes. Having played I can appreciate that, although I think there are a couple of other things that made more difference to my timing.
I had done some map analysis beforehand. I made a sample map in map editor showing where the local land was in relation to the sea. It turned out I got a special wrong, confusing whales and fish, but I had the locations right.
I used this to play the first part as ICS without touching huts and without sending out any exploring units. This brought monarchy in 2050, which I expect will be a common date to players doing this.
From 2000 to 1000 growth continued and explorers went out. I think that part of my game went well.
The first hut pop was 1800 close to an existing city, and produced a mercenary. There was only one other before 1000, and that too was a mercenary.
The wars came after that and were reasonably straightforward because of Prince level. That also meant happiness was never an issue.
Things I could do better next time are management of the tech path and more disciplined use of funds for IRB.