Strategy
The first decision is whether to build the capital on the coast or not. If I do not build on the coast and neither do Indians, then I have to go through Egypt to reach Zulu. Unless I manage to get an alliance with the Egyptians that is going to be next to impossible without much unnecessary warfare. Given that the Indian coast is mostly jungle and swamp, it is unlikely they build a coastal city any time soon.
The second decision is whether to tip a hut first (hoping for a unit) or build the capital? Given that the closest hut is 3 tiles away, typically it would not be worth it but since here we can only build one city, the delay is not as pronounced.
I am going to tip the closest hut and then build on the northern tip of Persian gulf. There I have 2 choices, grass at (40,76) and swamp-river at (39,77). The swamp slows down my growth tremendously but the city has much better long term potential. Considering any nomads from huts can only be used for improvements, the initial slow down may not last for very long. Furthermore, building on the river gives me 2 science instead of 1 at the start which is quite an advantage.
Date Notes
-4000 Move toward hut.
-3900 Currency from hut. This is bad. I will delay building the capital and try one more hut.
-3750 Archer from second hut. This is better.
-3600 Advanced tribe from third hut; repeat and get 25g. Shush founded at 39, 77 on swamp with river.
-3550 -> Alphabet.
-3350 Warrior produced and sent east for hut hunting.
-3300 Nomad from Arabian hut! This is marvelous.
-3150 Alphabet -> Code of Laws.
-3100 Horseman from fifth hut. Code of Laws from Arabian hut! Having produced a second warrior, my capital is now using all shields for support. Fortunately, Monarchy is not too far away. Second warrior heads north for hut hunting.
-3050 -> Monarchy. 50g from hut.
Status at -3000
Population: 0.01M; Cities: 1; Techs: 5; Government: Despotism
Gold: 87; Cost: 0; Trade routes: 0D0F;
Wonders:
Units: 1 None settler, 2 warriors, 1 None archer, 1 horseman
Goals: Hut hunting, Monarchy, mapmaking, trade
Russian: no contact
Zulu: no contact
German: no contact
Egyptian: no contact
English: no contact
Indian: no contact
-2950 Nomad reaches home and starts draining the swamp.
-2900 Empty hut.
-2850 Empty hut again.
-2750 Third empty hut in a row! Arabian hut yields Trade increasing the cost of Monarchy from 36 to 50.
-2700 Horseback riding from hut. Now cost of Monarchy is 66. 50g from hut.
-2600 Mapmaking from hut. Now cost of Monarchy is 77.
-2550 Capital is size 2. Barbarian legion from Himalayan hut.
-2500 Barbarian legion disappears. None elephant from Anatolian hut.
-2400 Masonry from Arabian hut. 50g from Himalayan hut. Monarchy from Tibetan hut!
-2350 -> Writing.
-2300 None archer from Balkan hut. Revolution started.
-2250 Monarchy established. T3L0S7. The swamp Shush was built on is drained. Math from central Asian hut. 50g from Tibetan hut.
-2150 Mysticism from Alpine hut. Barbarian horseman from eastern European hut.
-2100 Barbarian horseman disappears. Barbarian horseman from Chinese hut. Warrior code from Caucasian hut.
-2050 Horseman on hill survives barbarian horseman. Wheel from central Asian hut. Warrior heads home from Caucasia.
-2000 None archer from central European hut.
Status at -2000
Population: 0.03M; Cities: 1; Techs: 14; Government: Monarchy
Gold: 200; Cost: 0; Trade routes: 0D0F;
Wonders:
Units: 1 None settler, 2 warriors, 3 None archer, 1 horseman, 1 None elephant
Goals: Hut hunting, meeting rivals, building a wonder in capital.
Analysis: Given that I have units close to all rivals but Zulu and English, and given that I know approximately where everyone is should Marco still be built? Given my techs, tech exchange is unlikely but map exchange is crucial and easier with Marco.
Russian: no contact
Zulu: no contact
German: no contact
Egyptian: no contact
English: no contact
Indian: no contact
-1850 Shush is size 3. First caravan built. Barbarian horseman from western European hut.
-1800 Elephant on forested river survives barbarian horseman. Archer runs into Berlin. Peace, Monarchy -> German (4) -> Pottery, 100g.
-1750 Another archer runs into Russian warrior. Peace -> Russian (1) -> 100g. My power is mighty.
-1700 None archer from central Asian hut.
-1650 Archer runs into Egyptian settler. Peace -> Egyptian (3) -> 50g.
-1550 3 barbarian horsemen from northern European hut. Feudalism from central Asian hut. 3 barbarian horsemen from Chinese hut.
-1500 Horseman survives 2 barbarian horsemen and turns vet. Archer turns vet but is killed by barbarians. Advanced tribe from central Asian hut builds Pasargadae at 64,38. Barbarian horseman from French hut is killed by my elephant.
-1450 Polytheism from Ukranian hut.
-1400 Marco built. As expected no one has a tech I do not. 50g from central Asian hut.
Mapmaking -> German (4) -> maps. Alphabet -> Egyptian (3) -> cut off.
Mapmaking, Bronze Working -> Russian (1) -> maps, 0g
Peace, Mapmaking -> Zulu (6) -> maps
Peace, Trade, Wheel, Mysticism, Math -> English (2) -> maps, 0g
Peace, Mapmaking -> Indian (0) -> maps, 150g
-1350 Trade -> Egyptian -> Construction, 0g. My power is now supreme.
-1250 Capital is size 4. Barbarian horseman from Siberian hut. Engineering from French hut.
-1200 Siberian barbarian kills my warrior. Seafaring from Russian hut.
-1150 Trade -> German -> Writing, 75g
-1100 -> Iron Working. Zulu, English -> 0g
-1050 Astronomy from hut.
-1000 25g from hut.
Status at -1000
Population: 0.13M; Cities: 2; Techs: 22; Government: Monarchy
Gold: 305; Cost: 0; Trade routes: 0D0F;
Wonders: Marco
Units: 1 None settler, 1 warrior, 3 None archer, 1 pikeman, 1 horseman, 1 None elephant, 2 vans
Goals: Hut hunting (both cities producing explorer), delivery to Delhi (van on its way), Hanging Gardens?, Colossus?
Russian: 3 cities, 6 techs; war with German
Zulu: 6 cities, 7 techs;
German: 3 cities, 8 techs; war with Russians
Egyptian: 2 cities, 11 techs;
English: 3 cities, 11 techs;
Indian: 2 cities, 6 techs;
-0975 25g from hut.
-0950 Barbarian horseman dies in attack on Pasargadae. Navigation from hut a few turns before my first delivery; oh well.
-0900 25g from hut. Barbarian horseman from hut near Pasargadae. Chivalry and Iron Working from hut.
-0875 Pikeman survives barbarian horseman. -> Bridge Building.
-0850 Knight from siberian hut. Silver to Delhi for a disappointing 52.
-0825 50g from Russian hut. Barbarian horseman from southeast Asian hut.
-0800 Horseman survives yet another barbarian. Bridge Building from Indian hut. Literacy from Mongolian hut. Russian, German, Egyptian -> 100g.
-0775 -> Philosophy.
-0750 50g from hut.
-0725 Barbarian horseman from Russian and Indians huts. Boat takes off from capital with a caravan and a diplomat towards Zulu lands.
-0700 Archer survives barbarian horseman and turns vet. Knight from Mongolian hut. Invention from Siberian hut. No more techs from huts and at max science of 70% it takes me 116 turns to do a discovery and I am only a quarter of the way full.
-0650 25g, 100g from huts.
-0625 Turned down German offer of 50g for war against Russians. 50g from hut. 4 barbarians from Mongolian hut; explorer runs away.
-0600 3 barbarian horsemen from Siberian hut. None legion from southeast Asian hut. Indian -> 100g, maps.
-0575 Archer survives 2 barbarian horsemen, the third runs away. 2x50g from huts
-0550 4 barbarians from Himalayan hut; explorer tries to run away but despite being on a mountain with river is killed by a barbarian legion next turn. 50g from island hut off the coast of Africa; and advanced tribe here would have been marvelous.
-0525 50g from hut.
-0500 None knights from Spanish and Chinese huts. No more huts left in Europe. Russian, Egyptian -> 100g; German, Indian -> maps; English demand 150g and declare war.
Status at -0500
Population: 0.18M; Cities: 2; Techs: 28; Government: Monarchy
Gold: 1150; Cost: 0; Trade routes: 0D1F;
Wonders: Marco
Units: 2 settlers (1 None), 1 warrior, 3 None archer, 1 None legion, 1 pikeman, 1 horseman, 1 None elephant, 4 Knights (2 None), 1 caravel, 2 vans, 1 explorer
Goals: Hut hunting, capturing Delhi (several units on their way), delivering to and possibly bribing a Zulu city, capture of now-English Konigsberg with my 2 none units in Europe?, Hanging Gardens?, Colossus?
Russian: 4 cities, 8 techs; war with German
Zulu: 8 cities, 8 techs; war with Egyptians
German: 3 cities, 9 techs; war with Russians and English
Egyptian: 3 cities, 15 techs; war with Zulu
English: 4 cities, 14 techs; war with German
Indian: 4 cities, 8 techs;
The first decision is whether to build the capital on the coast or not. If I do not build on the coast and neither do Indians, then I have to go through Egypt to reach Zulu. Unless I manage to get an alliance with the Egyptians that is going to be next to impossible without much unnecessary warfare. Given that the Indian coast is mostly jungle and swamp, it is unlikely they build a coastal city any time soon.
The second decision is whether to tip a hut first (hoping for a unit) or build the capital? Given that the closest hut is 3 tiles away, typically it would not be worth it but since here we can only build one city, the delay is not as pronounced.
I am going to tip the closest hut and then build on the northern tip of Persian gulf. There I have 2 choices, grass at (40,76) and swamp-river at (39,77). The swamp slows down my growth tremendously but the city has much better long term potential. Considering any nomads from huts can only be used for improvements, the initial slow down may not last for very long. Furthermore, building on the river gives me 2 science instead of 1 at the start which is quite an advantage.
Date Notes
-4000 Move toward hut.
-3900 Currency from hut. This is bad. I will delay building the capital and try one more hut.
-3750 Archer from second hut. This is better.
-3600 Advanced tribe from third hut; repeat and get 25g. Shush founded at 39, 77 on swamp with river.
-3550 -> Alphabet.
-3350 Warrior produced and sent east for hut hunting.
-3300 Nomad from Arabian hut! This is marvelous.
-3150 Alphabet -> Code of Laws.
-3100 Horseman from fifth hut. Code of Laws from Arabian hut! Having produced a second warrior, my capital is now using all shields for support. Fortunately, Monarchy is not too far away. Second warrior heads north for hut hunting.
-3050 -> Monarchy. 50g from hut.
Status at -3000
Population: 0.01M; Cities: 1; Techs: 5; Government: Despotism
Gold: 87; Cost: 0; Trade routes: 0D0F;
Wonders:
Units: 1 None settler, 2 warriors, 1 None archer, 1 horseman
Goals: Hut hunting, Monarchy, mapmaking, trade
Russian: no contact
Zulu: no contact
German: no contact
Egyptian: no contact
English: no contact
Indian: no contact
-2950 Nomad reaches home and starts draining the swamp.
-2900 Empty hut.
-2850 Empty hut again.
-2750 Third empty hut in a row! Arabian hut yields Trade increasing the cost of Monarchy from 36 to 50.
-2700 Horseback riding from hut. Now cost of Monarchy is 66. 50g from hut.
-2600 Mapmaking from hut. Now cost of Monarchy is 77.
-2550 Capital is size 2. Barbarian legion from Himalayan hut.
-2500 Barbarian legion disappears. None elephant from Anatolian hut.
-2400 Masonry from Arabian hut. 50g from Himalayan hut. Monarchy from Tibetan hut!
-2350 -> Writing.
-2300 None archer from Balkan hut. Revolution started.
-2250 Monarchy established. T3L0S7. The swamp Shush was built on is drained. Math from central Asian hut. 50g from Tibetan hut.
-2150 Mysticism from Alpine hut. Barbarian horseman from eastern European hut.
-2100 Barbarian horseman disappears. Barbarian horseman from Chinese hut. Warrior code from Caucasian hut.
-2050 Horseman on hill survives barbarian horseman. Wheel from central Asian hut. Warrior heads home from Caucasia.
-2000 None archer from central European hut.
Status at -2000
Population: 0.03M; Cities: 1; Techs: 14; Government: Monarchy
Gold: 200; Cost: 0; Trade routes: 0D0F;
Wonders:
Units: 1 None settler, 2 warriors, 3 None archer, 1 horseman, 1 None elephant
Goals: Hut hunting, meeting rivals, building a wonder in capital.
Analysis: Given that I have units close to all rivals but Zulu and English, and given that I know approximately where everyone is should Marco still be built? Given my techs, tech exchange is unlikely but map exchange is crucial and easier with Marco.
Russian: no contact
Zulu: no contact
German: no contact
Egyptian: no contact
English: no contact
Indian: no contact
-1850 Shush is size 3. First caravan built. Barbarian horseman from western European hut.
-1800 Elephant on forested river survives barbarian horseman. Archer runs into Berlin. Peace, Monarchy -> German (4) -> Pottery, 100g.
-1750 Another archer runs into Russian warrior. Peace -> Russian (1) -> 100g. My power is mighty.
-1700 None archer from central Asian hut.
-1650 Archer runs into Egyptian settler. Peace -> Egyptian (3) -> 50g.
-1550 3 barbarian horsemen from northern European hut. Feudalism from central Asian hut. 3 barbarian horsemen from Chinese hut.
-1500 Horseman survives 2 barbarian horsemen and turns vet. Archer turns vet but is killed by barbarians. Advanced tribe from central Asian hut builds Pasargadae at 64,38. Barbarian horseman from French hut is killed by my elephant.
-1450 Polytheism from Ukranian hut.
-1400 Marco built. As expected no one has a tech I do not. 50g from central Asian hut.
Mapmaking -> German (4) -> maps. Alphabet -> Egyptian (3) -> cut off.
Mapmaking, Bronze Working -> Russian (1) -> maps, 0g
Peace, Mapmaking -> Zulu (6) -> maps
Peace, Trade, Wheel, Mysticism, Math -> English (2) -> maps, 0g
Peace, Mapmaking -> Indian (0) -> maps, 150g
-1350 Trade -> Egyptian -> Construction, 0g. My power is now supreme.
-1250 Capital is size 4. Barbarian horseman from Siberian hut. Engineering from French hut.
-1200 Siberian barbarian kills my warrior. Seafaring from Russian hut.
-1150 Trade -> German -> Writing, 75g
-1100 -> Iron Working. Zulu, English -> 0g
-1050 Astronomy from hut.
-1000 25g from hut.
Status at -1000
Population: 0.13M; Cities: 2; Techs: 22; Government: Monarchy
Gold: 305; Cost: 0; Trade routes: 0D0F;
Wonders: Marco
Units: 1 None settler, 1 warrior, 3 None archer, 1 pikeman, 1 horseman, 1 None elephant, 2 vans
Goals: Hut hunting (both cities producing explorer), delivery to Delhi (van on its way), Hanging Gardens?, Colossus?
Russian: 3 cities, 6 techs; war with German
Zulu: 6 cities, 7 techs;
German: 3 cities, 8 techs; war with Russians
Egyptian: 2 cities, 11 techs;
English: 3 cities, 11 techs;
Indian: 2 cities, 6 techs;
-0975 25g from hut.
-0950 Barbarian horseman dies in attack on Pasargadae. Navigation from hut a few turns before my first delivery; oh well.
-0900 25g from hut. Barbarian horseman from hut near Pasargadae. Chivalry and Iron Working from hut.
-0875 Pikeman survives barbarian horseman. -> Bridge Building.
-0850 Knight from siberian hut. Silver to Delhi for a disappointing 52.
-0825 50g from Russian hut. Barbarian horseman from southeast Asian hut.
-0800 Horseman survives yet another barbarian. Bridge Building from Indian hut. Literacy from Mongolian hut. Russian, German, Egyptian -> 100g.
-0775 -> Philosophy.
-0750 50g from hut.
-0725 Barbarian horseman from Russian and Indians huts. Boat takes off from capital with a caravan and a diplomat towards Zulu lands.
-0700 Archer survives barbarian horseman and turns vet. Knight from Mongolian hut. Invention from Siberian hut. No more techs from huts and at max science of 70% it takes me 116 turns to do a discovery and I am only a quarter of the way full.
-0650 25g, 100g from huts.
-0625 Turned down German offer of 50g for war against Russians. 50g from hut. 4 barbarians from Mongolian hut; explorer runs away.
-0600 3 barbarian horsemen from Siberian hut. None legion from southeast Asian hut. Indian -> 100g, maps.
-0575 Archer survives 2 barbarian horsemen, the third runs away. 2x50g from huts
-0550 4 barbarians from Himalayan hut; explorer tries to run away but despite being on a mountain with river is killed by a barbarian legion next turn. 50g from island hut off the coast of Africa; and advanced tribe here would have been marvelous.
-0525 50g from hut.
-0500 None knights from Spanish and Chinese huts. No more huts left in Europe. Russian, Egyptian -> 100g; German, Indian -> maps; English demand 150g and declare war.
Status at -0500
Population: 0.18M; Cities: 2; Techs: 28; Government: Monarchy
Gold: 1150; Cost: 0; Trade routes: 0D1F;
Wonders: Marco
Units: 2 settlers (1 None), 1 warrior, 3 None archer, 1 None legion, 1 pikeman, 1 horseman, 1 None elephant, 4 Knights (2 None), 1 caravel, 2 vans, 1 explorer
Goals: Hut hunting, capturing Delhi (several units on their way), delivering to and possibly bribing a Zulu city, capture of now-English Konigsberg with my 2 none units in Europe?, Hanging Gardens?, Colossus?
Russian: 4 cities, 8 techs; war with German
Zulu: 8 cities, 8 techs; war with Egyptians
German: 3 cities, 9 techs; war with Russians and English
Egyptian: 3 cities, 15 techs; war with Zulu
English: 4 cities, 14 techs; war with German
Indian: 4 cities, 8 techs;