Jesusin, contender, goal fastest spaceship.
1.- The plan
Built 2 warriors (but not too soon, it's only noble AI) and steal workers. Kill 2 civs to get enough room for my 10-15 cities. Get cottages going very soon. Take free CS from Oracle. Early Academy. The capital, in Bureaucracy, with Oxford and Academy will rush me through the techtree. Prioritize beaker-increasing techs all game long.
2.- Moving the settler
Scout 2SE sees crabs too far away from the cows. Settler moves 2W to the hill. On the second turn, settler moves 1E and settles there in order to maximize cottages. I am 1 turn behind those who settled 1W on the first turn. Was my movement a mistake?
No , it wasn't. Think what would have happened if there had been a corn 2W of the hill. Even if only the desert tile had been a FP, I would have been ozens of turns ahead of those settling W. So I don't think it was a mistake, I used my first turn to gather information and then took an informed decision, which just happened to be to go back E.
I'm undecided whether to roam a bit with the settler or not. It is Epic speed so I probably will.
Start by disbanding your settler to show how bold you are. It's only Noble.
Well, disbanding the settler would have taken down my chances of winning, while gathering as much information as possible increased my chances of victory. Maybe my comment about Epic speed is what felt wrong to you. When taking the decision to not settle on the first turn, you should consider the speed you are playing on as much as the visible map. Would you move
your settler for 9 turns in a Marathon game? Probably not, 9 turns is too much growth and production and research wasted, isn't it? Would you move your settler 2 turns in a Quick game? When you move your settler 2 turns in Quick speed you sarifice as much growth, production and research as when you move your settler 9 turns in Marathon. That's why Speed should be considered.
3.- Initial steps
Research: Agr-AH-Wheel-Pott. Then BW.
Production: Wor(pastured cow first thing)-War-war-set(at pop3)-war-set
Exploration: my scout kills lion (oh, that's how noble is!). See Rome, turn back, see Beijin.
Worker stealing: Mao 2380BC, success; Rome 2080BC (war died, no replacement, Rome has gold mined so early Prats... When I see his copper, I decide against Archer rush and go for fast peaceful expansion instead, I am a chicken) worker eaten in the strait; Mao 1000BC, worker killed in the strait.
4.- City placement
Capital 1W of starting position, corn, cow, silk, 6 grass.
#2 2FP, cows, wines, marble, river.
Everybody seem to have gone for the gold with the second city. I hadn't seen the corn in the NW tip, and my priority was settler-building and Oracle. It also closes the door to Roman expansion, so I think it is a good move. Am I wrong?
#3 corn, crabs, gold, oasis. My GPFarm later on.
#4 sheep, corn, wines, on a PH, full of hills.
Nice production city. The bad news about it came when I discovered there were no strategic resources in our land. The way I had settled my cities, particularly this one, made acces to Ivory impossible till much later than 1000AD.
#5 in Mao's land, 3FP, species, wines.
#6 fish, crabs.
#7 fish, clams, shared marble.
5.- Progression
1000BC: 4 cities, 4 cottages, 15bpt.
CS slingshot in 595BC. Alpha 430Bc.
Barb Axe and Mao's Swords make me research Archery. Mao worker goes to the cow once again, but I spare him (I am a double chicken).
Academy 370BC.
Construction 235BC. Start buidling my only-cats army, very slowly, I prioritize growth now that I have got Calendar and Monarchy.
1AD: 7 cities, 18 cottages, 100bpt.
Dow Mao for real in 200aD, with 10Cats+2Arc+Cat reinforcements coming.
275AD: Monte had Feudalism.
380AD Mao is no more. Razed 1, kept 3. 12 turns of war, cats-only wars are big fun.
500AD: 11 cities, 32 cottages, 150bpt. Whipping Universities all around, a few turns away from Liberalism.