1. Play at Regent - you'll be even with the AI.
Which level is that? In C3C, it's Chieftain, Warlord, Prince, Monarch, Emperor, Demigod, Deity, and Sid.
Use a continents, standard sized map with roaming barbarians
- I was definitely thinking of Continents. If I went archie, I'd have to worry about galleys, and can they make it to another landmass or not.
- A Standard size map sounds good to me, too.
- Roaming Barbarians? I hate those jerks! But, if it isn't a challenge, then why play at all?
2. Play as America (Industrious & Expansionist) (this will increase your worker speed & allow you scouts)
You know, I've lived in the United States my entire life, but I don't think that I have ever played America in any of the Civ games that I played. I'll give it a try. Another thing to consider is that I won't have to worry about accidentally triggering a Golden Age, because I won't get my UU until quite late in the game.
3. Do not research any techs until 1000 BC - then go for the Replublic slingshot - (this will improve your trading skills)
- Don't research until 1000 BC? You're joking, right?
- I don't know what you mean by the Republic slingshot.
- My trading skills can definitely use improvement.
4, Make your first 2 builds scouts. (Practice exploration, contacts and trading skills)
Will do, but won't my Capital city riot if I don't have at least one Military Police in the city?
5. Do not build any ancient age wonders. (You won't want to 'waste' that many shields at the higher levels)
I very rarely build AA wonders. The Great Wonders that I always try to get are Sun Tzu, Leo's Workshop, ToE, Coper's Obs, Newton's U., and Adam Smith. At Regent, I probably won't have a chance to get all of these.
6. Do not build any military unit until horsemen or swordsmen
(Among the early pitfalls is to overbuild defensive units)
With all of the roaming barbs around, shouldn't I have some offensive units to root out their home camp?
7. Always have at least 1 worker for each city and don't automate them. Connect your cities. In general irrigate brown, mine green and roads = commerce and commerce = gold and gold = research, so the more the better
I used to auto my workers, just to see what they would do. They ain't too bright, are they?

I read somewhere on this forum not to improve a tile before there is a citizen to work it (i.e. if the city is 4 pop, then don't have more than 4 tiles mined or irrigated). All tiles should be roaded ASAP, though.
8. Concentrate on expansion, improving your lands and contacting everyone on your island. Also try (curragh/galley) to meet the other islands.
Sounds like a plan. Of course, the other islands would have to be fairly close for the galleys to make it though.
9. Don't build more than 2 barracks, libraries, harbors or markets (no temples, colisseums or city walls).
If my citizens are continuously unhappy, I still shouldn't build a temple for them?
10. Try to claim at least 1 luxury and either iron or horses (both would be best) by 1000 BC. In the XOTM games the pre-1000 BC segment is what is known as the Quick Start Challenge (QCS). Quite often in games below Emperor, those 80 turns, if played well, will put the player at the top of the heap and make the rest of the game a downhill run.
You can seriously be that far ahead to coast to victory by 1000 BC? Brother, do I have a lot to learn!
Thanks for the tips, denyd and TruePurple. If you're so inclined, keep 'em coming.
Oh, one more question: Suppose I have a ton of empty space to expand into. Should I keep expanding until the space is filled, or keep the number of cities under the Optimal City Number (which would be how many exactly)?
Again, much thanks and respect.
