It feels good to be starting out a succesion game again after such a long time. I WANTED to run this on an Oasis map with us starting in the north of the map instead of in the southern jungle, but it appears that's not possible to do short of modding the game. I do NOT want to play this game out of the jungle at the bottom of the Oasis; this isn't intended to be an insanely difficult game. I'm NEVER going to get the chance to play the northern start on this map, Sirian! Argh. With that in mind, I decided to scrap the Oasis map and go with an Ice Age map, with the large (Wide) continents setting. Here's what the game threw out for me on the first go:
(0) 4000BC Wow! I went through about 4 starts unsuccessfully trying to get the northern location on the Oasis map script, but this was the first one that I rolled for the Ice Age setting. We have corn and two ivory at the start, and also cows and STONE (!) nearby. I ponder for quite some time over whether to move northeast/east to get the cows in range; I hate to move away from the blue circle, but it's just SUCH a good location. Screw it, let's move there anyway. Cows + corn + ivory + four hill tiles should get us plenty of wonders. Let's do it!
(1) 3960BC Mecca founded on the spot mentioned previously. One of the reasons I chose Saladin was so that we could hopefully get some religious culture going early on; therefore, research goes into Polytheism and Hinduism first. Since we have no worker techs (aside from Wheel), we begin production on a warrior first. Mecca works the corn tile for max food out of the gate. And we're underway!
(4) 3840BC Pop a scout from our first hut!
I wish Compromise were playing these turns, given what he did with a scout in Epic Three!

Still, this is a huge boost. If we can pop a worker tech here using our scout, we may be in VERY good shape.
(6) 3760BC Mecca's borders expand, revealing very little. Jungle to the north of us though, we should be able to cut it down and run Artist specialists very far in the future. I like to dream early on.
(7) 3720BC Scout finds some ocean to the north - we may have our own little sheltered nook of the world here. That would be pretty cool.
(9) 3640BC Mecca to size 2. I debate swapping to worker now, but if we do that now, we'll have a worker sitting around with nothing to do waiting for us to research Agriculture. Not cool. However, after crunching the numbers, I see that if we swap Mecca's second tile to the ivory on the river, we can time a build of warrior/worker to finish at the same time as researching Polytheism + Agriculture. Both to complete in 15 turns. Since the fastest possible way to increase growth is to get that worker out and farming the corn, I go ahead and make the swap. Mecca now due to grow in 11 turns, but we get the worker out 1 turn sooner and we pick up an extra commerce tile (from the river; go from 9 research to 10/turn).
I have no idea if this puts us ahead, but it was fun to think about.
(11) 3560BC Meet Bis in the south:
One of his scouts comes wandering by. Hmm... I haven't played against Bismarck too much, I'll have to look over his AI personality again. Still, we could have drawn a lot worse for a neighbor here. Industrious could be a problem, of course. Grab a hut with our scout, but all we get is experience. Oh well.
(12) 3520BC Scout defends against a wolf successfully between turns, uses the XP to promote to Woodsman II and keep on exploring. Mecca finishes warrior, starts worker (12 turns). Polytheism due in 2 turns, so I'm keeping my fingers crossed. I've also found Bismarck's capital, and man - he's quite close.
Yes, I could steal a worker here, but I'm not going to do that because the AI doesn't know how to defend against these kind of tricks. With this being Monarch, we should be able to win regardless, without exploiting the AI. Besides, this is a laidback game - at least, I hope it will be!
