Opening was pretty standard stuff for the Celts - a little slow because of the poor techs. However we find horse in the BFC so barbs were not be a problem. Surrounding land is pretty poor. Not much food to be had, hardly any luxury resources.
I settle a second city and then:
Stonehenge is a nice build for the Celts because both of their leaders are Charismatic and they start with crappy old Mysticism. Charismatic also means that they can grow their cities early to compensate for lack of starting worker techs and compensate for lost time with larger cities - assuming that there's still land to settle. Ragnar didn't seem too close so I reckoned I could afford to build a wonder.
I built something else too:
That's right, Pyramids with no stone! An awesome build for the no cottage strategy. Representation will also combat the lack of happy resources. It's always a big gamble to build instead of making settlers, but I went for it anyway since I hadn't found many top quality sites yet.
My first GP was a prophet, he settled in Bibracte.
Then Ragnar did what Ragnar does best:
...and went for the jugular in the BCs. I though I was dead, but thankfully I had foreseen trouble with the hairy one sooner rather than later and had the good sense to build my closest city to him on a hill.
Note how even the barbs are joining in the fun.
Lots of fights follow in the surrounding countryside. He takes a crack at another city too:
I'm able to even up the odds by fighting on my terms, picking off stragglers (axe stacks with no spears are easy prey for my chariots). With no commerce I am forced to work unimproved riverside tiles to fend off strike.
As the BCs turn into the ADs the war wears on with countless engagements. My unit pumping eventually gives me enough to put together a counter-attack:
And my first cottage pillaging ensues! It's actually quite lucrative.
The timing is perfect as I now have Alphabet allowing me to extort techs, and in 50AD I get peace for IW and HBR. Now teching Currency with my rep scientists and build research. The war was a big setback as I couldn't run many specialists during it, having to work the mines instead, but the peace terms compensate some.
Then we meet another AI at last.
This is good news as it means I can tech trade (and trade on the ocean, eventually, if I ever tech sailing...). Better still, she has become ol' Hornhead's worst enemy. I knew the English were over there from earlier scouting but had not actually met them, so I sent my scouts back again once I had open borders.
250AD get another prophet against the odds. He gets settled too. Where are my scientists?
Ragnar starts squaring up for fisticuffs again and enters WHEOOHRN mode. Liz was his worst enemy briefly, then he adopts her religion (Cofucianism). He could be after her or me, not sure.
I live peaceably for a while running two rep scientists in each city and trading with Liz. I'm in a gruesome tech hole but at least Ragnar is doing even worse.
760 AD Ragnar attacks...
...the English.
I agree to Liz's request to join. Unfortunately this closes down all my trade routes, which pass through Vikingland, thus screwing what little income I had.
We start brawling with the Vikings again, pretty indecisively for a long time. Such wars are terrible for the already sluggish development of my civ, but there is no real possibility of coexisting peacefully with them so I might as well get stuck in.
My third great person is an engineer, of all things. I decide to save him for a bulb.
Just like the first war, this one strains my coffers to breaking point. At 0% research I lose 20 gold per turn, but at least I can build wealth.
In 940AD I meet this guy:
Another AI who likes to trade, excellent. I get a major trade out of him:
The acquisition of MC allows me to bulb Machinery with my GE, and build crossbows to break the war open. Ragnar has no horse so he is easy prey for the shooty killy things.
It's 1000AD and I am so backwards it's just ridiculous, but Ragnar will pay for ruining my game, of that we can be sure.