post #2 is actual game, inside spoiler was abandoned due to problem with traits
Spoiler :
settings: 20 AI, playing as Rome Julius Caesar, nightmare, barbarian world, barbarian civs, neanderthal cities, divine prophets, start without traits, developing leaders, complex traits, size matters, hide and seek, realistic siege, advanced nukes, advanced routes
not rerolling after starting - playing with position that I get first time
bc 200 000: https://i.imgur.com/OFWuD91.png
one of my favourite moments in this mods, starting exploring new unknown map
turn 6 - bc 195 000: https://i.imgur.com/bRgq6P8.png
I like spots on coast river with caves, nice if with natural wonder, but won't spend too many turns searching one, this spot for city has advantages and disadvantages, easy to defend but hard to expand
turn 180 - bc 107 000: https://i.imgur.com/c5Do91c.png
started with cave dwelling and built wonder, someone else got neanderthal culture before me, then: nomadism and scavenging for production buildings, stone tools workshop, sharpening (I want to create merged spiked clubman as early as possible and attach to great general), trails (woodsman 3 promotion), language and cultural identity for some science, prehistoric dance for 5 dances (culture), petroglyphs (lascaux paintings), softhammer percussion and following techs for +4 science from stone workshop, neanderthal city is size 2 and will be good to capture, but defending units are powerful and maintenance from distance will be probably 20 gold
can't explain how did bamboo tile disappear
(turn 6 it's 2 tiles to the right from Rome, turn 180 it's not there anymore) it was one of reasons I chose this spot for city
turn 218 - bc 88 000: https://i.imgur.com/WYbSGBn.png
prepared for capturing size 2 city by creating trail for immediate trade route (8 gatherers protected by 3 stone throwers, high maintenance for units outside of borders), one wise woman for faster healing, five storytellers to finish anarchy immediately, merged spiked clubman got quality promotion and has now 9 strength
first trait selection is hard choice, seems it's different in svn 11391 than it was in 11390
https://i.imgur.com/CPH4NTC.png after thinking I chose organized https://i.imgur.com/iRnIyeZ.png for overall larger network, seems that traits marked with I and not with 0 are visible in civilipedia but not accessible when choosing
turn 299 - bc 49 000: https://i.imgur.com/qR4PAtl.png
economy recovered after high maintenance of 2nd city and now should be okay to capture 3rd, failed to get lascaux paintings - someone else built in 90 000 bc somehow, research was: bark working (bark huts good for economy), skinning and bone working (huts and boneworkers), trapping and tracking (to make use of ivory that appeared from event), portable shelters (to make use of bison that appeared from event), personal adornment (instant access to jewellers due to ivory), bead working (+3 gold due to ivory), next will be barter (remove -1 trade route civic), tribalism (carpenting that is requirement, will allow to make bridge without rope, for more routes)
turn 365 - bc 40 000 https://i.imgur.com/bUUh6qf.png
tribalism done, I thought it's better to wait and create 2 cities close to capital rather than capturing one far away, resin will give +1 gold from canoe maker, and will allow to build lacquerware, +1 gold and another +1 from crafts hut, and +1 if I find dye, next techs: pictographs (+1 science building), tanning (some production and gold from ropes that can be made from leather), slavery (to make use of captives), fishing (gives huts in coastal cities which are my all), elephant and animal riding to create double merged unit with great general, then sedentary life
turn 528 - bc 19 000 https://i.imgur.com/BkqIt9o.png
sedentary lifestyle finished, took longer than my earlier games, I think due to lack of previous traits that were adding trade routes, free tech agriculture for instant +science and gold from smallholding, then ideograms (library of nineveh) then caste system, then heritage (awesome building ancient customs), divination feels much weaker without previous scientific traits, I will rather go through upper line for economy buildings which will allow to balance maintenance after expanding
turn 682 - bc 10 000 https://i.imgur.com/eYYo8qB.png
one of captured cities had. C.L. neanderthal and it was enough to train neanderthal elephant riders there, I captured city near horses, built riding school (speed promotion) and used great general for double merged unit, morale promotion and quality up, on top of it ancient way of centaur, and it's unit almost as powerful and mobile as early tank, in ancient era, with triple as much hitpoints, I like it
researched trade for more routes, going to masonry (city states civic), sculpture (golden age from valley of king to avoid anarchy), specialization (free specialists), soap making, glass blowing, candle making, divination, magic (gold income), monarchy
not rerolling after starting - playing with position that I get first time
bc 200 000: https://i.imgur.com/OFWuD91.png
one of my favourite moments in this mods, starting exploring new unknown map
turn 6 - bc 195 000: https://i.imgur.com/bRgq6P8.png
I like spots on coast river with caves, nice if with natural wonder, but won't spend too many turns searching one, this spot for city has advantages and disadvantages, easy to defend but hard to expand
turn 180 - bc 107 000: https://i.imgur.com/c5Do91c.png
started with cave dwelling and built wonder, someone else got neanderthal culture before me, then: nomadism and scavenging for production buildings, stone tools workshop, sharpening (I want to create merged spiked clubman as early as possible and attach to great general), trails (woodsman 3 promotion), language and cultural identity for some science, prehistoric dance for 5 dances (culture), petroglyphs (lascaux paintings), softhammer percussion and following techs for +4 science from stone workshop, neanderthal city is size 2 and will be good to capture, but defending units are powerful and maintenance from distance will be probably 20 gold
can't explain how did bamboo tile disappear

turn 218 - bc 88 000: https://i.imgur.com/WYbSGBn.png
prepared for capturing size 2 city by creating trail for immediate trade route (8 gatherers protected by 3 stone throwers, high maintenance for units outside of borders), one wise woman for faster healing, five storytellers to finish anarchy immediately, merged spiked clubman got quality promotion and has now 9 strength
first trait selection is hard choice, seems it's different in svn 11391 than it was in 11390

turn 299 - bc 49 000: https://i.imgur.com/qR4PAtl.png
economy recovered after high maintenance of 2nd city and now should be okay to capture 3rd, failed to get lascaux paintings - someone else built in 90 000 bc somehow, research was: bark working (bark huts good for economy), skinning and bone working (huts and boneworkers), trapping and tracking (to make use of ivory that appeared from event), portable shelters (to make use of bison that appeared from event), personal adornment (instant access to jewellers due to ivory), bead working (+3 gold due to ivory), next will be barter (remove -1 trade route civic), tribalism (carpenting that is requirement, will allow to make bridge without rope, for more routes)
turn 365 - bc 40 000 https://i.imgur.com/bUUh6qf.png
tribalism done, I thought it's better to wait and create 2 cities close to capital rather than capturing one far away, resin will give +1 gold from canoe maker, and will allow to build lacquerware, +1 gold and another +1 from crafts hut, and +1 if I find dye, next techs: pictographs (+1 science building), tanning (some production and gold from ropes that can be made from leather), slavery (to make use of captives), fishing (gives huts in coastal cities which are my all), elephant and animal riding to create double merged unit with great general, then sedentary life
turn 528 - bc 19 000 https://i.imgur.com/BkqIt9o.png
sedentary lifestyle finished, took longer than my earlier games, I think due to lack of previous traits that were adding trade routes, free tech agriculture for instant +science and gold from smallholding, then ideograms (library of nineveh) then caste system, then heritage (awesome building ancient customs), divination feels much weaker without previous scientific traits, I will rather go through upper line for economy buildings which will allow to balance maintenance after expanding
turn 682 - bc 10 000 https://i.imgur.com/eYYo8qB.png
one of captured cities had. C.L. neanderthal and it was enough to train neanderthal elephant riders there, I captured city near horses, built riding school (speed promotion) and used great general for double merged unit, morale promotion and quality up, on top of it ancient way of centaur, and it's unit almost as powerful and mobile as early tank, in ancient era, with triple as much hitpoints, I like it

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