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1.21f
Before the first turn, my strategy for this game was going to be get to Monarchy as fast as possible, then go out on the attack. Swordsmen (upgraded from warriors) first (if Iron was available), then Ansar Warriors. I fully plan to win via Domination.
Timeline of Notable events:
4000 BC - Moved the scout S then W to start. Thus, I missed the Floodplains at first. Moved the worker E and worked that tile right away. Settled on the start. Makkah would eventually go on to produce both a granary and barracks after first producing 3 more scouts (4 total). It would then build 2 vet warriors and a settler every 8 turns. I would establish another city with a granary to take advantage of the floodplains and get another settler factory going. Overall, my settler production stunk in the QSC timeframe.
I also decided to deliberately NOT use RCP, as I have heard the developers have 'fixed' it in conquest. Clearly, they don't think it is in the spirit of the game, so I have decided to abandon it. I don't want to get accustomed to something that will not be there in the future.
3600 BC - Contact with Persia.
3400 BC - Contact with Carthage. Warrior Code (trade)
3250 BC - Contact with Ottomans.
3100 BC - Contact with France.
3050 BC - Contact with Zululand and Spain.
2950 BC - Myst (self), Masonry, Alph and BW (trade).
2900 BC - Contact with Egypt.
2630 BC - Contact with India.
2510 BC - Contact with Rome. - Full contact established. Writing, Iron Working (trade)
1725 BC - Mathematics, Horseback Riding, Map Making (via Trade). Full starting landmass visibility established.
1475 BC - Polytheism (self research)
1400 BC - France declares war (demanded Poly)
1375 BC - Rome declares war (demanded Poly)
1325 BC - Philosophy, Code of Laws (trade)
1100 BC - Construction, Currency, Literature (trade) -
Arabs enter Middle Ages
1025 BC - French build Oracle in Paris
Exciting huh? I think this is the fastest I entered the middle ages.
QSC Stats
As of 1000 BC, I had the following:
9 Cities - 17 Total population points. 31 Gold
2 Luxuries hooked (wool, spice). No Iron or Horses hooked.
1 Settler, 5 Workers, 4 Slaves, 1 Scout, 13 Warriors, 2 Archers
2 Granaries, 1 Temple, 2 Barracks
Embassies with all
All Ancient Age techs except Monarchy (in 6) and Republic. No middle age techs.
Score 212, 2nd to last place.
On scouting and huts
I deliberately build 3 additional scouts from the start..even though this put me at -1 gpt for quite a number of turns. I did this because I saw we were square in the middle of the map, so I had no idea which direction would be most fruitful in terms of contacts. I also wanted to capitalize on Huts. You can see the direction the scouts took below.
Ironically, I would end up popping not 1 single hut. I did
see one hut near Indian lands, but the scout was killed by a barb before he could pop it.

This is one of the reasons I hate the expansionist trait - it is very hit or miss. I see other posts here with free cities and settlers!
Two other scouts would eventually be done in by French warriors. I would, however, make at least some good use of the scouts. All the scouting I did made my world map very, very valuable by the time map making came along. Using prudent trading, I was able to acquire 3 techs, the full world map, and left everybody broke (netted about 200 gold) in 1725 BC when everybody else got Map making.
On Barbs
They were not as bad as I had feared. I deliberately build a couple archers to ward any off, and always escorted my settlers with warriors. In the end, I lost 180 gold and 1 scout to barbs. I feel maybe predator players had an advantage here as there were swarms of AI units on my borders dealing with the barbs for me.
On research
As stated above, I wanted Monarchy asap. I went full research on Myst, 40 turn on poly and full on Monarchy (6 turns left as of 1000 BC). I got lucky in that both techs I researched I was first to. This made it easy for me to keep up in tech. I did go and buy Construction for 240 gold in 1100AD. I noticed the AI were not uniform in tech. For that 240 gold, I was able to get Construction, Currency and Literature to put me in the middle ages.
On Foreign Affairs
I had three extortion attempts. First was the Ottomans, who backed down. They have been at war as long as I have had and embassy with them (1625BC). Rome and France then tried to extort me for Polytheism and declared war with me when I told them to shove off. I have lost 2 scouts and a warrior at the hands of French warriors. I have killed about 3 of her units. This is the first time I have lost ANY units in the QSC timeframe. I am still at war with both of them.
I have managed to get Persia involved vs the French. I could not get Spain against France at all. Egypt seems to be the only one producing culture at this point. I will be very surprised if Rome does NOT become powerful in anybody's game. His lands practically made me drool. I have not made up my mind yet, but I may build my 2nd core there. Too bad it is so far away from everything else. Ansar warriors built there would have to travel quite a distance to get to the front lines.
On Wonders
Only 1 build by France so far. I am rather surprised and confused that NOBODY is building the Pyramids. What is going on here? I decided myself to not build any wonders...like Sir Pleb. In fact, I see a couple similarities between my game and Sir Pleb...large city spacing, 4 scouts, nearly identical barb losses. Maybe I am on the right track?
The world at 1000 BC