4000 BC (Turn 0):
We start by a river and ivory. Remember, this is Vanilla, so please suppress any wet dreams about the Statue of Zeus.
Worker moves 1 west. Reveals a hut. Hmm. I'm feeling lucky today, so I send the scout to the hut. Out pops...
... a warrior.
I see no compelling reason to move the settler, so I settle Schizobabwe.
Start building a scout.
Research set at minimum for alphabet.
3950 BC (Turn 1):
Scout discovers a cow to the northwest.
Warrior moves into the capital, will serve as our first MP.
3900 BC (Turn 2):
Scout discovers a hut.
3850 BC (Turn 3):
Scout pops the hut and disovers...
... ceremonial burial. Great, we can get some early temples, which are very helpful for culture.
3800 BC (Turn 4):
Scout moves...
3750 BC (Turn 5):
Schizobabwe: Scout -> Scout
Our first scout finds another hut in the west.
3700 BC (Turn 6):
Ahh, the joys of playing an expansionist civ:
3650 BC (Turn 7):
Scout moves...
3600 BC (Turn 8):
First contact with another civ. We meet the Yellow Zulu.
They have absolutely nothing to trade, just 10 gold in their treasury. And they're annoyed with us already.
3550 BC (Turn 9):
Scout 1 discovers a yellow border.
3500 BC (Turn 10):
First cultural expansion. We can work two BG's.
Schizobabwe: Scout -> Warrior
Scout 3 reveals another cow northeast of us.
Scout 2 discovers a hut and wines.
3450 BC (Turn 11):
Scout 2 pops the hut. Did I mention something about how much expansionist civs rock huts?
3400 BC (Turn 12):
Scout 3 discovers another hut north of us.
3350 BC (Turn 13):
Schizobabwe: Warrior -> Settler
Scout 3 pops... maps.
3300 BC (Turn 14):
Scout moves...
3250 BC (Turn 15):
Scout moves...
3200 BC (Turn 16):
Meet the Blue Zulu. They're ahead of us in tech by Bronze Working and The Wheel. Hmmm...
Sell Mysticism to Yellow Zulu for Bronze Working + 10 gold. Not ready to buy the Wheel yet.
3150 BC (Turn 17):
Scout moves...
3100 BC (Turn 18):
Scout moves...
3050 BC (Turn 19):
Scout 1 discovers a blue border. Too bad it's a civ we already have contact with.
Warrior finds a wheat tile on grassland that our scout missed. I think we have a 4-turn settler factory... but it'll require a temple to get set up.
3000 BC (Turn 20):
Scout 3 discovers another hut east of our capital.
Situational Analysis:
- Settler will be built next turn in Schizobabwe.
- Scout will pop a hut next turn. Best of luck to the next player with that.
- I'd suggest building
at MOST one more settler in the capital. My recommendation for the next turn is to do Settler -> Temple, another Settler when Temple finishes, and then perhaps we could make a bid for the Pyramids. We also have Oracle to back that up in case an AI steals it from under our noses.
- Let me re-emphasize.
Early temples and libraries will matter in this game. Culture flipping will go completely insane later on, and I want us to be ready for that.
- Would be nice to hook up wines, but it doesn't seem like the AI has any chance to beat us to it. Looks like we have one end of the continent to ourselves.
- I have a very crude dotmap here, it seems like we can get a settler factory or even two going because of the cows. Red dot is my proposed second city location (settler factory with temple, granary and stuff), pink dots are other alternatives once we have that in place.
Of course, if you have better ideas, please do not hesitate to bring them up.
- This is not going to be Ring City Placement, and personally I think terrain considerations should trump RCP silliness any day.
Okay, the save is
up for grabs. Try to keep the city names in theme, and good luck!