Caesar -- Status as of -1950:
Monarchy (3.0.7) 6 cities, 8 techs, 2 barracks (no other built infrastructure) $84g.
2 sett/3 war/(1 Ph)/2 Arch/1 horse/1 Char/(1 Tri)/(3 Caravans)
No contact with anyone; no Barbs in sight.
Pattern is still unknown, although there may be a special at (66,62) or (66,72).
The heavy units (2 Arch, Char) are all in the Center/East side; West has only 3 Warriors.
Instead of an exciting span of leadership with a conquerer, some doddering old and slow king refused to die in time...
1900 -- Moved Char south to mountain (-- keep central for potential Barb opportunities)
1850 -- Trireme built ( -- will move North & then west for exploration -- pick up None Horse)
1800 -- Settler builds road (switched two Camels to Settlers -- some more roads would be nice -- especially in the shield grass spaces being worked by citizens)
1700 -- Neapolis builds Settler -- (goal is to set up a road link then start a city -- either North or off shore)
Cumae builds 2nd Settler (1st settler near Rome will go west & start a new city) boat continues sailing
1650 -- Roads & movement
1600 -- Pottery is discovered; Myst is selected as next tech (also available as choices: HBR, Mason, Sea, & WC) Sea would have been nice for an explorer, but should be able to pick up the rest with first or second caontact with strangers. Myst allows extra contentment with a Temple if we want to develop a SSC; also necessary for Philosophy & a free tech if we get there first (one of my early goals after Trade) boat & Horse see new Isle; Horse sees a hut (will pop next turn). Pisae is founded west of Rome.
1550 -- Hut yields an elephant -- serious power! (but is supported by Neapolis) Isle has two specials (Whale & fish) in view -- maybe more if a city is placed well. I recall in a past GOTM where a respected player (Smash) placed an offshore SSC to great effect -- this Isle may be ideal for such a city
1500 -- (Oops like the player before the dodderer goes on too long). load boat & sail to a new land (one that looks like it has possibilities.
Saved halfway through 1450 -- No barbs, a few Settlers (recommend that the elephant & horse stay abraod, while the boat returns to pick up a settler or two for an offshore new city(s)