1AD (115):
Preflight check... Ok, so we have 4 cities and 9 military units sitting around. Not that military is ever a bad thing, but I thought the point of the giant stone wall we built was to cut down on military. We are not paying upkeep yet, so whatever, but the extra military can now be used to expand...
Berlin grows in 4 to maximum size and is on a minimum hammer diet in order to grow the cottages. This is good for our economy. It is working on a workboat, which will take 18 turns. Not sure that this is too useful. Our only seafood that is not netted is the fish, and that is by Munich and the boat would have to sail around the peninsula. I switch Berlin to a Temple, with the intention of going to a Settler in 4 turns, when we have more incoming hammers.
Hamburg takes over the shared hill from Berlin, since Berlin is not using it anyways, for an extra food over the desert hill. Again, going to try a whip here.
Munich has 2 scientists, massive growth, and is trying to build a courthouse. Going to use a 3 pop whip to try and get this done when able.
Cologne is still developing, working on a courthouse, but all relavent improvements in the initial 8 are done. Again, will try a whip here when possible, as we have an abundance of food. I note we are about to get a forest chop here.
I wake up an archer and a chariot and send them towards Red Dot.
25AD (116):
Chop goes into Cologne for some more hammers. I also start a cottage on that square, as the irrigation will go over the forests instead.
50AD (117):
Cologne gets a border pop, yay. Need the workers back there to clear out jungle later, but as we cannot plantation yet, we'll leave it for now.
The chariot punks off a barb that was lurking around the Red Dot area. Archer is in position right now.
Munich grows, but no whip to be had yet.
75AD (118):
I dial for Calendar, which entails going through sailing first in 2 turns.
Munich still cannot whip, but Cologne can do a 2 pop whip now, which I take.
100AD (119):
Cologne is done the courthouse, and best to let it grow before starting a settler, so I dial a barracks.
Berlin grew, so I switch to a settler in 15 turns. Full intention of whipping it. Note that a GP arrives in 2 turns here.
Munich can finally 3 pop whip, so go for it! This does delay Sailing by 1 turn, but hey, there will be overflow!
125AD (120):
Courthouse whipped in Munich. A fishing boat is 6 turns, so dial it, with an eye on a temple later.
Berlin can lose 4 pop to finish the settler, but that's a bit extreme...
Hamburg can now whip the courts, but food is scarce here, so better just to build it in 7 turns rather than burning 3 pop on it, which would take forever to regrow.
150AD (121):
And against sane odds...
Now we have 2!
Ok, well I can never say no to two GEs, as those can eat through even the toughest industrial era wonders, but now we can pick and choose what we want.
Berlin is down to a 3 pop whip for the settler. That's reasonable with all the food flooding in, so I say sure!
175AD (122):
The Settler finishes and we switch back to the temple. Fine with me. The settler dashes for the Red Dot site.
Cologne maxes on current pop in 2. Time to roll out the settler afterward.
200AD (123):
Workers working on roads near Red Dot, which will be up next turn, and we find a barb city.
225AD (124):
Found Frankfurt. Maintenance goes through the roof.
Granary first please.
Cologne grows, and we switch to a 10 turn settler. Whip anger from the courthouse is gone in 6.
250AD (125):
Munich gains another pop. I would hire a spy, except that spy points are largely useless to us right now. Would basically be a watered down scientist.
275AD (126):
The workboat finishes at Munich, and I send it to the fish. Next on the list is a temple. It was a toss up between this and a lighthouse, but we are hitting the cap soon, and a lighthouse would make that problem worse.
300AD (127):
The Courts in Hamburg finish, helping out our flagging finances. Not much to build here that would be of any use. I note that Chicken Pizza would take a mere 17 turns coming from here; pretty good for a dumping ground city. In the end, I dial an archer as we will need garrison as we REX.
325AD (128):
Uneventful. Just building improvements around Frankfurt.
Cologne is now a 2 pop whip for the settler, and that is acceptable in the grand scheme of things.
Berlin is also a 2 pop whip to finish the temple, and this is the last turn we can do the 2 pop, so do so as well.
350AD (129):
So all ancient wonders are now done.
Archer is done at Hamburg; start moving for the Moai site and dial for an axe.
Berlin defaulted to a workboat after the Temple, but that doesn't help us at all, as we don't NEED a workboat anymore... A variety of buildings is available, but nothing is pressing. Seeing as I caused happy problems with the whip, I dial a worker, as we'll need it to build a plantation at Cologne. The WB is useless BTW, so I remove it from the queue.
Settler done at Cologne, and it runs towards the Moai site, for the least maintenance effect. We are back to burning hammers on the barracks.
375AD (130):
Yay. And we get a spread of Tao into Hamburg as well.
Munich whip anger is gone, and it can 3 pop whip the temple. Strongly suggest doing this, as Munich can grow like a weed with 3 food resources to quickly regain the lost pop.
Tentatively set the tech to Aesthetics, for a GL run (not much of a run when we are sitting on 2 GEs). A plan would be to run for Lit, buyout the GL, and with the extra specs, hard tech to Engineering & Optics. That gives us Caravels to go find the other pesky AI, and unlocks Notre Dame, which we want (we can hard build it as we have stone and are likely going to be first to it).
Don't know if it is wise to ignore Alpha and Currency until after Optics (get Engineering first to raise our caps). We cannot trade anything until we know people, and the extra trade routes amount to an extra commerce in each city, which is not that great compared to being able to run 2 more pop in each city to do whatever we want.
Probably best to go Aesthetics->Lit for the GL, then MC (for our double speed forges)-> Machinery-> Construction-> Engineering to grab Notre Dame (downside being most of that stuff has military application that isn't pressing), then finally Compass-> Optics (Caravels)-> Alpha-> Currency for when we find the scumbag AI.
I still think we should try for Shwedagon Paya, as it will make a big difference in helping our rep with AI if we can be in Free Religion. That will hopefully stop nonsensical demands. Since we have no gold, it should be 25 turns in Hamburg, and since Hamburg has nothing better to do anyways, why not?
A quick look at our demographics.
We look to be in good shape. Our production is a bit low, but we've been leveraging our enormous food clout into a production clout. Good times. The #1 GNP is very reassuring.