Okay so now the simulation is narrowed down to one start.
I'm fond of this tech path:
Mysticism->Meditation->Hunting->Archery
->Agriculture->Pottery->Bronze Working
->Animal Husbandary->Priesthood
3680BC: Mysticism Completes->Meditation
3400BC: Grows to size 3.
3360BC: Meditation Completes->Hunting, Warrior completes -> Worker.
3160BC: Hunting completes -> Archery. Worker is at 5/10 turns, change to Scout. Work both forested hills and the sheep. Scout in 2.
3080BC: Scout completes, back to worker. Work floodplains.
2920BC: Archery completes -> Agriculture.
2880BC: Worker completes -> Skirmisher. Worker heads to mine the sheep.
2680BC: Agriculture completes -> Pottery. Mine is complete -> Farm.
2520BC: Skirmisher complete -> Skirmisher.
2400BC: Worker is idle for a turn. Spend a turn pre-building a road.
2360BC: Pottery completes-> Bronze Working. Worker starts a cottage.
2320BC: Skirmisher completes-> Granary. Granary will complete in 12, Bronze working in 10.
2200BC: City grows to size 6. assign 1 worker to forested plains hills. Granary in 7, BW in 8. (note: about-to-complete cottage will mean they complete on the same turn)
1960BC: BW completes -> Animal Husbandary. Granary completes -> Settler. Reassign workers.
1920BC: Lash the settler.
1880BC: Settler completes -> Barracks (overflow)
1840BC: Timbuktu Founded.
Unit tally: Each city is guarded by a skirmisher and warrior. One scout, one worker.
I think this research and build path is good, there is minimal idle time, everything is researched just as it is needed and it's hard to complain about the level of defense - almost on the paranoid side, but it guarantees that an warrior wont walk on up and luck out on the combat rolls.
There are things worth considering though, like the impact of a 2nd worker before settler, or the feasiability of barracks before skirmishers. Maybe getting AH early on instead of the mine, but I don't think that'll work as well. Getting BW early and chopping the Grassland hill might be worthwhile, but that could be delayed until Mathematics easily enough.
I'm fond of this tech path:
Mysticism->Meditation->Hunting->Archery
->Agriculture->Pottery->Bronze Working
->Animal Husbandary->Priesthood
3680BC: Mysticism Completes->Meditation
3400BC: Grows to size 3.
3360BC: Meditation Completes->Hunting, Warrior completes -> Worker.
3160BC: Hunting completes -> Archery. Worker is at 5/10 turns, change to Scout. Work both forested hills and the sheep. Scout in 2.
3080BC: Scout completes, back to worker. Work floodplains.
2920BC: Archery completes -> Agriculture.
2880BC: Worker completes -> Skirmisher. Worker heads to mine the sheep.
2680BC: Agriculture completes -> Pottery. Mine is complete -> Farm.
2520BC: Skirmisher complete -> Skirmisher.
2400BC: Worker is idle for a turn. Spend a turn pre-building a road.
2360BC: Pottery completes-> Bronze Working. Worker starts a cottage.
2320BC: Skirmisher completes-> Granary. Granary will complete in 12, Bronze working in 10.
2200BC: City grows to size 6. assign 1 worker to forested plains hills. Granary in 7, BW in 8. (note: about-to-complete cottage will mean they complete on the same turn)
1960BC: BW completes -> Animal Husbandary. Granary completes -> Settler. Reassign workers.
1920BC: Lash the settler.
1880BC: Settler completes -> Barracks (overflow)
1840BC: Timbuktu Founded.
Unit tally: Each city is guarded by a skirmisher and warrior. One scout, one worker.
I think this research and build path is good, there is minimal idle time, everything is researched just as it is needed and it's hard to complain about the level of defense - almost on the paranoid side, but it guarantees that an warrior wont walk on up and luck out on the combat rolls.
There are things worth considering though, like the impact of a 2nd worker before settler, or the feasiability of barracks before skirmishers. Maybe getting AH early on instead of the mine, but I don't think that'll work as well. Getting BW early and chopping the Grassland hill might be worthwhile, but that could be delayed until Mathematics easily enough.