Whosit Dhosit (is sad that this forum can't nest spoilers)
Making my own attempt at Bob's Dread Map. Having read Lexi's thread, I do have some spoilers, but hopefully not too much.
I believe that the early techs I want are, in some order: Fishing, Sailing, Mining, Bronze Working, Animal Husbandry, and Pottery. Fishing should be first, of course, so I can improve the Fish resource and actually get some food. Organized gives me double production of the Lighthouse, but as I expect to be working mainly coast tiles, I probably want Bronze Working and Slavery first just to whip it. It looked like Krill advocated early Granaries for this reason, although I don't know how early it's worth getting. A Lighthouse would be worth +4-5 food instantly, so that's probably a higher priority than the Granary.
Also at issue is when to get the Worker. I'll probably build it before I build a Galley as it can build a mine on the Desert Hill next to the capital before being shipped off to improve the cows. It won't have anything else to do after that. I don't think I'm going to chop down the spice forest, though. Until I'm able to improve the spices themselves, I think +1 hammer for X number of turns is more valuable than +13 hammers now (need to remember this is Quick speed). Although a 1/2/1 tile isn't particularly valuable, it will be one of my sole sources of hammers.
Settler will follow Galley, I imagine, and then I'll send out the Settler and a Warrior to find a new place to settle.
Lexi went Barracks first and I understand the logic there, but after some consideration, I think the value of having 3 XP Warriors is minimal. If I have to fight with Warriors anyway, I'm probably screwed. I'll just build Warriors until I can build something more useful.
Turn 0 - I move the Warrior onto the hill just in case anything else comes into view. There are actually clams to the west. Moving onto the hill will allow me to nab 2 seafood resources at the cost of that plains hill cow island (lovely tile, but island). I might be abandoning that tile, but oh well. There's also the cost that there will be no workable tiles in range of the city until borders pop, but having 2 food to work without having to build the Worker might be worth it, so I'll give it a try. The capital will just rely completely on slavery.
Turn 1 - Istanbul is founded, it begins producing a Warrior, and I begin teching Fishing. Both currently due in 5 turns.
Turn 4 - Borders pop. Spices cut a turn off of Fishing. Settling in place at start would probably have yielded faster Warrior and Fishing. Warrior is 1 turn from completion, so I'll let it finish before starting Workboat 1. Next tech: Mining. No sense getting sailing until Work boats are done. Will follow with Bronze Working, and then either Pottery or Sailing.
Turn 13 - Fish connected. Working Fish grows city in 1 turn, and cuts a turn from Bronze Working. Yay, Quick speed.
Turn 19 - Bronze Working > Pottery. Sailing comes last. Work boat 2 1 turn from completion, so will delay Slavery swap, probably once it's time to actually whip.
Turn 20 - Warrior and Pottery both due in 3 turns, so that's nice. City growth in 3, too, but all will probably change next turn when Clams are connected.
Turn 23 - Everything lined up nicely, so the Warrior and Pottery finished same turn, right into the Granary and Sailing. 5 turns to sailing, 3 turns to growth, and lots of time for the granary. Producing 3 hpt (1 hammer overflow on first turn). If I wait 4 turns to whip (get overflow into Lighthouse or Galley), I'll have 13 hammers invested in the Granary. Not quite what I need for max overflow, but close enough that I don't think it matters. I could wait 2 more turns for absolute max, though. Might be worth it because I think I could then get the Lighthouse in one turn as well.
I'm also thinking that I want Writing soon. This capital is incredibly food heavy, and being able to run some specialists would be great.
Turn 26 - Borders expand, but interestingly, only to the north, east, and south. It's Ocean to the west, so no border pops there. Shame, would have liked vision from that peak.
Turn 28 - Sailing is complete. Not sure what to tech next. Could do Writing, but the Library isn't something I'd get for a while yet. Actually tempted to get Hunting, Animal Husbandry, and maybe Archery. Hunting > AH would give me discounts on Writing later. Hunting means I could produce a scout for the Galley. Maybe. Probably not, I have Warriors. In any case, I don't see an awful lot of point in delving into the tech tree. On the other hand.... I don't need those other techs now, and even though I won't want the Library for a bit, I could tech Alphabet, so when I meet an AI I could trade some techs and catch up. I have no idea what's going to be best in this situation, but I think I'll go for Alphabet through Writing for the time being.
Turn 29 - Time for that Slavery revolt. Also, someone built Stonehenge. Good for them.
Turn 30 - Put those slaves to the whip! We want a Granary now!
Turn 31 - As I predicted, the overflow gives me a 1 turn Lighthouse next. I'm already at size 4, though, so I am going to quickly grow into unhappiness. Might just whip the Galley after this and start the Settler. Sadly, still dead last in all demographics. Oh well.
Turn 33 - Hey, I know you're still pissed off about the whole Granary thing, but we really need a boat now, so... get to it! (2 pop whip Galley, will be at size 3 on Settler, but that's fine considering there are only 3 tiles worth working right now). Get 15 hammers of overflow from this.
Turn 34 - Until this point, the Ottoman tribe had been (dis)content to live on their little desert island, but now they have crafted a vessel from the wood of the Holy Spice Forest. One brave Warrior is loaded onto the GDI Bob and are sent out to explore the world, with the hope that they will find a new place to establish a city before the Settlement team is ready in a mere 4 turns.
Turn 35 - Land is sighted! It's pretty barren still. The Warrior is let off, and the GDI Bob is going to head back to port to wait for the Settler in another turn. I also realize some of my follow, and queue up Mysticism after Writing instead of Alphabet.
Turn 36 - Unfriendly looking brutes are spotted on the new land, so the troops go back onto the boat, not willing to take a battle at a disadvantage (barb warrior moved into a forest, my Warrior would have to defend on flatland). This does mean that the Settler is going to have to wait for a turn. Unfortunate.
Turn 38 - Settler and Warrior escort wait. There appear to be several locations in the new land that could host a new city. It's still hard to decide where it should go. One spot on the end of the desert peninsula which would grab clams and that plains hill cow with a border pop. There's also a location that could grab wheat in first ring, jungled sugar in second ring, and not much else.
Turn 39 - I had put a turn into a Warrior to grow to size 4, but would have grown to size 5 right away before the Warrior finished. Swapped to Worker just to keep the city from growing into unhappiness. With Mysticism complete, decide to just tech Animal Husbandry without the Hunting bonus.
Turn 40 - Move my exploring Warrior onto a hill on the new land and see an Aztec work boat (Asoka), but not contact is made. A bug? Is this part of Bob's settings? Will do one more turn before pausing for clarification. I also see the borders of what seems to be a barbarian city on that landmass. Will need investigation. I can 2 pop whip that Worker now. I think tha since I'm getting the Worker so early, it only makes sense to go for the Wheat location (the cow/clam location would be nice, but needs a border pop to get either resource). Will drop the Settler/Warrior off, walk them to the site, while the Galley goes back to pick up the worker next turn, and hopefully all meet up in time.
Turn 41 - Contact with Asoka made this turn for some reason. Weird. Barb Warrior that was prowling moves onto that forest, blocking Settler party. Darn. Will retreat Settler, pick up with boat. Also, all that whip overflow is going into a Library, would be way too much for that partly done Warrior.
Turn 43 - That Barbarian Warrior assualted my Warrior that was fortifying on a hill. Had 23% odds to kill my Warrior. Guess who won? (Not me) A bit of a setback, but I think I can still manage this. Did finish that other Warrior back home, but will have to shuttle it to the new land. Going to finish this Library first. Not sure if that's the best priority, but I don't think I can defend 2 new cities just yet. Also, I realize that going for AH was a mistake after all. Should have been hunting. I forgot to switch when I decided which location to settle. Blargh.
I make a risky move releasing the Worker and Settler onto the new land. They can't be attacked by barbarians this turn, but can settle new city next turn. Depending what that barb does, I could shuttle that second Warrior into the new city next turn, or retreat the Worker and Settler onto the boat if he moves in the wrong direction. Also, I can already 2 pop whip that Library, so why the hell not. Those slaves aren't going to whip themselves.
Turn 44 - In between turns, that barb wandered off. Good for him. Queue up a Settler back home, might as well. Should have time to get the boat back (5 turns). I settle my very second city this turn, Edirne and have it start producing a Warrior. Worker moves onto Wheat Tile, and my Warrior moves to cover. Both will have to retreat into the city if that Barb comes back, though.
Turn 45 - And back he does come.... it scored Combat II!! from killing my poor Warrior before. This will be against my 1 Warrior with no fortication in my brand new city. All my Warrior gets is the innate +25% city defense, but this is going to be a coinflip. Maybe not such a good idea to just settle, after all, I could lose my new city and that's going to be a huge set back.
Also, start teching Hunting like I should have done so I can get Archers. Also realized I was at 70% tech, so drop to 100% to start the binary research tactic.
Turn 46 - RNG, blessed be IT, saw fit to grant victory to my defending Warrior. Edirne is saved! And with a second Warrior being produced in 3 turns, I shouldn't have to worry (much) after that. Lost a couple Worker turns running back and forth, but better safe than losing everything. (Apparently the odds were way in my favor. The Warrior was at 1.8/3 health. I guess it didn't heal besides the promo heals.)
Turn 48 - I can burn the rest of my cash for Archery (2 turns, 8 gold in treasury, -4 gpt). I still want alphabet, but I haven't met anyone but Asoka yet. After my next city goes down, I think I'll send the Galley off to explore a bit.
Turn 49 - Not sure what to produce in capital next. Opting for a second Galley as that could be useful. I also hire 2 scientists while working the Fish. City will still grow next turn. Crazy, right? Need more specialist slots!
Turn 50 - Archery completed. Set research to Alphabet and science to 0%. Getting a few beakers from capital scientists, but that's still 33 turns away. At least I can turn science on again later. Whip anger looks like it's going to wear off in 4 turns. 2 turns to size 5. I can either stagnate the city, or 2 pop whip the Galley in a turn or two. Not sure what to do yet, but I'm going to pause here, anyway.
My now exploring GDI Bob spies the barb city of Carib, well protected with 3 Archers. Oh, by the way, no Copper or Horses in sight, of course. I'm sure there are no strategic resources anywhere close to the start. Guess I'll have to rely on Archers and Catapults to get anywhere. Sadly could not settle city 3 this turn as the Settler was just unloaded, but next turn! Next turn the Ottoman Empire will be a grand 3 cities large! Amusingly enough, Asoka is at 3 cities right now (not sure when the 3rd was put down, wasn't paying attention). He's still double my score, though, so probably has a large tech lead, and surely has land that's, y'know, land and not water. Demographics are stil incredibly dire, but hey, it's still only 1000 BC so who knows what's gonna happen.
This is pretty fun, but Turn 50 on Quick is something like T75 on Normal. 2 cities, just about to get 3... is really bad! Although that's kind of my average in an MP game, so whatever I guess. I know I made a few micro mistakes, and I made a few too many moves where I was at the mercy of the RNG, so I imagine I could be a bit further ahead than I am now (for example, could have gotten my second city earlier if I'd been a little luckier/positioned myself better). Should I have delayed that Library? Should I have settled the closer spot that needed a monument? My second city just had its wheat improved, so that's going to start taking off soon, I think I made the right choice there.
I do think that I made the right call settling for the clams/fish. Calendar is going to be an important tech because that will unlock some happiness, but I'm going to need Iron Working to get those sugars. Currency will be strong for additional IC Trade Routes. Having met only one AI so far, it's hard to get a good sense of where I am, but those demographics are not terribly encouraging.