Hi,
There's not much to tell about my Epic 49 game. I soon found out that I was alone on a small island, which meant that invading the first AI continent might become interesting, but which also meant that my (small) core would be easy to defend. My core would be shield-poor, and I decided to pack more cities on this little island than I normally would, to provide enough unit support for the war.
The two huts yielded barbarians and 50 gold, not very exciting. In 1500BC, my second suicide curragh found land to the west, and soon thereafter, the AIs were contacted.
In 1000BC, I discovered philosophy first, and as a result revolted to republic immediately, drawing 4 turns of anarchy. I disbanded all my warriors, as they were no longer needed neither as military police nor as defense, since my island couldn't be reached until the end of the medieval age by the AIs.
I researched literature next, then shut down science for the rest of the game. I couldn't do much until I would have the Great Lighthouse, so I build some great wonders until then: The Mausoleum of Mausollos in 730BC (sparking my golden age), the Colossus in 510BC, the Great Lighthouse in 490BC and the Great Library in 450BC.
The Great Lighthouse enabled my dromons to sail to the main continent safely, so I started to ferry over as much settlers as possible. I managed to found six cities peacefully on the main landmass, which sealed the fate of the AIs: The game was won now, as I had a big, secure beachhead on their soil.
I constructed the Hanging Gardens in 30BC and the Knight's Templar in 400AD while preparing for war. Unfortunately, the AIs were all peacefully researching, which meant I had to build up a bigger military than I had hoped before attacking. The spell broke in 440AD when Egypt declared on the Dutch, and most AIs were dragged into the war during the following turns. So in 510AD, the Dutch paid me 98 gold + 9 gold per turn for an alliance against Egypt.
On the picture you can see the Egyptian city of Nicomedia. This had been an outpost aggressively founded by me, meant to be a forward base for the war, but which unfortunately had flipped some turns ago. It was on hills and had walls, thanks to me...
The war would have to be fought with slow units only, as iron was on my home island while horses were on the other continent, which wouldn't be connected until navigation. My home island built MDIs and pikes (and crusaders), while the cities on the continent, which didn't have barracks, provided cash-rushed trebuchets. Busiris and El-Amarna fell easily. Then I discovered that Egypt had knights, and I decided to sign in Sumeria as well, also because they were the only AI still at peace.
In 580AD Egypt had muskets, while I still hadn't fought my way through all the hills and mountains completely, so the trebuchets saved lots of lives now.
Here's another picture showing how the AIs can be relied on causing a complete diplomatic mess:
In 690AD, Thebes fell. In 730AD, navigation was on the table, so I traded for the tech and maps.
As you can see, I had finally put a defender into every of my core cities again, as now the AIs were able to reach me and I wanted to discourage any sneak attacks.
While the war went well, I failed to score a leader for a looong time, which I really longed to have to speed up the war. A milestone was reached in 820AD though, when I captured Byblos and finally had a source of saltpeter.
The Dutch and the French knew military tradition already. In 890AD, I finally had saltpeter connected and traded for military tradition.
In 990AD, I made peace with Egypt, getting their last city (apart from their capital) before Sumria was able to capture it. Egypt was then destroyed in 1030AD by Sumeria.
And I still had not scored a leader!
In 1010AD I made a 2-fer trade and entered the industrial age, drawing nationalism as my free tech. Nice! I shuffled some troops, then declared on the Dutch in 1050AD, signing in France into the war for free. Now I had the two tech leaders seperated from each other.
From 1070AD on, the Dutch had rifles and cavs as well (despite lacking saltpeter...), which wasn't much of a problem though.
And FINALLY in 1100AD, I scored a leader! Two, to be precise: When it rains, it pours... Two cavalry armies were made out of them. A third leader popped in 1170AD, which was also the year I bought steam power and began constructing my railnet.
I destroyed the Dutch in 1295AD, and remained at peace for some time to finish my military railnet. Also, Spain and France, the two strongest AIs, had a MPP which I would have liked to end before declaring. That happened in 1370AD, and I declared on Spain, destroying them in 1445AD - I had overestimated their strength considerably.
I made the same mistake of overestimating their power again with France, and waited until 1470AD before declaring war. Hrmpf, you know the metaphor with the knife and the butter? Only 4 turns later:
Domination victory in 1490AD. Could have been faster if 1) I had scored a leader earlier and 2) If I had declared earlier on Spain and on France. I still like this date, though.
Thanks for the fun game, Kodi! I would have been better IMHO if we wouldn't have been able to found cities on the other continent (maybe because it would have been smaller, or because of different AI starting positions). As it were, the game was too easy: Our core was secure, and we were able to have a large enough beachhead to easily invade the rest of the continent. But I really liked the fact that iron and horses had been seperated for some time.
-Kylearan