[BtS] Immortal Sury Game

Take Metal Casting from the Oracle. If this were an offline game for me, I'd try the Civil Service gambit, and reload if it didn't work. However, I don't think you want to do that here. ;) The effect of Metal Casting is strengthened by the gold you have, anyway. While you do that, be sure to get a settler out to the corn and hills spot to block Qin, unless there's some superb city spot up north that I'm missing. Finally, be sure to road the tile NW of the gold to connect you and Qin together, unless you already have a trade route that I'm missing.
 
Yeah, I would have settled the corn/hill site before the fish one, not just for blocking, but also because of the easy growth + high production, meaning it'll get you more workers and settlers quicker. I wouldn't be greedy and I'd go for MC. Besides, you can then do the Forge GE bulb after, if you so please.

Yes, the "small civs should stick together" modifier is also a "hidden" one. Civs like other civs with a lower/similar score to their own, which is why you got both of those bonuses. Also why everyone hates you once you get a higher score than them.
 
Also, another thing about MC is the Workshops (you get workshops from MC, right? Haven't played in a while). The banana + rice site to the north looks good if you clear the jungle. You can either farm is up solely as a GP farm, or you can farm/workshop it for a mid-game production powerhouse city.
 
I decided to play a short round to implement some suggestions and get to another decision-making point.

First off, I put the last turn in the Oracle in the capital:



I took Code of Laws over Metal Casting for a few reasons.
1) Code of Laws leads me to CS which I really want up early this game. Metal Casting is sort of a tech dead-end for a while, since I don't want machinery, maybe even until I throw a bulb into Lib.
2) No one had founded conf yet. I don't plan on converting, but having another religion around for me will allow me to increase my happy cap even more, and I really want to get my capital huge asap. It should have little problem churning out temples.
3) Metal Casting is worth more, but it's sort of in no-man's land as far as tech value. Anything I see myself trading for in the near future (Alpha? Monarchy? etc) can be gotten with CoL just as well.
4) Since I got CoL first, the AI will be slow to follow. Depending on what trade opportunities come up (I'm guessing not too many bc with all the gold working I'm teching pretty quick for Imm), if I hold a monopoly on CoL it'll slow the AI down on the middle tech path (i.e. the Lib one).

Same spot in the game in Deity? I could definitely see MC being the pick, as some AI would get (or already have) CoL and I could a two fer one by trading MC>CoL.

Oh, I almost forgot. When I hooked up my second gold, I did this:



My reasoning? It will be a while before he gets his sugars hooked up (he has two), and a while before I get Currency to sell the gold. Since I think both scenarios are >10 turns away, I can cancel and retrade at that point (hope I remember). The whole point is to get "we appreciate the resources" asap.

Next I set the slider to 0% while completing the Library in the capital. I didn't end up whipping the library because it only needed 3 more turns anyway. I maybe should have put the slider 0% one turn earlier but my maintenance was super low (only -8 at 100%) at this point.

My northern city whipped the chariot it was building as soon as it would grow past its 3 good tiles, and the overflow went into a settler. I needed the chariot to reveal some chinese cities to establish foreigin trade routes (my worker did connect me to Qin's roads as planned). My workers then went to time connecting the stone roughly with the completion of this settler so the northern city could start on the mids after the he was done.

As mentioned, Qin soon finished Alphabet. And... he didn't even have mysticism!



d'oh! maybe I could have gotten the CS slingshot after all. Not worth it still, b/c Mansa and Willem both had priesthood (as we will see when I get alpha), and who knows who else there is on the map. If you want to do the CS slingshot you really have to go full on (no pottery, no masonry, maybe try to bulb Math?) and I didn't do that. Maybe after the game is over I'll give that a shot from 4000BC just for kicks.

I made a big blunder at this point. My thoughts: "Oh no! I can't trade him anything expensive, how am I going to get alpha? I know I'll just catch him up to CoL real quick" What I was forgetting: I would have math to trade soon. So I did this:



I was also hoping to start getting a "fair trade" bonus, but didn't get any :sad:. I hope that beaker imbalance in trades is remembered at least. That play wasn't so bad imo. What was bad was next turn when I gave him poly. That way, I was forced to do priesthood+math for alpha, which required me to waste two turns of research into alpha before he would do it. Oh well, that is the point of doing these write-ups! Reflection has been an eye-opener. Incidentally, I took archery for poly. I don't have to worry about WFYABTA because both Qin and I are in the bottom half of score. (do both need to be bottom half or just me?)

After the Oracle and the Library were in I started running scientists in the capital:



This shot is after the cap had just completed an 8 turn worker. I couldn't grow due to happy limits anyway.
My reasoning: combat the GP pollution from Oracle asap, and try to get an academy down asap as well. It would be a huge bonus! If I do end up getting a Gpriest, I would probably settle him in the capital. Although, I could save him for a GA, because it doesn't look like I'm going the music route this game, and that is usually where I get my first GA.

BTW this shot is also on the last turn I played this round, and Confucian temple is a spacefiller. I have some timing considerations to make here as to what to build. I actually had my confucian priest just sitting on the cap for the turns leading up to this, since I remember hearing somewhere that a religion is less likely to spread somewhere if there is already one there. I'm still really hoping for hinduism to come from Qin. At this point I said screw it and popped the conf, but then realized I wasn't sure I wanted the temple. Oh well.

CS is also a spacefiller, questions there also. First, the state of the world at 950BC, when I got alpha from Qin for math+priest:

Land:


4 solid cities. Expansion-wise, I need to fill in a city or two down south to claim the deer, the wine (eventually trade for monarchy which surely someone will have soon, as all three neighbors have priesthood now), and perhaps work the stone tile. I need to bust the ocean fog East of Hari to see if there is seafoo. Perhaps before either of those things though, I think I should expand into the jungles of the north (trade for IW in that case and build a million workers). Sorry no screenshot of the north atm, I'll post one later. It doesn't look stellar, but it's land that I think I can still grab for a while yet.

Building-wise, I will keep on with mids in Hari and pour a couple more chops in it until I likely fail, or maybe finish. I really would like to get it here, because both Hari and the capital look better suited to running a couple of scientists than to cottaging heavily. In fact, I plan to build a library next in Hari (after some workers/settlers perhaps) and run specialists so I don't need to work any grassland cottages or anything like that. I gave Qin math so probably won't try for hanging gardens, but the cap at least will get a Baray eventually for the food anyway. Other than those considerations, generic expansion builds (granaries, workers, settlers).

Tech-wise. Here is the situation:



I would like to trade for IW and sailing (for calendar) at least. My plan is to get those, run 0% slider for a turn or two while I hope for the GS>academy to pop, then either tech calendar to get some happiness going (silk in cap BFC). After calendar, probably CS. I also will not hesitate to trade calendar to Qin, so he can get his sugar up soon. I can get what I want without trading CoL, which I will probably hoard for a while longer.

After calendar, I think the debate is mainly between CS and Currency. Since I only have 4 cities, maybe 5 by then, I won't get a huge amount of commerce from it (probably 8-13). By contrast, CS will get me I think 30+ bpt by then, not to mention several hammers as well. It stacks with both library and academy! CS will take exactly twice as many beakers, but I think the benefit is significantly more than twice as much. I realize that this doesn't settle the debate, because beakers are discounted over time, (one beaker today is worth more than a guaranteed beaker tomorrow) but I still think CS is the way to go.

All this is open to suggestion of course. Keep the comments coming, very useful so far!
 

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@absolutezero

I pretty much popped my first GP, so I missed the boat on bulbing MC (too slow to get 200 GPP at 14 GPP per turn at big cost to growth, beakers, and production(whipping)). But, thanks for reminding me I have caste, so at some point I can do the GA>switch to caste+philo>run merchants to pop GM in 3ish cities>switch back to slavery before GA is over trick.

Incidentally, we can check the odds of getting a GS on this first pop:
took 12 turns of running two scientists to pop-> 12*6=72 GS points/100 total -> 72%

not abysmal but not a sure thing :\
 
Nice write up :)
It's a pleasure to read it.

"My northern city whipped the chariot it was building as soon as it would grow past its 3 good tiles, and the overflow went into a settler."
Question : Was that a better move than switching the production at size 4 from Chariot to Settler, then 2pop whipping the Settler ?
That city produces 12 :hammers: / turn for a settler at size 4. In 5 turns, you can get to 60 hammers. Or rather just below if you switch Corn -> grass forest for a turn so you can get nice whip overflow (2nd library ? Then resume Chariot ?).

Whipping the chariot at a "random" time produced some hammers (15 ?) and then you slow built the settler with 11 :hammers: / turn... Say 6-8 turns to complete the settler ?

The 2pop whip would lose some commerce from the gold tile being unworked a few turns (time to regrow from 2 to 3) but provides a stronger production and stuns your city's growth for a lesser time.
I understand you wanted the chariot asap, though. Maybe it was needed :) Just food for thought.

EDIT : Settlers cost 100 hammers, not 90. My bad. That doesn't change much to the reasonning, though : a 2pop whip is available under 70 hammers.


Incidentally, could you post a screen of the southern land ? You say there is a Deer resource. We can see some Wine. Is there anything else ?


Also : You could start "planning" (can be a long term plan) an invasion of Qin's territory. Any idea when it could/should come ?
I would try either early Renaissance or even in the Medieval era. That depends on the infrastructure/wonders you want to build and on the balance between commerce/production cities in your Empire.
MC was advocated for the Oracle's slingshot. Note that it would speed up a military build up vs Code of Laws (techer choice). That said, I'd have done the same choice regarding the Oracle and maybe, just maybe, blamed myself in retrospect :p
 
@BiC

thanks for the input! Re: chariot. It was needed asap to reveal a chinese city for a foreign trade route.
Qin is definitely on the chopping block. I thought of doing construction with oracle even (needed only math) but my logic for waiting on Qin:
1) protective
2) he rexed like crazy (10 cities in 1 AD)
3) maybe he will build me some nice wonders while i fail gold them :)
 
OK the responses have slowed down, so I'll just take my own advice :) People can tell me what they would have done differently after the fact. I played a huge round until 1 AD, and the situation is looking good. I hope to keep the writeup detailed but we'll see.

The round starts by trying to make some trades, but Mansa already was maybe one turn away from math, so I waited until the next turn so I could trade him and Willem Alpha for what I wanted, which was
Willem: alpha for meditation and sailing. (I thought that since I was bottom of score, this would not count for WFYABTA, but it appears both I and the trade partner need to be in bottom half)
Mansa: Alpha for IW (pop iron in capital BFC, pop boner, profit)

Good news: we pop a scientist. Before academy:



After



53-73! What a boner.

On turn 80, Hinduism spread to our lands, woo! It has not propagated around much, which I will try to remedy eventually, but I wanted the bonus relations mostly.

Then I notice Willem has marble for trade! Wonder whore time! I do this



I won't need the horse for a while, maybe until I send cavalry to deal with Qin's huge jowls. Also, I have a second horse resource east of Hari. Speaking of Hari, it keep chugging on the mids. Then this happens



I refuse because:
1)Mansa is easy to please
2)Want to keep that monopoly for a while
3)Don't want to give Mansa even more tech speed

I decide based on my CS is great logic to go for that even before I go for Calendar. My reasoning:
1)I only want to grow the cap really, everything else is making workers and settlers. So I build that temple in the cap after all.
2)Qin is researching Monarchy and I'd like to time the HR and BUR switch at one time.

I microed a little to make sure the growth and the temple came in at the same time



On turn 86, both Willem and Mansa get calendar, and so are willing to trade it. I tech a turn into it, and get it for CoL from Willem. This I think is really lucky, I find it hard to get calendar from the Imm AI this early. (Something like 775BC)

On 700 BC, THE TURN I CAN COMPLETE THE MIDS, they are built in a distant land. Qin is actually not so distant. :sad: Don't worry I will get them some day. And man look at all that gold!



I had sunk a hammer or two into the ToA earlier, and it was still out there, so I went back to it. (At this point I had marble too). Sure enough:



Civ is all about the Benjamins, folks.

550 BC I venture into the jungles, which are now largely occupied.



Next, in 500BC (turn 95) disaster!



Man that feels early! I thought galleys show up typically 100BC to 1AD. In the IU 52 one showed up for me at 400BC so I gotta reset my clock. This would have been a good reason to go MC with oracle. Oh wells. Angkor Thom soon becomes a shadow of its former self due to whipping. I also had to whip a couple Galleys up north in my jungle city for insurance for those fish, too.

During these years there were really not many decisions to be made. One possible debate could have been over this:



My logic was
1) Baray was in to help this city with food, since it needs it.
2) Have stone, more fail gold ftw!

Soon after this, CS comes in. 450BC which is quite early for me. I know people who pull off the oracle slingshot get it much earlier but hey, what can you do. My usual benchmarks for IMM are CS and 120ish bpt (at 100%) if possible. This game was much faster on both counts. (woo gold).

I make these switches as planned:



My bpt shot up 30ish. Not to mention the hammers. Woo, cs ftw.

Next up, should I try to beat this settler, and get another iron resource? That settler settles in place, and leaves the iron open. I get the settler there, wait a few turns to get workers in place and roads etc. And then... decide against settling there. Many reasons, but maybe the best is that Willem is creative, and I don't want too many borders with him.

375 BC: looks like it was ok to delay currency for CS. Thanks, Mansa!



After that's in I start using the patented panhandler economy. I beg 40 gold from Qin when he walks by the subway station. Begging is way more effective in civ than irl.

Next up, I meet this guy:



He is uber backwards. No writing at 325BC!! So I gift it to him and then beg 10 gold. He accepts, so I basically traded writing for 10 gold and 10 turns of peace.

I seem not to have taken a pic, but I actually get the hanging gardens around this time. There was a little screw-up here because the settler wandering around up north did not get back down to the horse+fish site east in time to get a pop point. I didn't think I wanted to delay THG any. In retrospect, maybe the gold would have been better, but otoh, I needed to help Ankor Thom get back on its feet after the barbs came and chopped up my fishing nets.

Anyway right as that comes in, Willem cancels my marble deal. I was worried he would not give marble back to me (MoM is still building in Hari! I gave up and built a worker or two for a while) but then I can get this deal



How Lucky. I just finished my stone wonders, and now that we have marble for at least 10 turns, why not try for TGLib as well? I was really not planning on going this way, but it was worth a shot. Aes took 3 turns and Lit took 2. Unfortunately Mansa had aes, but I couldn't get a good deal on it (for CS? no thanks) so I had to self research both. I get monopoly on lit, and check how long it would take to build TGLib:



What. A. Capital. I don't mess around this time (damn mids!) and put every hammer I can into it. With two chops it finishes in in 150 BC (4 turns!) On the last turn I do this



Which was better than a pop whip imo. I know, I know, more tiles should have been improved but the workers had an awful lot of chopping to do elsewhere with all the wonder getting/failing.

Meanwhile, I do this; it was perhaps a mistake:



I had a turn into drama, too! I was somewhat worried about Mansa shooting off to space techs immediately, but I was already number 1 in GNP by quite a lot, so I figured he could keep up and help me tech even faster. Also, it got me music one turn earlier. I was pretty confident I would get the GA, and I did--Mansa went construction (iirc) and I think would have been slower on music anyway.

The GA will be for a GA>switch to caste+philo>starve citizens for the great people>maybe switch out of one or both.

Gilgamesh makes a demand for MC, which I give. I want to get him to bribable range and I still have a lot of techs on him. He is in WHEOOHRN anyway (right after the demand!) so that is probably a good thing. On another note, Willem was in WHEOOHRN for about 1k years during this round but then just went out of it w/ no war.

So, finally we get to 1AD with this tech situation:



And this diplo situation:



(my "glance" table doesn't have the actual numbers, only the faces. how do you get it to show +5, -2 etc?)

And these GP:



And this wonder situation:



I aim at failing the parthenon, since I am out of cash. But you never know, I might get it suuuper late.

Finally, this land situation:






There's a settler on the way to the Wine/Deer. Was a bit slow getting that city down. At least I will have 7 decent cities, and probably not too much trouble getting oxford up. I should remember to leave some trees near the more marginal cities, but most of them are not light on production. I have one cottage in my empire :p which seems to happen a lot to me these days.

Plans for future
1) double bulb edu while teching philo>bulb lib?? (need compass to do this, and NOT machinery)
2) watch mansa closely while waiting on lib until I can get military tradition

or

2') get nationalism right away, so I can get the taj (1.5 time GAs!) and hope Willem keeps shipping me the marble?

Then probably march on Qin... wait for cavs or no?

thoughts anyone?

phew long post
 

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I can't post any meaningful advice as I just got back to Civ4 after many years and am still learning to play BTS properly... just want to thank you for a well written thread and lots of helpful points which will help me improve my game :)

I'm playing at immortal too and should be able to win it - just not as elegantly as you're doing in this game.
 
I'd build two cities in south - wine and deer. A city placed 1E of deer is riverside and can work 4 grassland tiles + stone + deer. And there are enough ok tiles on riverside near wine too.
 
Just lurking really, but could you show the scores of the AI's?
I'm stuck between emperor and immortal myself... (One being usually quickly obvious that I'll win without problems, immortal resulting in a loss most of the time)
Reading some good tips here, thanks!
I'm surprised you're doing so well with so little few improvements and cottages; guess I'll have to change my gamestyle a lot.

I agree with only building one city in the south to grab the deer, stone and the wine with one city and would try the nationalism route to build Taj. Meanwhile, build army to get Qin's wonders and Shrine?
 
You should really watch what you're doing with your workers more carefully. I haven't opened your save, but from glimpsing at the screen-shots I can see that 1) you built a grassland farm in your cap WAY before you even needed to. Try planning to build improvements so that they come up when you need them, as it gives them time to cater to other cities which need improvements more urgently, so as... 2) Angkor Wat. Needs more improvements. Your workers could have moved there (I'm talking about a turnset or two ago, not your most recent turnset) and improved some tiles as at the time it was working unimproved tiles.
 
@oskar

Thanks! I'll try to keep being long-winded in that case! I just recently got through what I feel is a 'bubble' on imm difficulty. Nail-biters and exercises in frustration have been turned into challenging but fun games. I think one key was prioritizing the things that boost your research the most: grow the cap like crazy and beeline things like academy, CS, and Oxford. A cap of pop 12+ at 1AD is another usually-obtainable benchmark I think.

@Civseta
I will definitely consider it. I would like to settle in such a way as to give myself the most short-term benefit. If settling one city will get me to Oxford faster, I think I might go that way. If I don't think it'll slow me down, two may be the ticket.

@Xzylvador
You can see the AI scores at 1AD the 4th picture up from the bottom. We are second to last, which if Gilgamesh actually had any techs to trade might matter for WFYABTA. We expanded slowly due to wonder-whoring, and I think on immortal there is something to be said for tempering your expansion so as to remain in the bottom half of the scoreboard. This is not a consideration on deity obviously, as you pretty much can't out-expand the AI until much later. As for building an army, I think I will go either for heavy horsemen or cavalry, so there's not much point in prebuilding guys this early. Maybe a few longbows if I end up picking up feudalism from Mansa.

@Kadazzle
Excellent point re: the farm. Once you mentioned that, I realized that that farm made me lose the mids!
What I did:
-irrigate the farm
-build and connect the stone quarry
which was timed with the start of the mids. I mainly built that farm to stay ahead of my pop growth in the cap (something I usually strive for, as population in the cap are worth ~twice as much as pop in other cities (under bur+lib+academy). What I should have done:
-immediately build the quarry
-run up to Hari and pour a chop into the mids during the settler build (the Ankor site was not in immediate danger from Qin)
-build a farm (actually a mine for the iron, which I didn't know about at the time) with the worker who popped.
The timing would have been almost perfect in the cap, only a couple of turns slow (I needed the farm AND the iron worked as soon as I hit 7 pop/built the temple). Much more importantly, I would have gotten the mids.

As for Angkor Wat, there were many turns where it was working 2f1h tiles and being repeatedly whipped for granary, baray, etc. I find myself doing this sort of thing with at least one city with one food-rich tile. That is, improve the one tile asap, then leave the city alone for 10-12 turns while whipping away the unimproved tiles repeatedly. I feel like it's OK because a grassland hill mine would be only a little better, and would only be worked intermittently anyway. Maybe this is just a symptom of too few workers.

The larger issue that I struggle with here is what I think of as worker MACRO, not micro. Micro I think of as things like:
-the road-cancel trick when you have 2 squares to move to a tile needing improvement
-it's better to have a pair of workers build mines together, than have them build them separately, as you will finish two at roughly the same time either way, but together they get the first one earlier.

By macro I mean issues like:
-is it better to improve this tile right here which I will need in 8 turns, or move a couple turns away to improve a tile I need in 5 turns, and then move back and improve the first tile, missing its need by a turn or two? (you could in principle calculate this roughly)
-is it better to improve tiles or chop trees when building something as time-sensitive as a wonder or a settler?

I used to be guilty of the following terrible "macro+micro" plan: when am prompted by a worker for orders, decide what I want RIGHT NOW and send him there, while optimizing things like worker grouping and partial roading. This results in things like a worker getting to some trees but failing to speed up their chopping by a turn. Or, more subtley, getting a chop in, but failing to speed up a wonder's build time by a turn. I am trying to spot when these issues arise, and avoid them. It is one of the hardest parts of the game imo.

One rule of thumb I've adopted lately (which is, as all things in civ, wrong sometimes--see the farm example above) is to stay ahead of the game by 1-2 improvements in the cap. As I mentioned, capital growth is relatively much more important than other cities' growth.

I think the bottom line is that something like a worker macro plan, controlling worker flow and such, is something that you have to do by feel. The reason is that a lot of the most important factors are unknowable for certain (when will the AI send the next settler? when will the AI complete the wonder?) I'm thinking online games will help me SO MUCH in this area which imo is one of my weakest.

Last thing I want to mention: lots of other factors influence a worker macro plan. Example: the barb galley knocking on my door at 500BC. This turned Angkor Thom from a sweet worker pump into a whipped-down piece of crap. It delayed a worker by 10 turns! When I saw the galley, instead of just thinking "oh crap! a galley, I need to whip two galleys asap!" I should have also changed some other plans, like switching to build another worker in the city that was building THG at the time, or maybe in both that city and the one that was working on MoM. Hard to say what to do, but at least I should have thought about how the galley would screw up my worker situation.

OK, probably TMI. Looking forward to playing more turns, and getting more helpful comments!
 
I wouldn't settle more than one more city, if at all. If you can grab the wine and deer without another city, skip it and start building up for a military invasion of China. You should rocket through to your choice of a renaissance military tech advantage and you want to prepare your empire to hit quickly after you get the necessary tech. With your pace, you should be able to hit around 1000 AD.
 
At the beginning of this turnset (1AD) I had just gotten paper. When I get paper, I usually try to buy/trade for the map that will add the most to my worldmap, and then sell my map around to other people. This easily generates 200+ gold if you do it repeatedly and doesn't cost you anything!

e.g.



On turn 117, Willem got philo. Unfortunately he wouldn't trade it even at pleased, because he had a monopoly. I had no way of getting him to friendly quickly, so I had no choice to continue self-teching it. Also, I took civseta's advice and split the south into two cities. Partly because of the fish you can see 1W2S of the city:



After playing some more, and reading shyuhe's advice, I think he was right. I had a pretty bad bottle-neck in research until 500AD when I could finally trigger my artist GA, and I suspect the southern cities were the tipping-point maintenance-wise.

As suspected, I got fail gold for the parthenon: (125AD)



I could have gotten more, but I paused to get another settler out in Angkor Wat. Again, probably better to wait on the settler and maximize that failure gold!

Looks like I wasn't the only one who failed on the parth :lol:



This is one of many examples of me selling old/irrelevant techs to the AI to keep research going 100%. I think this one was good, but sometimes I think I go overboard, and jump on say 40 gold for lit when I should probably wait on it.

I did actually try to settle the island to the E of my capital, but then out of nowhere:



Ouch! Galley + Settler eaten! This surprised me because I had been fogbusting the island maybe 3 turns before--the galley only went back to grab the settler and turned right around. Now I had no defense up and had to whip up a trireme to boot.

During the years 125AD-400AD I was teching nationalism as you can see above. I had to do a lot of 0-100 switches, because no one seemed to have gold to spare, and with my maintenance I was only able to afford maybe 50-60% research. I didn't have education yet, as my plan was to double-bulb it. Unfortunately, I had my first bad luck by popping an artist instead of scientist #2. Eventually, though



same turn I got nationalism. Taj is a placeholder here, I would build a University instead, and the Taj in Angkor Wat. I probably just have teched edu some instead of trying to finish nat first, and then single bulbed, but by the time I failed to get scientist #2, I was pretty far in. Too greedy.

The other thing I was doing 125-500AD was prepping for that first golden age. To do this I needed to spread hindu asap to get the philo bonus. It took that long (15 turns, really 20 from 1AD! :( ) for two reasons
1) My cities had conf, making it take typically two missionaries to spread hind
2) The city that had to build monastery->missionary* was Angkor Thom, which you will remember had great production but had been whipped to oblivion earlier. I didn't want to stack whip anger up to 25+ turns, but I probably should have bit the bullet and did it, gotten a missionary to the cap (which could pump out missionaries 1/turn) and gotten edu maybe 200 years earlier. Hindsight is 20/20.

Anyway, 500AD ended up being the nexus of activity. I double-bulbed edu, got nat (started taj in Angkor Wat at 12 turns), started universities everywhere, triggered golden age, switched to pacifism and caste system, and started starving people for the celebs:



I actually ended up running fewer scientists here (that's 10 total!) so that I could pop a scientist here, then a GP in Hari (tried for merchant, got GS), then another here in the cap. I think three GP is reasonable to try for during a GA. I also started researching gunpowder (was going to bulb into lib), and traded for compass (bulb order)

After all this, I had the GS to bulb lib to within 1 turn, and two more GS to boot. Once I had that bulb in Lib, I didn't need to avoid machinery anymore, so I traded for it,



and did some other trades, including



Finally, Gilgamesh has something I want! He only got it 400 years after Mansa...

Here's a shot of a GS popping; you can see some university-building in the background, and also some unhappiness issues. Not a lot of resources to go around for me!



Re: universities, plan was to put hammers in during the caste-GA time, switch back to slavery on last turn of GA, and whip them all out at the same time. Unfortunately, that only gave me five (Angkor Wat was building the Taj) After Gunpowder, I get Lib in on turn 142, 640AD



I take military tradition, and prepare for war on Qin. I don't have a save here, because I continued on. I will post the continuation (to 1010AD, close to rifling + war) soon.
 
I would have skipped the university builds and gone straight for stables + horse archers (and popped a GM from caste system). Then you can cash upgrade the HA quickly to build a 10-15 unit stack and go invade China. Hitting the AI before they get engineering makes a big difference on your losses, although protective hill LB are never fun (spies?).
 
@shyuhe

I think you are right here. I should have gone straight military, but I am a techer at heart. I was keeping an eye on qin's military: he doesn't have lots of LBs but he has them. Aren't they just as bad as pikemen on hills essentially? I have been concentrating my EP on Qin since I met him, so I can probably revolt 1 mayyybe 2 cities. If I had gone this route (I ended up going for cavs before war) should I have had my cuirrassiers (or 'heavy horsemen' whatever) be flanking 2 or combat 2 or what?

Not only did I delay war by putting up oxford, I also teched through economics for the GM instead of beelining rifling right away. durrrr
 
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