Portugal…. Finally Civ IV includes us! And with a decent historical leader too( I agree that the leaderhead of D. João II is somewhat.... dubious ( comparable to Louis XIV), but Firaxis atleast used a historical picture to make the LH ( in spite of D. João II got his hair turned white before he gets the 30’s) ),. A decent UB and....
Now the problems start: D. João II has a somewhat weak trait combination: Imp/Exp ( both of them usually considered somewhat weak or worse ) and a naval UU ( civ III bad memories... ). Not the warmongers dream, isn’t it?
But, since more solid intel about BTS started to appear, I started to think about how to maximize this somewhat weak package and made a skech of strat: IMP gives a bonus on hammers when buiding settlers and EXP gives a ( nerfed ) bonus in building workers, Carrack is a mini galleon with Optics, and Feitoria ( bad name.... Feitorias were buildings or fortresses were Portuguese made their deals
in foreign lands, but is better that Belem’s Tower being a harbour.... ) gives bonuses in trade routes. How about:
Early REX
Mass worker force
Southern route research to Optics
Get overseas cities ( war or settling ) and make colonies
Tech to Astro + Economics ( for the UB )
Profit
Win (space or Diplo)....
This will be my basic plan. But let us go to action:
The start ( like if you didn’t knew it...

):
After moving scout:
Food, food , food .... aka whip, whip and whip some more.... Now first decision, move settler north ( for the double seafood ) or settle in place (for the double hammers in city tile)? I decided to move north ( food is power... ask to the Chinese ) and Lisboa ( I hate anglicised names.... ):
Hut gave me gold.... Work boat as build ( the usual 15 turns ). Hunting -> AH->BW->Wheel->Pottery ( maybe agri in the middle )
At turn 4 other hut gave me gold.... a tech would be better, methinks.... turn 7 : other hut . more gold..... turn 11 another hut: more gold... ( this is getting ridiculous... )
Turn 14 work boat finished. Turn 15... another hut: a map.... turn 16 Buddism FIADL and found horses... Turn 18 another hut: something useful at last: a scout. Turn 21 more gold from hut ( this should be noble.... where is the tech or even a worker/settler? Did the bonuses changed? )
Turn 22 the first event of game:
Turn 25 Hindu FIADL
Turn 26 BW is researched, slavery is in.
Turn 29 another hut: experience......
Turn 36 A big suprise:
Ok, not so big, but makes things diferent. Alex is too far away to be a early menace, but is blocking the way to south. Eventually we’ll need to face him, but hopefully the jungle will deter him to move north.
Turn 41Another neighbour:
Turn 43 One more:
Turn 45 Add this one to the party:
Second city online
Turn 50 ( end turn ) Finshed Sailing. Research Myst.
Our powerful ( lol ) empire:
The south....
Glance
F6
Thoughts for next round:
I have a decent chunk of land avaliable, good for the proposed rexing ( I’ll start to spit settlers soon ( I needed to the capitol to get big for better use of the bonuses in production ) ). There is a distinct possibility to cut land acess to a area as big as a normal continent ( I’m not so keen to do that now, maintenance would kill us and wouldn’t prevent galleys ).
There is a good mix of civs: crazy Alex ( I hate him.... ), peaceful techer Gandhi ( I hate him...), Churchil and Wash so far ( there are some more to discover... ).
My third city will be in the flood plain area and will be my settler/worker pumper ( via whipping ) and Lisboa will be used for some wonder building ( moai statues will help here a lot ). Some axes will be made in Porto to protection issues.
After myst writing->Alpha
I’ll need to think in a dot map ( I confess that I really am completely inept on dotmapping, but this land is too big and too poor to settle without precise goals )
And now finally I can lurk the spoilers ( curiosity is killing me )