Preface - I am not a powergamer so I don't care if a strategy is 'optimal', this was fun regardless.
I started this game with 2 goals - build a super merchant city and win a space race victory since that is the only one I haven't done yet.
Game Setup: Elizabeth, Monarch difficulty, large continents map, all other standard settings
The plan was pretty straight forward. Find a nice spot for a GP farm, tech up all the basic improvement techs + alphabet then go to code of laws for caste system and start churning out great merchants and dropping them in the GP farm. I gave the city national epic & wall street. It could have gone globe theater & wall street, but I wanted the GMs earlier and up until the end of the game the happiness limit was pretty easy to control anyway.
The end result was pretty interesting. With cottage spam I have never been able to be +gold at 100% science, but once the farm got cranking I was on 100% science from around 1400 and stayed positive cash flow even running pacifism and waging wars with my annoying neighbors. (Kublai Khan, Caesar, Napoleon, & Saladin). By the end the city was size 42 with 26 merchants, & 17 great merchants. The site wasn't the best GP farm ever either with just 2 food sources and 2 flood plains.
The game could have ended long ago for a better score (domination would have been easy), but hey it was fun to make the city.
The strategy is pretty easy to implement and doesn't depend on any trait, wonders, or slingshot. For a practical use it could finance a conquest/domination win or after getting the gold flow up start making great artists and switch to 100% culture for a quick win.
I started this game with 2 goals - build a super merchant city and win a space race victory since that is the only one I haven't done yet.
Game Setup: Elizabeth, Monarch difficulty, large continents map, all other standard settings
The plan was pretty straight forward. Find a nice spot for a GP farm, tech up all the basic improvement techs + alphabet then go to code of laws for caste system and start churning out great merchants and dropping them in the GP farm. I gave the city national epic & wall street. It could have gone globe theater & wall street, but I wanted the GMs earlier and up until the end of the game the happiness limit was pretty easy to control anyway.
The end result was pretty interesting. With cottage spam I have never been able to be +gold at 100% science, but once the farm got cranking I was on 100% science from around 1400 and stayed positive cash flow even running pacifism and waging wars with my annoying neighbors. (Kublai Khan, Caesar, Napoleon, & Saladin). By the end the city was size 42 with 26 merchants, & 17 great merchants. The site wasn't the best GP farm ever either with just 2 food sources and 2 flood plains.

The game could have ended long ago for a better score (domination would have been easy), but hey it was fun to make the city.
The strategy is pretty easy to implement and doesn't depend on any trait, wonders, or slingshot. For a practical use it could finance a conquest/domination win or after getting the gold flow up start making great artists and switch to 100% culture for a quick win.