Techs: Invention, Constitution, Gunpowder, Printing Press, Banking, Glass Blowing, Optics, Political Philosophy, Divine Right, Clockworks, Matchlock, Cartography, Astronomy, Leadership, Armor Crafting, Drama, Metallurgy, Physics, Naval Warfare, Ship Building, Chemistry, Perspective, Oil Painting, Flintlock, Nationalism, Compass, Navigation, Mercantilism, Economics, Replaceable Parts, (Steam Power for free), Corporation, Liberalism, (Assembly Line for Free)
I didn't track the complete build order, since it generally consists of "Whatever wonders/buildings were unlocked by the last tech", along with extra crossbows/maces when necessary. Initially, that's University -> Oxford University, with Artesian Well relatively close behind (though we haven't been able to get rice in a trade yet). We also have sent a few of our Macemen out to explore, since our map is very incomplete.
We discover that Sury is willing to accept our lead as a gift. This seems somewhat broken, but we continue giving lead away to whoever will accept it throughout the round. He also asks us to re-declare war on Bismarck, which we do. We need to be able to scout his lands somehow.
We decide to take 4 turns to build one of the new wonders in 2.71:
I doubt we will do much pillaging, but it gets us merchant points and denies the wonder to anyone else. After we finish gunpowder, we ask the question: do we have sulphur?
No! It's 2 squares too far north. I guess we won't be getting early bombards, arquebusiers, and musketmen, we have to wait for someone else to tech gunpowder to be able to trade it to us.
Bismarck finally sends some units into our territory from the on-and-off war at this point, 2 horse archers, 2 light cavalry, and a catapult. He manages a decent battle of attrition, killing 2 of our units due to a lack of sufficient pikemen. A few turns later, we manage to get a small stack to send into German territory looking for great general experience.
We manage to get some form of attack of opportunity from our siege weaponry. We make sure there are 5 trebuchets in each of our stacks from this point onward.
Since Bismarck is content to attack our stack fortified in the jungle, we just sit and let him. I think we have some form of a bug in ranged bombardment. ANyhow, this gives us a great general, which we settle.
Bismarck continues attacking our stack to no real effect. A Woodsman 3 maceman on a wooded hill is very resilient to 2 attacks per turn from other melee units. After that unit gets to 26 experience (for a woodsman 3 / medic 1 supermedic), we decide enough is enough and take peace. It's faster to get our units back into our territory this way.
And we get another very useful wonder, Marco Polo's Embassy.
We are currently running 14 priests, plus 4 free ones, giving us 54 raw hammers per turn just from priests. Unfortunately, since we are in the middle of the single continent, there aren't any great trade routes so far, but 4 gold per trade route isn't that bad.
We get a demonstration of why we didn't build the Apostolic Palace, as Wang Kon decides to try for the victory:
He fails miserably, of course. Catherine gets 50 more votes than he does, and is still nowhere near the votes needed. Since there was another diplomatic vote a few turns later that was similarly unsuccessful, I assume that this is the only legal vote at the current time.
We have been assembling a minor stack of about 20 units to attack our good friend Cathy with, in order to raze the annoying AP. However, she is willing to give us glassware resource for free, so we hold off on the attack. We need to wait 8 turns until Astronomy finishes so we can build an observatory, so no harm taking it for free and getting a mandatory 10 turn peace treaty. We build an alchemist's lab as well with the glassare.
At very low odds, the Himeji Samurai castle gives us a great merchant. I suppose more food is never bad. We also finish another wonder, The Spiral Minaret. This one is mainly for denial purposes, we don't really need the gold and will be in Free Religion^W Secular soon enough.
We also finish a wonder that relies on the glassware we got from Cathy.
Speaking of Cathy, I seem to recall a war that we owed her.
Our goal is to just destroy Moscow, and to get a bunch of experience while doing so. No other cities are going to be razed, to hopefully not destroy our relationship. Cathy bribes Sury to declare on me, but we can handle both of them fairly easily.
We get a decent sized attack force from Cathy into our territory of about 10 units of varied composition. However, the expeditionary force decides to attack my mixed stack which is fortified in a forest, so the macemen die to crossbows, the pikes to macemen, and the mounted units to pikemen. And for some reason, Moscow is terribly undefended.
We give her a chance to attack our stack, which conveniently causes our Trebuchets to bombard the city defenses down to 0 in attacks of opportunity, while about 10 of her units suicide on our stack. And the next turn:
The hated AP is no more! And thus, we take peace with her, she's willing to give us a small amount of gold. Sury sends a small force of 4 units into our lands, that dies relatively quickly. After it is gone, we get peace quickly there as well. By the end of the turnset both are at Pleased.
We do a bunch of quiet building of units; we have enough money to upgrade a lot of crossbows/maces to riflemen later on.
We finish the last of the 11 shrines on the same turn that Delhi becomes legendary, and finish a wonder on the next turn.
The Taj gives us another Golden Age for civic changes, this should be our last batch until we get Redentor. However, we have neither Free Market nor Private welfare unlocked yet. We actually start building research to speed Economics along. We manage to get Usury in trade from Cathy.
Once we finish Economics, we adopt Free Market as well as Church Welfare. We also adopt Secular, deciding that the religious bonuses are less critical, and the +11 happiness is nice. Before the golden age ends we also adopt Patrician, to help super-charge our gold production. We hang on to the great merchant for a possible corporation.
We also got another war declaration from Bismarck around this time. He crashed a stack against our northern defences, which gave us some GG points and cost us only one unit.
Once we finish Replaceable Parts, we finally take one of our free techs, revealing 2 sources of coal in our cultural borders.
That same turn, we get another Great Prophet. Since all the shrines are done, we can start to settle these guys for hammers and wealth.
We continue to give in to Cathy's demands for diplomatic reasons, even with the -5 due to the war we still get along reasonably well.
We decide that after Corporation, now is the time to finally go for Liberalism. While researching that, we finish the other wonder that will super-charge our gold production, A Smith's Trading Company. +1 trade route and +1 gold/specialist give our economy a significant boost; we are now at +378 gold per turn.
And we finally get Liberalism:
We take Assembly Line, the most expensive tech available to us. And stop here.
The city, taken a few turns back:
I doubt we will run out of priest slots. We're running engineers in hopes of getting one for Mining Inc. We're not in great shape with regards to having resources for corporations, but that is to be expected. I'm not sure if a food corporation is going to be better than Standard Ethanol for us. On the Mining Inc. side, it will probably come down to which corporate building is more useful.
The graphs:
We're reasonably competitive in power. Once we get rifles, we will likely re-obtain parity for a while. Napoleon was killed off by Wang Kon within the past 5 turns. He'd been terribly far behind for a long time (and one of his cities was stuck in slave revolt), he's better off now.
I won't give a tech picture, just note that both Constitution and Paper are both still monopoly techs of ours.
Diplomacy is pretty much divided into two blocks, and I'm in the bigger one:
So, I think the plan at this point is pretty straightforward. Build/upgrade into a bunch of rifles (with Pankration if possible) and cavalry, and continue to tech/wonderspam as much as possible. When only considering the wonders I would want (not Great Artist points, can be built with 1 city), the last ones I missed were Chichen Itza and the Hanging Gardens.
I'm somewhat unsure what to do about the Encyclopedia. On the one hand, it's pretty inexpensive for us. On the other hand, it's terribly overpowered, and not having it might make the late game more interesting.