TSG13
4000BC
Settle 1 NW for slightly better resources after checking nothing better with warrior.
Start with Mining for the gems, then Pottery and Writing, aiming for Great Library.
Build scout then worker which should dove-tail nicely with the techs.
After that Animal Husbandry for the numerous cows and Sailing for the pearls.
3000
Scout heads west and finds ruins for a map, capital is on an inland sea.
Start GL in capital.
Meet Rome whose borders we could see via a map from ruins.
Also meet America.
Get Masonry from ruins, nice, handy for the marble we can see and all that marsh to the east.
Seems to be plenty of room at this point, only met 3 civs, perhaps we're on a continent?
Identify 4 good city spots and decide we go for expansion after the GL.
SP - Tradition, Liberty (considered Aristocracy), Collective Rule.
2360
Decide will go for Wheels and Horseback Riding as there are horses E and W, rather than waiting for Bronze and Iron Working.
Scout takes out a half-dead brute in a camp near a yet unmet CS, can't return until we actually meet them though, keep it then.
Free settler heads to the horse spot to the E, realise later there are TWO horses there doh.
1680
Complete GL, choose Philosophy.
Build another settler then Oracle.
1320
First GA.
1240
Found third city also on inland sea for marble and whales, and yet more cows.
Start BW and IW.
Capture another worker from a camp, nice.
825
Complete Oracle and choose Legalism to expand new cities, discount Piety cos we're aiming for a science victory.
2 x iron W of capital on outside coast, no more

Losing gold now, Trapping next for trading posts.
Consolidate then fourth city on iron.
Then maybe more cities east towards China, who has already established city on pinch-point to rest of the continent.
Citizenship for Representation later and maybe Meritocracy.
625
Meet Egypt and India but not sure where, guessing on other half of the continent.
200
Change plan and settle fourth city E for another gems and 3 x spices for trade.
Bee-line Chivalry for our unique unit.
175AD
Rome declares war, didn't see that coming, he was friendly.
We have 3 x warrior, a horse and 2 x archers.
He has roughly the same but also allied Venice.
Was building walls in eastern border cities anyway.
Get a GS to buld Chivalry.
Kill most of his units without loss and he offers straight peace.
450
Found fifth city for the iron.
We are second in score.
+14GPT +20CPT
Plan is markets and sell luxuries for city states.
760
Adopt Patronage.
880
Start Porcelain Tower in capital for another science wonder.
Finally connect iron, bit late now to be honest.
1030
Bucharest first CS allied, good move cos Rome attacks again next turn.
CS does a good job but situation tricky in marble city, kill most of his units only losing one horse.
1110
Meet Japan.
Rome offers straight peace again, accept.
Unhappy now, building colloseums in main cities.
1160
Adopt Philanthropy, ally Seoul for incense and also borders Rome.
Ally Florence later, 3 x cultural CS.
+56GPT +61CPT
1330
Complete Porcelain Tower, bulb Astronomy.
Start Wat in capital, almost complete in other cities.
Get a GS for Navigation.
1430
Rome attacks AGAIN, Seoul kicks his arse.
Stat Oxford in capital.
Gathering cash for CS bribes and upgrades, then on offensive?
We have no catapults though and no more iron, hmmm.
Again he offers peace for G and GPT and we accept.
Adopt Rationalism later.
+77GPT +92CPT
1525
Another GA.
Start Chemistry for cannons so we have some barrage.
Complete Oxford.
Realise Stockholm had x8 iron duh!
Adopt Trade Unions and get a measly +4GPT improvement WTH, am I missing something?
1575
Washington declares on Rome and we move in, he notices troops and we admit we're NOT passing through.
Stupid Egyptian scout sitting on the most strategic point not doing anything - get out of the bloody way.
We attack along west coast of the inland sea, Rome attacks marble city.
Get GG who joins the fun.
1610
Rome offers peace again - no dice.
Take Antium and puppet, naughty Rome not improved the x2 whales!
Cannons on the way for Rome itself.
Poor scout killed on auto-explore in the sea.
Kill a Roman GG who was sitting in the sea for some reason.
Start National College in capital, should almost certainly have built libraries earlier.
Adopt Secularism.
+167SCI +56GPT +114CPT
1675
Rome falls.
Workers connecting two parts of the empire.
Aiming for Scientific Theory.
Get another GG which we use use for another GA.
Still in second place.
1700
Take and puppet Cumae, Rome is out, ta ra.
Ally Singapore, now x6 CS allies, x4 cultural x2 maritime, would like Venice as well but they hate our guts.
America declares next turn FFS.
Only has minutemen and some old trash, wipe most of them out with a couple of losses.
Japan comes and tells us we're weak and is now hostile, denounces us next turn WTH!?
Complete Sci Theory - no coal. This was to prove a real problem later on.
America offers peace later and we accept, need to consolidate again.
1750
Adopt Free Thought as we have a lot of trading posts now, workers converting farms in Roman lands.
Upgrade elephants to cavalry.
Heading for Rifling.
1812
Japan attacks our ally Singapore, too far away / risky to help, he gives up later after losing several units.
Adopt Scholacism to help science.
1826
Electricity comes in and we have x8 aluminium next to the capital already mined, nice.
Start Railroad so workers have something to do.
Struggling for happiness and can't make any deals, only Arabia friendly now, start Circus Maximus in capital.
Egypt enters Modern era!
1834
Ally Venice (finally), hopefully they'll stop fighting their enemies Seoul as I'm tired of watching them slug it out.
Denounced by China - whoops, they were protecting Venice, tough.
Start Flight, focussing on defence now.
1852
Egypt complete Manhattan eek!
Cultural Diplomacy improves our happiness from +1 to +11, should have done that MUCH earlier.
Another personality flip, Egypt was friendly and suddenly declares - what did I do?
Attacks the AI's favourite target - marble city.
CS help to decimate his cannons and infantry.
He asks for silly peace (all my cash and all my resources!), get lost.
On the contrary we are on the offensive for an Egyptian city on MY inland sea.
Take it a few turns later and puppet.
Enter Modern era a few turns later.
Won't accept peace though at any price, he really doesn't like us.
1888
Another wave with a tank this time, just picking him off.
1894
Adopt Meritocracy, mainly cos never tried it before.
Singapore finally falls awww.
1921
Adopt Order.
Researching technologies for production/food/research bonuses but avoiding space ones, don't want to give game away.
We also have Globalisation soon and cultural victory as back-ups.
Stupidly lose a Frigate that was auto-exploring. That's twice now.
Use a GE for Christo Redentor.
+704SCI +56GPT +164CPT
1928
Egypt completes Apollo, we are not even close!
Completed RR network and delete a few workers.
For reasons of OCD decide don't like long, expensive road along west of inland sea and start removing it, breaking trade routes!
Thought we had road on east side, we don't! Worker rushes over to patch things up.
Should probably have just built harbours.
1940
Now the coal problem really kicks in: realise can't build nuclear plants or spaceship factory without a normal factory.
Solar plants only good in deserts, and hydro only on rivers, damn damn.
But still dither around without attempting to get coal.
Egypt builds SS cockpit!
+734SCI +66GPT +165CPT
1947
Start Apollo.
Consider attacking America for more gold but would probably screw what relationships we have.
Arabia also completes Apollo.
1955
Eventually complete a horrible deal with Arabia to get coal.
Start factory in main production city and will buy in capital shortly.
Egypt nukes the two Chinese cities close to us and takes their capital!
Move military to east as that's where the threat is going to come from.
GM gives us the cash to buy factory.
Two cities will build SS parts, switching other cities to gold focus / wealth.
Should probably have done this some time ago as we don't need all the CS we have.
No need for more culture, can't get that victory now I don't think.
Don't need the science bonus as we've almost researched everything we need.
Could have saved cash been using for bribes to buy factories and other production buildings.
Realise not flogged old buildings we don't need, start doing so now.
Use our GG for another GA.
1964
India out.
Complete Apollo.
Enter Future era, start Nanotech for the last SS tech we need.
We have actually over-shot research, production of SS parts is way behind the techs, could have been much more optimal.
Attempt to defend Shanghai the pinch-point city but Egypt gets there first and takes it, damn.
Later we take it and put almost all military nearby, Mech Infantry, Artillery and Fighters.
After flogging buildings +162GPT.
1973
Egypt nukes our easternmost city!
1976
Complete cockpit, start booster 1 in capital, booster 2 in production city.
Dreading more nukes.
1981
Start statis chamber in 2nd city, buy SS factory. Now synchronised nicely with capital.
Get a GE but they can't hurry SS parts, doh! USe him for GA.
Egypt nukes marble city.
Another 2 nukes in the next couple of turns.
1990
ARGH realise we're missing a booster, idiot, another 7 turns to go.
And there's a UN vote coming up and we've let our CS allies lapse.
Save and have a think over a pint at this point: desparate times call for desparate measures.
We can't get reasonable peace from Egypt, and in any case he's decimated our military so anyone else could probably mash us even if we did.
But we do have a fair stash of cash, so we bribe as many of our old allies back into the fold.
This should prevent a UN loss, and not give the cash to Egypt.
Ask for peace, he accepts at all our resources and all cities except the capital, 2nd city and Rome.
We accept the humiliating war reparations - we have no choice.
UN vote in 1993 and we are joint first, no winner.
He can't attack and we complete the last SS part.
1997 (turn 417)
Science victory (just), score 757, HoF 912, rank: Hoover.
Not much point relating the demographics due to the peace deal.
Lessons Learnt:
- When at war, stop auto-exploring units.
- Can't return capture workers to civs/CS that you haven't met, which sometimes is handy.
- If you're missing strategic resources, alter the plan / find CS that have it, don't just idle along.
- For late-age games, sell obsolete/redundant buildings as soon as you no longer need them.
- Don't break trade routes!
- Don't over-shoot the mark like we did with science, when what we needed was production.