Bulbing for Religion (Turns 220-350, Years 1300 BC - 1 AD)
I start the turnset by moving Commerce to also be coastal, to take advantage of the Great Lighthouse, and moving a few other cities around to pick up the tiles it leaves.
Making a 4th worker in NE Pig, and turn on the 1-hammer specialist (who's actually decent with Representation).
Then chop out a settler (for the 4th city).
When writing is 1 turn from done, I whip the settler, overflow into a library, and found Commerce.
Commerce costs 4 GPT, and brings in a ridiculous 6 trade routes (3 for itself, and 3 for my other cities) for a new increase of 9 GPT. I think I should have expanded even harder. (I kind of wonder what would happen if I skip the Pyramids and just expand all out. But with the slower tech pace due to no trades, I think Rep will pay off long-term).
Tech plan: Research Math, bulb Currency with the Great Merchant that will come out soon, then research Code of Laws for Caste System. I'll take jihe's advice and leave Iron Working until later.
Also, for now, production matters more than research. So I'm running 0% research, banking gold until libraries come in, and putting production into infrastructure. Failgold will have to wait.
1020 BC: Christianity is founded in a distant land.
With an isolated start, there's not much to do. I whip some libraries (overflow into Statues), make some scientists, and start on another settler.
820 BC: Confucism founded in a distant land.
It seems the AIs are teching pretty damn fast. Hopefully I'll get Taoism, otherwise I'm religion-less.
(Also, in general, the AIs probably haven't skipped the ton of techs I did, like Iron Working and Construction, meaning they're killing me. Actually, that's how I recall No Tech Trades going: Normally, the human player doubles or triples his research rate with smart tech trades, and when you take that away, it's incredibly hard to keep up with a high-difficulty AI).
660 BC, I discover Math, bulb Currency, and on to Code of Laws.
640 BC: Hanging Gardens in a distant land. This is the only way to get an idea how I'm doing relative to everyone else.
620 BC: I found NW Pig, with 2 squares of overlap with Commerce. Costs 7 GPT, brings in 5 between trade routes and the center square. Close enough to break-even for me.
550 BC: Colossus in a distant land.
480 BC: Code of Laws comes in. Next: Civil Service.
Also, I turn on a bunch of scientists in MidWest Pig so I can bulb Philosophy.
Are courthouses worth it? Not yet, even at half-price. Total city maintenance is 15 GPT.
Now that I have Caste System, I can pop borders easily. So it's time to grab the rest of the cities. First up, Copper, in the middle of the continent to the East.
Only cost 6 GPT maintenance + civics, so a total of 1 GPT cost.
A Great General pops up in a distant land. Good to know the AIs are fighting.
280 BC: I'm getting close to the Great Scientist, so I grab Meditation and go for Alphabet. Also, the Mosoleum is built in a distant land.
For 10 GPT I grab SW seafood, with clams and crabs. That's all 3 seafoods, so Harbors will be worthwhile.
The workers are pre-chopping, so I can pop a granary and lighthouse super quick.
More Great Generals in a distant land. That's good news for me, unless one AI kills all the others.
190 BC: Statue of Zeus in a distant land. Aesthetics is known, so I won't try for the Great Library.
150 BC: I discover Alphabet, get the Great Scientist and immediately bulb Philosophy. Taoism in SW Seafood.
Swap to Slavery (to 4-pop-whip a settler, plus some libraries) and Pacifism. MidWest Pigs can regrow for a while.
The overflow from whipping the settler.
Time to get this failgold economy moving. I whip a courthouse in MidWest Pig, overflow into Chitchen Itza. Soon, it will just slow-build wonders instead of running specialists.
90 BC: I found SE pig. It also has a fish. 3 workers are chopping.
My missionary spreads Taoism to NE Pig, the only city running specialists at the moment. It will pick up a third when I swap back to Caste System, but really it needs Civil Service to spread irrigation before it becomes good. (That's why CS is my next tech).
Also, 90 BC: Hagia Sophia in a distant land.
State of my cities at the end of the turnset. I notice that Copper is at 0 happiness and move a warrior there. I'll build some more warriors soon.
On the whole, I have no idea how I'm doing. I so rarely play no tech trades or isolated starts that I don't have a default plan. After Civil Service, I'll go back and grab Iron Working and Calendar, then go for Optics and Banking (for Merchantalism). I may be able to get Liberalism first, but the only thing I really want is Astronomy, so not much point in beelining it. Besides, with Optics, I can turn on an Espionage Economy, which will probably pay off nicely with all those old techs I've skipped.
I still have only 4 workers, because most cities don't have good tiles to grow into. With Representation, I'd rather run a scientist than work a cottage, especially since soon I'll farm everything anyway, so I mostly develop resources and 1-2 hills, then move on to the next city. But with CS and Iron Working soon, I'll need another 6 or so workers next turnset.
Goals for next turnset:
- Develop all my cities to health / happiness cap.
- Get a 2nd city slowbuilding failgold.
- Meet the AIs. Hopefully I'm not dreadfully behind.