1.27
I did something a bit different in this game - I used all of my Great Leaders (got just three of them) to rush Forbidden Palace. It worked out nicely
Warning: There's just one spoiler thread for this game, so I've written about my entire game in one continuous note. If you don't yet want to read about anything past the beginning of the Industrial Age, please skip this post for now.
Initial build
I settled at the start position.
But I didn't end up creating a conventional settler factory with a granary. I figured that building a granary first in this relatively unproductive location would result in breaking even (vs. a settler first approach) in total food created after about 65 turns. On a small map long term expansion was unlikely. And I could put the earlier shields from a faster build to good use. So I ran Persepolis as a 10 turn settler pump without a granary, instead of six turn with granary.
As the map unfolded I decided on an RCP build of eight cities at distance 4. I also planned a few cities at distance 8 but didn't expect those to be very productive for a long time, until those cities had Courthouses. (Since this is a small map, the optimum number of cities is low. I figured that using a fairly large inner RCP ring would therefore be very helpful.)
Status at 1000BC:
11 towns
1 settler
4 barracks
1 native worker
3 foreign workers
12 warriors
1 galley (built 3 so far)
Meeting other Civs
I met Rome, America, Iroquois, and then Egypt. No special deals with any of them.
One of my suicide galleys met Carthage in 1100BC. Through them I met the other Civs. I withheld contacts and profited from brokering maps and tech until France built the Great Lighthouse in 350BC.
Research
Ancient Times: I started by researching Iron Working at maximum speed. Got it in 2630BC and traded it for most first level techs. Next I researched Mathematics at the 40 turn rate, got it in 1300BC, and traded it for many techs, including Philosophy and Code Of Laws. I researched Republic next. While researching it I bought Polytheism on one continent, traded it for Literature on the other, and built a number of libraries. I learned Republic 690BC, traded it for the other required Ancient techs and entered the Middle Ages. I revolted to Republic at that date (six turns) and stayed a Republic from then on.
Middle Ages: My free tech was Engineering. I was ahead of the AIs at this point and intended to stay a bit ahead, profiting from a tech lead. I researched Monotheism slowly, waiting for the AIs to learn Feudalism. Surprisingly one of them learned Monotheism first, reducing its value. I traded for it then researched Theology, Education, and Banking. I deliberately slowed my research in this phase since money for rushing was very useful at the time, and the AIs were slow to research the bottom path. In 320AD they learned Gunpowder, I traded, and I started researching toward Military Tradition. I learned it in 500AD, then researched slowly (with ongoing trades) toward finishing the Middle Ages. In 660AD I learned Magnetism and entered the Industrial Age.
Industrial Age: My free tech was Nationalism. I researched Steam Power, Medicine, and Electricity. I used these techs to maintain my trade revenue from the other Civs. When I learned Electricity I was two techs ahead of my rivals so I decided to learn Scientific Method at the 40 turn rate. I traded my lead away during that time but easily got Scientific Method first, switched a prebuild to Theory Of Evolution and jumped ahead again. I didn't need to learn anything else, used my lead at that point to maintain my trade income until reaching victory.
I found that maintaining a tech lead in this game was very important. It allowed trades for cash and for luxuries. The luxuries were important because I never invaded the other continent - just four luxuries at home really wasn't enough.
War
In 690BC I fomented a few wars on the other continent, just to keep my rivals there busy
In 550BC Rome tried to extort contact with Carthage. I refused and Rome declared war. This was just a few turns before I'd planned to invade her so I didn't mind much. It was a bit of a nuisance because I was just in the process of connecting iron so I only had warriors at the time. My world looked like this in 550BC:
In 490BC I upgraded my first batch of 13 Warriors to Immortals and went after Rome. Began a Golden Age in 450BC, already being in Republic at the time. By 330BC I had 25 Immortals in the field and got my first leader. I used him to rush my first Forbidden Palace in Rome. I finished off Rome next turn in 150BC - she'd been easy since she didn't have iron connected.
In 170BC I started attacking Egypt. Egypt was a bit tougher, having Swordsmen. Also a few War Chariots but I don't think any of them ever won a fight, so Egypt didn't get a Golden Age either. I finished off Egypt in 70AD and then paused for quite a while, building infrastructure and preparing some Horsemen for the discovery of Military Tradition.
In 450AD the Celts landed a couple of Horsmen near Persepolis. I told them to leave. They agreed, then attacked me next turn anyway. They didn't capture anything and I dispatched them easily though it did cost me two units. I allied two Celt neighbors against her and never saw her units again in that war
In 500AD I learned Military Tradition, upgraded 18 Horsemen, then declared war on America in 530AD. This war produced a second leader. I abandoned the original Forbidden Palace and the leader rushed a new one in the heart of the ex-American territory. In 610AD I finished off America.
Right after that, England pulled a silly stunt just like the Celts' earlier one. They landed a couple of units, agreed to leave, then moved in on Persepolis and attacked. Useless of course, it just caused another silly war. I allied Celts and Carthage against England and wasn't troubled by her presence again.
In 640AD my forces (19 Cavalry and 14 Immortals) carried on to attack Iroquois, finishing them off in 690AD. I got another leader during this war and saved him for later.
In 710AD India pulled the same silly stunt as the Celts and England before them, with exactly the same result. Something about Persepolis sure seemed to bring out the aggressive tendencies of the other Civs in this game.
In 870AD Carthage destroyed England.
That was it for warfare. Once I owned the entire home continent it seemed enough for my purposes. It was about 140 tiles short of the domination limit and provided space for all the cities I wanted to build.
Huts and Barbarians
I popped just one goody hut, got angry barbarians.
I didn't see any barbarian uprisings. At the time we entered the Middle Ages I had the southeastern peninsula almost entirely visible to some patrolling warriors so there were no camps there.
Wonders
I didn't try to build any wonders. I would've rushed one or two if I'd had more leaders but my leader luck wasn't great this game. I did capture two wonders: JS Bach's and Copernicus', both built by America.
Culture!
All of the above activities were aimed at a single goal: fast culture.
Although I did build libraries in the original Palace region as soon as I could, I built them mainly for their effect on research. For culture, the first thing I wanted was a lot of cities. As I aquired new lands through warfare, I had many towns building settlers. I often used spare cash to rush them. These settlers filled in the available land as tightly as possible (except around the Forbidden Palaces, described later.) When I filled in the last city at 1080AD the home continent had 145 Persian cities:
Since we were a scientific Civ in this game, the city improvements which generate culture can be viewed as follows:
Library: 13.3 shields/culture, 1/3 gold per culture maintenance
University: 25 shields/culture, 1/2 gold per culture maintenance
Temple: 30 shields/culture, 1/2 gold per culture maintenance
Cathedral: 53.3 shields/culture, 2/3 gold per culture maintenance
Colosseum: 60 shields/culture, 1 gold per culture maintenance
The cost/benefit of the improvements as regards culture is the sequence listed above, so that's the order I built them in all cities.
In the unproductive cities (the majority of the 145), I first built settlers during the expansion phase, then built and rushed cultural improvements as quickly as my cash flow permitted. I first rushed libraries in all the unproductive cities. Then universities in all of them. Then temples in all of them, just barely completing the last of those temples before victory.
A key issue in this approach is cash flow. I wanted as much cash as possible to rush improvements, and to finance their maintenance. I used every trick I could think of to improve income. I disbanded barracks in captured cities, maintained a tech lead and squeezed all I could from trading, disbanded my native workers once the land was fully improved, disbanded excess military after my conquest phase, and set surplus citizens to be tax collectors. I researched at the minimum rate I could which would keep me ahead of the AIs, and researched Scientific Method free (at 40 turn rate.) Near the end of the game I also did a bit of production shifting, i.e. building military units in the productive region and disbanding them in corrupt cities to speed production there. At the end of the game my financial situation looked like this:
The above image is a bit misleading in that this was the highest revenue I ever got from my rivals. For most of the end game, from 690AD onward, my net income varied between 0gpt and 600gpt. (Depending on research rate and on current deals with rivals.)
Productive cities in my Palace region built library, university, temple, cathedral, and colosseum, when they could fit them in between other work. (Military production, aqueducts, marketplaces, harbors.)
The remaining component is something new for me which I thought would be useful in a 100K culture game: multiple Forbidden Palaces. (The same could be done with multiple Palaces but I was happy with the original Palace location, didn't want to build an off-center Forbidden Palace there after building the productive RCP 4 ring, so I moved the Forbidden Palace instead.)
While conquering Rome my first leader built a Forbidden Palace in the center of her region. The cities close to the FP immediately went to work on the library, university, temple, cathedral, colosseum sequence. They didn't build anything else since I intended to move the FP later.
While conquering America my second leader built a Forbidden Palace in the center of her region. By this time about 9 cities around Rome had built the first three cultural improvements without needing cash to rush them. I started the same process in the ex-American territory, cities near the new FP building cultural improvements.
I saved my third leader for a while after finishing off the Iroquois. I set up a ring 4 RCP around the captured city Salamanca, improved all the lands, allowed the population in the new cities to grow a bit, then moved the FP there in 980AD. By this time about 10 cities in the ex-American area had finished building an average of three cultural improvements apiece.
The final FP region in ex-Iroquois land was the only one I planned carefully. It produced fairly good income and almost all of the fourteen cities surrounding this FP managed to build all five cultural improvements by the end of the game.
Culture progress:
10AD - culture 1667, gaining 85/turn
1000AD - culture 34073, gaining 803/turn
1390AD - culture 101372, gaining 1673/turn
And that's it, cultural victory in 1390AD
