After 15 months, Im back! For the first time since GOTM 3, I managed to start and complete one of these things and I didnt even start until after the 20th! My log is a mess, so I tried to distill some important facts (hope I got them right) and other bits of wisdom.
Basic strategy going in:
Take maximum advantage of fundamentalism tithes.
Sleaze to get many, many cities.
Get trade for caravans for both wonders and science boosts.
Get Monotheism, build Mikes, and then rake in automatic tithes from many small cities.
Finally, kick ass with rush built crusaders (later dragoons) and - most importantly - diplomats with deep pockets.
Key dates:
First city: 3950bc
First tech: 2650bc (alphabet)
First colony on new continent: 1150bc (Nagasaki)
First contact with foreign civ: 900bc (Romans)
First domestic trade goods delivery: 825bc
First wonder: 625bc (MPE)
First foreign trade goods delivery: 75bc (Hides delivered to Thebes)
Situation in Ad1:
Population 1,560,000, 2 wonders (MPE, MC), 20 techs, 30 cities
Wonders Built:
MPE 625bc
Mikes 75bc
Leos 260ad
SunTzu 500ad
Great Wall 600ad
Magellan 720ad
Oracle 800ad
JS Bach 860ad
Copernicus 880ad
KRC 1020ad
Shakespeare 1040ad
Wonders Captured
Lighthouse 460ad (Athens)
Hanging Gardens 540ad (Corinth)
Great Library 740ad (Little Bighorn)
Pyramids 780ad (Orleans)
Colossus 1080 (Thebes).
Selected techs
Map making - 2150bc
Trade 1000bc
Writing 800bc
Polytheism 625bc
Monotheism 250bc
Invention - 25bc
Gunpowder - 260ad
Navigation 500ad
Theology 760 ad
Explosives 1060ad
Civs destroyed:
Romans 120ad
Sioux 760
Greeks 780
French 900
Egyptians* 1080
Persians 1080
*Thebes was Pet City trading partner for centuries
Mistakes:
Had early uncertainty on tech path. Wavered between ships, trade, dips, and theisms. I waited too long to get diplomats cost more to rush early units because no 30 shield unit.
I still have a hard time sticking with sleaze techniques as number of cities grows. Didnt micromanage production queue or rush-building enough to really do it right. Often abandoned settlers or caravan production for units to explore, fight wars
Didnt trade techs aggressively enough with AIs, even with MPE. Didnt give much at all to key civ (Sioux).
More tech uncertainty: After invention, started going for Navigation to upgrade to caravels before going after gunpowder. Ended up changing direction halfway through and getting gunpowder first.
Didnt deliver enough camels. Could have seriously accelerated science with aggressive deliveries.
Didnt realize that Bach generated tithes until late in the game could have researched theology and built it much sooner than I did and had much more cash to work with.
Sloppy management where I didnt watch production carefully, didnt plan ahead well, and stopped sleazing for a while once I started to go out conquering.
Probably should have gone for celebrations everywhere once I had HG. Didnt think of it until the end.
Didnt trade techs to share maps with Persians when I should have. Once they were the only civ left, I knew where their early cities were, but I hadnt figured out how to actually get to them. Wasted a lot of time trying to find ways to get there, and finding the last few cities. To a lesser extent I spent a few unnecessary turns hunting for the last French and Greek cities as well.
Other random thoughts:
MPE was invaluable for getting important techs, contacting other civs, and getting maps early to find civs. I could have spent centuries looking for the last Persian city, had I not exchanged maps one last time. That city was not at all near where I thought it would be.
Built Sun Tzu and Great Wall mostly to keep them out of the hands of other civs. Some wonders were built more for score than usefulness (Shakes, Copes)
Had a couple hide repeaters who kept dumping hide caravans onto Thebes (repeat hides demand) which had Colossus. Three more hide repeaters were added mid to late game to push final tech advances.
Once I had HG, I hired an elvis in the Hides cities (they were only size 4) to keep them in celebration to increase payouts. Of course I put elvis to work on a trade square when I delivered.
As end game approached, most cities were cranking out settlers and plopping them into every nook and cranny I could find to get more tithes. (also more population points) I had enough cash, I probably could have gotten up to 255 cities (very small ones!) had I really been trying to rush more settlers and sail them to other continents. I was getting over 1000g per turn for the last couple hundred years and didnt spend it all.
I could have researched more wonder techs (TOG, Democracy, Economics) instead of University-Chemistry-Explosives near end of game. Although 2-move engineers really helped plop down cities for the last 2 turns, Im not sure which would have helped score more probably the wonders
I didnt read the Power Fundy description before playing (Still havent really studied it). It probably would have helped me. Even so, I was making around 1500g and researching at a rate of 1 every 7 turns (not counting camels) at the very end. I had science pegged at 50 until the last turn and only created trade caravans every few turns as I could afford them while still inciting cities and rushing other units. Most caravans did not pay for the rushed shields because cities were so small, but I was doing it for the beakers. Probably should have had caravans flowing much more frequently.
If my notes are correct, I added 97 cities (88 built, 8 captured, 1 advanced tribe) between 920 and the end of the game in 1080 (9 turns). 63 of those were in the last three turns when I took all my settlers/engineers and had them stop working to go build cities wherever possible.