Gotm 20 from 2002 !! Download is here:
https://forums.civfanatics.com/threads/gotm-20.31092/ Even though caravan re-homing was allowed back when this gotm was played, i will not utilize that powerful tactic here. If i had done so, then a key aspect of my strategy would have been to build a super trade city with Colossus and getting to size 12 (and beyond).as early as possible. Would likely have built additional STC's to allow for re-homing to take place more locally in various situations.
3900 Built
Capitol @ 45/45 2 steps east of eastern edge of river with access to a river/wheat. Plan is to build warrior first to find best placement for next city and to hopefully find one or more good huts, then a
size one settler.
3700: Warrior > Size one Settler.
3650:
Ceremonial Burial > Monarchy (18). Scheduled to miss 3250 oedo by one turn.
3550: Settler rushed from 9 shields to 10.
3400:
1st hut of game: 50 gold.
3350: Spend 52 of 59 gold to rush Settler from 22 shields to 40 to emerge next turn.
3300: Completion of Settler. With 14 sci of 18 and Oedo next turn, i decided to
build 02 grass/river city 2steps away in a good location, but not as great as others (one has a wheat, the other has a buffalo). But i feel the 4 extra turns of monarchy by building this very turn will make it worth it. Summary: 2 cities, 0 settlers, 1 warrior.
3250:
Monarchy > Bronze Working (27). Sci 70 / Tax 30.
3050: Completion of 2nd warrior.
2950:
Bronze > Currency (36).
2850: Completion of a settler.
2800: Built grass/river
city 03 which has shared access to 2 wheats. 3 cities / 0 settlers / 2 warriors.
2650:
Currency > Trade. With trade chosen and guaranteed to not get chased off path towards it, science rate is adjusted to T70 / S30 to provide every bit of extra gold towards the fastest possible expansion.
2600: Tinkered with unit progress and spent treasury down to 0.
2550: Next settler built.
2500: Built
grassland 04 which accesses a buffalo. Treasury spent down to 0 again. 4 cities / 0 settlers / 2 warriors.
2350: Settler and 3rd warrior.
2300: Built grass/river 05.
2nd hut of game: weeds. As one optimization tactic, the lower food buffalo city is building and distributing exploring warriors for re-homing and the other 4 higher food cities are building settlers.
2250:
3rd hut of game: 25 gold .
2200: 4th warrior.
4th hut of game: Horseback Riding. Tempted to disband the warrior towards a horse, but since it carries no shield cost i am keeping it.
2100: Settler. Treasury: 33 gold.
2050: Settler. 1st road (on wheat).
5th hut of game: Masonry which is welcome since Pyramids is the first wonder i want.
2000: Completion of 1st Horse.
2000 ad Summary: Monarchy with 5 cities (4 size 2, 1 size 1), 2 settlers, 1 horse, 4 warriors. 1 road.
8 techs and with Trade in progress about half way to 84 beakers. Alphabet, Code, Ceremonial, Monarchy, Bronze, Currency, (Horseback from hut), (Masonry from hut). Opened 5 huts which included no nomads and no tribes.
Hut sequence: 50 gold, weeds, 25 gold, Horseback Riding, Masonry. Income: 19 sheild production, 10 gold, 5 science. 93,000 sq. mi. Treasury: 27 gold.
1950: 2nd road (immediately usable grass/shield en route to next city site).
1900: Settler. 5 cities, 3 settlers, 2 roads.
6th hut of game: Supported Archer.
1850: 4th settler and 2nd horse.
1800:
Built 06 and 07, both grassland cities.
7th hut: Nomad (!). 7 cities, 3 settlers.
1700: Settler.
1650:
Trade > Writing. 3rd horse.
Built 08 on plain with wheat, buffalo and fish.
8th hut: Nomad (!).
9th hut: Construction (which i see at this point as a negative).
1600: Completion of 6th road. 8 cities, 4 settlers, 3 horses. Treasury: 85 gold.
1550: Settler.
Built 09 grassland with wheat. 9 cities / 4 settlers
1500:
Built 10, Grass/river with buffalo and fish.
1500 Summary: Monarchy with 10 cities. (1 size 3, 4 size 2, 5 size 1). No Wonders (and none in progress since i will use caravans), no buildings.
Units: 3 settlers, 3 horse, 1 Archer, 4 warriors. 6 roads. 10 techs and with writing in progress. Alphabet, Code, Ceremonial, Monarchy, Bronze, Currency, (Horseback from hut), (Masonry from hut), Trade, (Construction from hut). Opened 8 huts, first 6 had no nomads and no tribes, but the next two were Nomads.
Hut sequence: 50 gold, weeds, 25 gold, Horseback Riding, Masonry, supported Archer, Nomad, Nomad, Construction.
Income: 30 sheild production, 20 gold, 7 science. 187,000 sq. mi. Treasury: 101 gold.
1450: Settler.
Built 11, grass/river with buffalo access. 2 additional roads.
10th hut: frontier Tribe (!) for city 12, grassland with fish.. Disbanded warrior into this city to rush a one turn Horse. Also rushed settler production in 4 cities to 20. 12 cities, 3 settlers, 3 horse, 8 roads. Treasury: 21.
1400: Completion of 4th horse. Horse representing the
Zulu peoples meets my horse. Peace, traded them for most welcome
Pottery which i had hoped to be able to trade somebody for in my pursuit towards Republic and held back on
Math, Mysticism and Polytheism for now so as to keep Writing/Lit/Republic from becoming any more expensive than necessary. If i am going to demand tribute at some point it will be once my horse is safe : ).
1350: Settler. Begin mining a wine square and at some point within the next 10 turns a separate settler will build a city there with a 3 shield grape. Completion of next road. 12 cities, 4 settlers, 4 horses, 9 roads. Treasury: 25 gold.
1300: Settler and road.
Summary: 12 cities, 5 settlers, 4 horses, 10 roads, 27 gold.
1250: Disbanding of archer far from unexplored areas towards next settler with nice site upon which to build. 11th hut: barbarian horse that emerged on a hilltop. My horse in the plain was unable to escape and was unsuccessful in its best hope of survival which was to attack.
Summary: 12 cities, 5 settlers, 3 horses, 12 roads, gold.
1200: 3 settlers, 2 roads.
Summary: 12 cities, 8 settlers, 3 horses, 15 roads,
Income: 41 shields, 22 gold, 10 science. Treas: 20.
1150: 1 settler, 1 horse, 2? roads. Treasury: 16.
1100: 2 settlers, 1 horse, 4 roads.
Built 13 grassland with fish.
Built 14, Wine city with mine being built inside.
Summary: 14 cities, 9 settlers, 5 horses, 21 roads,
Income: 36 shields, 28 gold, 13 science. Treas: 20
1050: 1 settler.
Built 15, grass/river with buffalo and silk. 15 cities, 9 settlers, 5 horse, 21 roads
1050:
Trade zulu for writing or map, nothing else.
1000: No settlers or units completed this turn. 1 road?
11th hut: Supported Legion. 12th hut: barbarian horse that will likely eliminate my horse.
1000 bc Summary: update all: Monarchy with 15 cities. No Wonders (and none in progress since i will use caravans), no buildings.
Units: 9 settlers, 5 horse, 1 Legion, 3 warriors. 19 roads. 11 techs plus writing next turn. Alphabet, Code, Ceremonial, Monarchy, Bronze, Currency, (Horseback from hut), (Masonry from hut), Trade, (Construction from hut), (pottery from the Zulu peoples). Opened 12 huts, first 6 had no nomads and no tribes, but the next two were Nomads and the 10th was a tribe.
Hut sequence: 50 gold, weeds, 25 gold, Horseback Riding, Masonry, supported Archer,
Nomad, Nomad, Construction,
Tribe, Supported Legion, barbarian horse.
Income: 43 shield production, 31 gold, 14 science. 282 ,000 sq. Treasury: 99 gold.
975:
Writing > Literacy. Met the
Russians. Peace, Traded them for
Map Making (and they also have
Iron, Myst and Warrior Code which i held back upon). Cordial and Enthusiastic were not sufficient, gifted them to worshipful and
traded maps which was substantial. Approached the
Zulu as well, Enthusiastic was not enough, gifted a total of 4 techs to worshipful,
traded maps and their map too was substantial. Helps my Horses, legion and warriors greatly in optimizing their steps. One of these maps opens up an American city and i will head towards them to get their map as well. No other civs have been located, but it was announced earlier that the Russians had impressively eliminated the Indians. Completed: 0 settlers, 0 horse, 2 roads and 1st irrigation. Looking towards a Monarchy that won't be able to handle all of the cities i will soon have,
switch to 70% science to race towards Republic. Soon also will build 4 caravans and Pyramids. Built 16, grass/river with wheat access.
Summary: 16 cities, 8 settlers, 5 horses, 21 roads, 64 gold.
950: 3 settlers, 0 horse, 1 road, 1 irrigation. . Completion of mine inside the wine city.
Summary: 16 cities, 11 settlers, 5 horse, 22 roads, 2 irrigation. Treasury: 32.
925: 1 settler, 1 road , 1 irrigation.
Built 17, grassland with access to buffalo, pheasant and fur.
Built 18 grassland with access to buffalo.
Summary: 18 cities, 10 settlers, 5 horses, 23 roads, 3 irrigation.
Income: 57 shields, 17 gold, 37 science. Treas: 34
900: 0 settlers, 0 horse, 3 roads
Built 19, grass city with whale.
13th Hut 50 gold, 14th Hut: Nomad (in the NE frontier). Nomad will continue a bit longer in his nomadic ways by walking 4 steps to a grass/river with 2 silk to build. Chose 4 cities to build caravans coordinated for a 775 Pyramids.
Summary: 19 cities, 10 settlers, 5 horses, 26 roads, 3 irrigation.
Income: 65 shields, 39 gold (Temp increased tax rate to rush 4th cara in time), 17 science. Treas: 0.
875: 0 settlers, 1 road.
Summary: 19 cities, 10 settlers, 5 horses, 27 roads, 3 irrigation
Income: Treas: exactly 0 for the 4th time this game. All essential rushes towards the timing of Pyramids have been made and Science is increased back to 70%.
850: 2 wonder caravans, 0 settlers, 0 roads, 1 irrig. B
uilt 20 grassland with access to Pheasant/buffalo.
Summary: 20 cities, 9 settlers, 2 wonder caravans, 5 horses, 27 roads, 4 irrigation.
825: Literacy > Republic (208 -est 26 so far, need avg of 45.5 per turn) 1st turn to be 45 minus some i believe from cities that built settlers. (shooting for 725 and it will be close). 1 settler, 2 wonder caravans, 1 road, 1 irrigation.
Built grassland 21.
Summary: 21 cities, 9 settlers, 5 horses, 28 roads, 5 irrigation. Treasury:
800: 1 settler, 0 roads, 1 irrigation. Laid 4 caravans into capitol. Met
America by visiting Boston, they offered to trade
the wheel and i refused, Peace, gifted them Lit to enthusiastic and Writing to worshipful,
traded maps. No other civs or their units revealed, and given the % of the map i see, it seems unlikely that there are any other foreign civs besides the 3 i have met.
Built 22 grassland with whale and fish access.
Summary: 22 cities, 9 settlers, 5 horses, 28 roads,6 irrigatiton,
Income: 65 shields, 48 gold, 23 science. Treasury: 21
775:
Pyramids . no units produced. Built
23 (grassland with 2 whales),
24 (grass/river with 2 silks near America), and
25 (plain with whale and irrigated grass/shield).
Summary: 25 cities, 6 settlers, 5 horses.
750: 1 settler, 1 road. Planning to trade techs with all ai's next turn. Evaluated attitudes and since Russia was hostile i incited war with them since they are more likely to bounce back and trade with me the turn we make peace (at least this is how it works in Multi gold version). No demanding tributes of anybody since i want them to be willing to trade tech more than whatever gold i might gain.
725:
Republic > Polytheism (which Zulu has). Now in Republic and in anticipation of producing minimal science opting to land landing some trade caravans fairly soon instead, will seek to get every tech possible from the ai to maximize the trade bonuses. 15 techs @ start of turn. With only one size 3 city and only one additional city heading their next turn, setting Tax to 80%, Science to 20% and making use of 2 Elvis'. This provides 106 gold and 23 science. Disbanded 2 of my 3 warriors and was able to do this inside cities. The 3rd is boldly exploring the south pole and i will keep him until he uncovers all the black.
Approached
America, they wouldn't trade at uncooperative, gifted them Republic which brought them to neutral then traded them writing for
The Wheel (16) and this is all they had.
Approached the
Zulu, they too wouldn't trade at uncooperative, gifted them Republic which brought them to neutral then traded them writing for
Mysticism (17) and
Polytheism (18). They also have
Math that i hope to pick up, but i had no more techs to trade to them for it.
Approached the
Russians in War, they don't want cease fire without a tech tribute which i provided and then at neutral they refused to trade me tech. I know they have at least
Iron Working and
Warrior code from trading with them several turns back. Likely it will be easy incite war once again and to steal techs. Gaining one or more techs from the Russians, there's a good chance i will be able to trade with the Zulu for Math , having all of the Russian tech and the one Zulu tech before the first trade caravan lands.
Already with maps and a pretty good awareness of the foreign civ's tech status and seemingly with only 3 ai civs, decided at this point that i won't be building Marco's and that i will establish 3 embassies fairly soon But first i will seek to
steal or capture tech from the Russians which is a higher priority. It would be easy to capture their cities with Vet elephants, but i believe they will be more useful as a caravan trading partner, initially with same land Gem and Silk trades.
Cost for next tech (18th) is 323 beakers.
725 Summary: 25 cities, 7 settlers, 5 horses, 1 Legion, 1 warrior, 29 roads, 6 irrigation,
Income: 71 gross shields, 57 net, 106 gold, 23 science. Treasury: 16 gold.
700: 1 Trade Caravan (foreign demanded Gem). 2 roads, 1 irrigation. Spent down to 5 gold.
675: Highly busy turn for completing units: Trade caravan (Foreign demanded Silk). 4 Wonder Caravans, 1st Trireme, first 3 diplomats (want to steal from Russia and bribe their units). 1 road, 1 irrigation.
Zulu develops
Philosophy which is my tech in progress and since i do not have an embassy, i don't know which tech they picked up for free.
650: 4th diplomat. 1 irrigation.
625:
Hanging Gardens . 1 trade caravan (foreign demanded Gem), 1 horse, 2 roads,
1st Barracks.
i need at minimum of one well placed hilltop
veteran phalanx @ 64/46 to fend off the hostile and aggressive Russians (and likely with an eventual fort). Without the right tech, the multi purpose Archer or Legion are not even an option. This hill is 4 steps from Russian Bombay and their previously Indian region of at least 3 cities that is a significant distance from their capitol. As well i have irrigated the wheat with a settler that had accumulated 4 turns of stored work before walking there.... and i intend to build a city on grassland 63/47 as soon as the phalanx is in place. This will set me up to go to war with them with the primary purpose of stealing their every tech and then hopefully trading the zulu for their every tech before i land my first trade which are foreign demanded Gems and Silks. At some point a vet elephant or two (or hopefully crusader by then) wouldn't hurt either, but in the meantime one or more well placed phalanx will satisfy my immediate urgent needs. Keeping in mind that they are far greater an asset to me as a foreign trade partner, so it's not as simple as just going in and wiping them out which would be easily accomplished. My goal is simply to contain them while keeping them alive : ). Will likely rush the first Vet phalanx in one turn and then a couple more every other turn before feeling that i can slow the pace and likely build one every 3 turns with 7 shields per turn. I don't expect to be relatively rich for at least another 10 turns which is when my first of 4 trades begin to land... and even then, the wealth of the bonuses will be dependent upon how many techs i can steal and/or trade for before the first trade lands. Since i am too vulnerable with my front line settler to make war with them just yet,
Established Embassy with Russia, determining that they have 6 cities, 3 of which are in the lands that formerly belonged to India including 2 previously Indian cities. Also It is verified that the Russians have
Iron Working and Warrior Code and no other techs that i don't already have.
I know that the
Zulu have at least
Math and Philosophy and possibly more and i intend to make an embassy with them in the same trireme journey that will establish a Gem trade with Ulundi (or possibly to steal a tech from them instead depending upon the circumstances). Currently i have nothing to trade to them.
Built 27, grassland with fur access.
Normally at this point i would hold back on huts until first gathering the 4 or more techs i still need in the hopes of getting additional unchartered techs in these huts, but in this particular game there is a lot of competion for these huts. So i opened my
15th hut which was
Philosophy. All prerequisites are met and hopefully i will be able to choose Monotheism next which there is no rush to do and which will likely await a size 5 scientist which is at least 3 turns away.
Lux to 40%.
13 cities are set for celebration next turn. The vast majority have only reached size 3 in the past turn or two, or have filled their food stores in size 2 this turn, so the timing was pretty good to coincide with the completion of HG. Several additional cities in size 2 will fill their food stores in the next turn or two.
600: 11 of the size 3 cities enter into celebration (and 2 didn't make it this first turn of entering into size 3). Completion of 1 Vet Phalanx, 1 Trireme, 1 Diplomat, and 1 road.
Lux to 60 to minimize the elvis factor and to maximize shield production.
Built 28, grassland with access to wheat and fish.
Bribed a Zulu none vet horse for 50 gold that is exactly where needed near Bombay and this vet horse will suffice for now working in partnership with my Vet Phalanx as my attacking unit as needed to attack Russian elephants and the like upon the impending forthcoming war.
16th hut: Mathematics (surprising and this is more wisdom i could have traded the Zulu for or stolen from them very soon, but it's still a valuable hut, just not as valuable as it might have been had i received another tech after already having Math. These past 2 huts which gave me the Zulu's 2 known techs takes a lot of prioritization off of needing to trade with or to steal from the Zulu. I also believe that stealing Iron and Warrior from the Russians will significantly increase trade bonuses. Current beaker demand is 399 and will likely be 500+ after the two steals.
600 bc Summary: Republic, 28 cities, Pyramids and Hanging Gardens, 11 celebrating cities, 4 Settlers, 3 Trade Caravans, 2 Triremes, 5 dips, 7 horses (1 vet on the front line), 1 legion, 1 phalanx (vet), 1 warrior, 36 roads, 8 irrigation, Pre-celebration growth comparisons.
Income: 111 gross shields, 98 net, 66 gold, 0 science. Treasury: 83 gold. city sizes: 13 size 3's, 9 size 2s, 6 size 1's. 63 f4 heads, 91 tiles + 4 settlers + 3 trade caravans =
98 productivity index. 500,000 land area. (1,110,000 pop which is a far less relevant statistic).
575: 1 dip and nothing else.
Lux increased to 80% to keep the celebration going and the elvis factor minimized.
Built 29 (grassland with 2 fish) and
30 (grassland with access to fur).
F4 heads: 63 > 84 (via celebration growth, food growth towards size 3's and new cities). Treasury: 22 gold.
550: 1 Trireme, 1 road (now 37).
17th hut: supported Legion.
F4 Heads: 84 > 103. Treasury: 11 gold.
525: 1 trade caravan (foreign demanded Silk), 4 settlers, 1 Vet Phalanx, 1 horse.
Built 31 (grassland 4 steps from Bombay with access to irrigated wheat and whale).
18th hut: Supported Legion. This was opened by rushed horse specifically for this very purpose to get there one turn before a Russian horse. Had to bribe a supported Russian horse directly beside this new city for 65 gold leaving me with a treasury of 5. With the recent shift in perceived military power,
Russia's attitude improved from Hostile to uncooperative. As a result they wanted peace which brought them to neutral for the moment and then i was able to trade them for
Iron Working and
Warrior Code which is everything they had... and also to Gift them Republic which will increase my trade bonuses on 5 forthcoming Gem and Silk trades to them. Then approached the uncooperative
Zulu who are still unable to trade and when i sought the possibility of gifting them a tech to open up that possibility, they only need I
ron working which would have left me with nothing to trade to them.
Beaker cost on current tech is now 651 which fantastically sweetens the trade bonuses. Meant to do this a couple turns ago, but choose one scientist in the hopes that Monotheism is offered next.
Summary: 31 cities, 6 settlers, 5 trade caravans, 3 Triremes, 5 diplomats, 9 horse, 2 Vet Phalanx, 2 Legion. 37 roads, 8 irrigation.
F4 heads: 103 > 111 (initial surge in celebration growth slowing down a bit). 144 gross shield production, 69 gold, 3 science.
500: > Monotheism. 4 settlers. Gem and dip board trireme on my western tip for a short trip to the Zulu peoples.
19th hut: Seafaring.
500 bc Summary: Republic with 31 cities. 23 techs with Monotheism in progress.
Wonders: Pyramids and Hanging Gardens. Buildings: 1 barracks.
Units: 10 settlers, 5 premium foreign demanded trade caravans en route, 3 Trireme, 5 diplomats, 9 horses, 3 legion, 2 vet phalanx, 1 warrior. 37 roads, 8 irrigation.
Income with 80% Lux: 151 gross shields, 118 net shields, 79 gold, 0 science.
102 F4 heads, 133 tiles + 10 settlers + 5 trade caravans =
148 productivity index. Treasury: 13.
475: 1 settler, 1 trireme, 1 vet phalanx. 2 roads (38, 39).
Built 32 grassland with wheat access. Approaching size 36 critical mass (and multiples of 12 after this), some cities are now able to celebrate further than before. I intend to build 36 cities then road and irrigate until i am able to build a dozen more cities all at once. If i get Mikes before this point then i will build every city as fast as possible since it won't matter : ).
Units: 10 settlers, 5 premium foreign demanded trade caravans en route, 4 Trireme, 5 diplomats, 9 horses, 3 legion, 3 vet phalanx, 1 warrior. 39 roads, 8 irrigation.
450: 1 diplomat (near America for embassy).
425: 1st Temple. 3 settlers. 40th road. 2 or 3 pre-Mikes strategic temples are planned to get key cities to size 7 or 8 just before they land their Gem or Silk trades. 179 gross shield production.
400: 2nd temple. 2 settlers, vet phalanx. Completion of 3 irrigations.
20th hut: Tribe for
city 33.
Embassy with Zulu . they have
Engineering and are working towards Invention. Protecting my trade bonuses, i will hold back on trading them for Engin to maintain the freedom to open huts that will definitely not be invention.
400 bc Summary: Republic with 33 cities. 23 techs with Monotheism in progress.
Wonders: Pyramids and Hanging Gardens. Buildings: 1 barrack. 2 temples.
Units: 15 settlers, 5 premium foreign demanded trade caravans en route, 4 Trireme, 5 diplomats, 9 horses, 3 legion, 4 vet phalanx, 1 warrior.
40 roads, 11 irrigation. Income with 80% Lux: 177 gross shields, 141 net shields, 104 gold, 0 science.
147 F4 heads, 180 tiles + 15 settlers + 5 trade caravans =
200 productivity index. Treasury: 1 gold.
375: 1 trade caravan, 3 settlers, 1st harbor (as Gem trade grows near its Zulu destination the city will reach size 8 the turn the trade is ready to land).
Units: 18 settlers, 6 premium foreign demanded trade caravans en route, 4 Trireme, 5 diplomats, 9 horses, 3 legion, 4 vet phalanx, 1 warrior.
40 roads, 11 irrigation.
350: 1 trade caravan, 3 settlers, 1 barracks.
Built 34 (grassland with access to 2 wheats).
First trade of game: Same land demanded Gems to Moscow from my size 7 city with lots of ocean and a silk: 240. As a fun fact, an undemanded trade would have provided a bonus of 80, a 1st level demanded commodity like a hide would have been 160 and a 2nd level like a wine would have been 200.
2nd and 3rd trades will be next turn. I am about half way to the 383 beakers so i need another 340 or so. The 3rd trade which will complete Mono will be ready to land in 2 or 3 turns. Planning for 8 well timed and well coordinated caravans from the most appropriate cities and the goal is to have Mikes in 225.
325: 1 Trade caravan, 4 settlers, 1 explorer (who uncovers a hut in the black on his first turn). Lots of roads, 13 irrigation.
Built 35, grassland island city 11/47 with access to a whale. 35 cities, 22 settlers, 5 trade caravans.
Embassy with America which is the third and final embassy. They have no new techs for me and they are researching currency.
2nd trade of game: Demanded Gem to Ulundi: 198. This was from my size 7 with all ocean (with 15 net trade and 8 corruption.
3rd trade of game: Demanded Silk to Kiev: 169. This was from my city with no ocean squares and which would no celebrate beyond size 5. The two trades cover the necessary beakers with about 25 to spare.
Final warrior reaches the end of his south pole exploration and he is disbanded.
300:
Monotheism > Bridge Building (713). 3 Settlers, 1 temple. Misc rds and/or irr.
21st hut: Nomad.
300 bc Summary: Republic with 35 cities. 24 techs including
Monotheism and with Bridge Building in progress.
Wonders: Pyramids and Hanging Gardens. Also will have Mike's in 3 turns (225). Buildings: 3 temples, 1 harbor, 2 barracks.
Units: 26 settlers, 5 premium foreign demanded trade caravans en route, 0 wonder caravans, 4 Trireme, 1 explorer, 4 diplomats, 8 horse, 2 legion, 4 vet phalanx. 45-50 roads, 15 irrigation.
Income with 80% Lux: 188 gross shields, 143 net shields, 145 gold, 0 science.
162 F4 heads, 197 tiles and/or specialists + 26 settlers + 5 trade caravans =
228 productivity index. 843,000 land area. Treasury: 56 gold.
275: 5 wonder caravans, 4 settlers, 1 explorer. Irrigation 16 and 17.
22nd hut: None Legion. 35 cities, 30 settlers. Income: 200 gross shield production, 101 gold.
250: 3 wonder caravans (for a total of 8 which filled 400 shields), 1 Settler, 1 explorer. 8 caravans fill 400 shields.
Summary: 36 cities, 30 settlers, 4 trade caravans, 4 triremes, 3 explorers + other misc units.
4th trade of game, Demanded Gem to Zimbabwe: 308 delivered from a size 6 city with 6 ocean squares and low corruption. Finally beginning to feel wealthy with 450 gold to reinvest.
Built 36 grassland with fish in a strategic location for an exploring boat likely to be rushed in 2 turns and there is access to a nearby island, each of which are highly strategic for trade since it even opens up lucrative domestic trade.
12 cities are set to begin celebration before Mike's is built in the capitol and thus before Mikes takes effect, but most of these are only ready for growth because Mikes will eliminate elvis and provide the needed food surplus.
450 gold spent down to 75.
225: Michelangelo's . A real game enhancer : ). 3 trade caravans, 2 settlers, 1 trireme.
Explorer will be accompanied by 2nd one-turn rushed explorer next turn - both from island city 35 - and together in a trireme they will head first towards island 9 then 2 and a few other islands just north of the western panhandle of my lands. Settling these islands will provide a massive boost in trade providing double bonuses as compared to same-land trades.
5th trade of game demanded Gem to Bombay: 228. Once caravan was ready to land, waited 4 turns for my city to celebrate from size 4 > 8 due to complications. 8 ocean squares, but fairly high corruption.
Built 37, grassland with access to whale, fish and buffalo.
Built 38 island grassland with fish.
Built 39, plain with access to pheasant and silk.
Built 40, grass/river with access to pheasant.
Built 41, plain with access to wheat.
Lux able to be reduced from 80% to 50% in this initial stage and with vastly better results. 40% loses too many celebrations and 50% capures about 90% of them as food surplus permits.
Summary: 41 cities, 27 settlers, 6 trade caravans, 5 Triremes, 3 explorers, 4 dips, 8 horse, 3 legion, 4 vet phalanx.
Starting point before the growth through Mike's celebration took place: 176 f4 heads: 217 tiles and/or specialists + 27 settlers + 6 trade caravans =
250 productivity index.
207 gross shield production, 231 gold income. 925, 000 land area. Treasury: 42 gold.
Please note that 13 celebrations were *initiated* in this year of 225, but the growth will not arrive until 200. These 13 cities began to celebrate a turn early in anticipation of Mike's because i set up multiple celebrations using elvis and most cities with food deficit in anticipation of completing Mikes this turn.
Thus 13 cities are celebrating in 225 ready to grow in 200.
200 bc: 5 trade caravans, 0 settlers, 1 Trireme, 1 explorer.
Lux to 50% > 60 to keep aprox 90% of eligible celebrations celebrating now with enough food squares to replace elvis.
Built 42, grassland.
Built 43, grassland with whale.
Built 44, grass/river.
Summary: 44 cities, 24 settlers, 11 trade caravans, 6 Triremes, 4 explorers and other misc units.
After first turn of Mikes growth: 194 f4 heads: 238 tiles and/or specialists + 24 settlers + 11 trade caravans =
273 productivity index.
225 gross shield production, 194 gold income. 947, 000 land area. Treasury: 12 gold.
175 bc: 2 trade caravans, 2 triremes, 0 settlers.
Built 45, grassland with access to fish.
Built 46 grassland with fish.
Built 47, grassland. Lux remains at 60% for now.
Summary: 47 cities, 21 settlers, 13 trade caravans, 8 Triremes, 4 explorers and other misc units.
210 f4 heads: 257 tiles and/or specialists + 21 settlers + 13 trade caravans =
291 productivity index.
237 gross shield production, 229 gold income. 975, 000 land area. Treasury: 10 gold.
150 bc: 3 trade caravans, 3 settlers, 1 trireme.
Hut: 5 barb horses which surround my explorer providing no escape back to the boat.
Summary: 47 cities, 23 settlers, 16 trade caravans, 8 Triremes, 4 explorers and other misc units. lots of roads, 22 irrigation.
216 f4 heads: 263 tiles and/or specialists + 24 settlers + 16 trade caravans =
303 productivity index.
248 est gross shield production, 238 est gold income. 993, 000 est land area. Treasury: 20 est gold.
Choosing to end the comparison game here. Given current circumstances, settler locations, etc, predicting about 58 cities by 1ad and likely no other wonders by then, but lots of trade caravans including hides building up, some landing and others moving closer towards their destinations. Goal would have been Colossus in one of my island Hide demanders soon to be growing from 3 > 12 which i would have celebrated to a size 12. Other primary wonder goal would have been Feudal/Theology and Bachs next, maybe by 100 or 200 ad.