Next time, Pedro, next time.
Have had a bit of time to gather thoughts on this game. Obviously a very great game! Though it got pretty intense towards the end. Sorry if I acted a bit grumpy yesterday. Was a bit frustrated as we were running out of time, but instead of discussing how to deal with the pop issue, I had to spend 2 hours convincing everyone that the barbs actually exist and that numbers were accurate...
But we survived that. Glad we got both a valid submission, and confirmation that our original plan would have worked.
So thanks all! Especially Fippy for your amazing 20 turn micro planning in the end, such a massive amount of work you put in. And Gumbolt, as you say, it's good that you keep panicking about all possible issues and impossible non-issues, because there are things that we miss. Like the pop% issue you spotted. If you hadn't noticed when you did, it could have added another 5 turns to our victory date, or worst case we wouldn't have realized it before capping the last AI.
In retrospect, I think there were a couple of things we could have done much better. Early planning is always hard, especially in a scenario like this with many unknowns and unfamiliar elements. Had we known that our target victory date was around T70, we would for sure have reconsidered our early GP use. Settling GSpy was a clear mistake. We did it with the intention to have EP to spread out on several different AI for tech stealing and stuff, but we never did any other EP missions but the culture missions. Settling prophet, I'm not sure. We had a clear lead on the Homies with our early conquest. How much of this was thanks to production boost from Prophet, I don't know. Although getting a free wonder with shrine, or even using for Golden Age would not have been much worse.
In the late game, the main two issues were not understanding capitulation and not keeping track of population. These two happened to interact to only make situation worse. The threshold for capitulation is that AI must be below 1.4x average power. To get Churchill below that, we had to whip our empire into oblivion, which put us far below the required pop%. Had we known about the threshold and about the potential danger in Military Ministry, we would have realized that killing De Gaulle was a no-brainer. We kept him alive for 3 extra points in Civil Ministry (3 unnecessary backup points, as our target when the decision was made was 424), which forced us to whip military that cost us way more points from Military Ministry. Really should have seen that pop issue earlier. It's so obvious now when you know about it. That one is on me, as the number crunching guy I should have spotted it. We also noticed the 8 barb cities on T0, then didn't think about them at all after that.
But still, overall a very solid effort from everyone!
(And you sneaky bastards even found a way to force me to play some turns in the end.
)