Tech path:
- Agriculture
- Ancient Chants
- Mysticism (switch to God King)
- Mining
- Exploration
- Calendar
- Festivals (merchant specialist in capital, switch to Pacifisim)
- Fishing
- Animal Husbandry
- Education
- Way of the Earthmother (switch to RoK)
- Masonry
- Code of Laws
- Currency (mostly via lightbulb)
- Arete (switch to Arete)
- Cartography
- Bronze Working
- Warfare
- Construction
The blue techs could be skipped for some starting positions. I was coastal, with aquatic resources near several expansion spots, and another good expansion spot with cows as it's only food resource, so I elected to pick them up.
After the Great Merchant popped in my capitol I cast Gifts of Nantoswelta, moved all the hammers to my capitol with disposable warriors, and settled them to start working on a Great Engineer. I could have saved a few turns if I'd started working on the Great Merchant in a different city, because I could have settled the hammers in my capitol sooner. (It's important that the
pool is 100% merchant until the Great Merchant pops, because having to research Currency would be an unacceptable delay.) The Great Merchant isn't enough to grant Currency on it's own, but the remaining cost can be researched fairly quickly (about the time it takes to research Animal Husbandry, for example).
After the first Great Engineer was completed I added some priests to the specialist mix, so that eventually a Great Prophet was produced. I used it to complete the
Tablets of Bambur for extra income.
Once Construction was completed I switched to 0%
and started buying an army. Later I ended up increasing to 10%
, because teching at 0% was very slow (Elder Council - Market = 1
/ city) and I had a huge army and tons of gold anyway. It really wouldn't have mattered if I'd stayed at 0%, though, since none of the techs I ended up researching mattered much.
I was able to complete the
Pack of Nilhorn, so I ended up not using any catapults. Early on I used the stooges to bombard city defenses. Once I had some mercenaries with CR III it became less important to bombard, and eventually I had so much gold income that bombarding was unnecessary (because it was faster to just throw mercenaries at the city until it fell). Bambur granted all my new mercenaries Enchanted Blade. My cities didn't need to build reinforcements, thanks to the ability to buy my army. Instead, my developed cities built Soldiers of Kilmorph (to speed building completion in new cities) or Thanes of Kilmorph (to spread the faith). New city build order was: Monument, Market, Temple of Kilmorph, Courthouse, Elder Council, then producing Soldiers of Kilmorph for the rest of the game.
God King helped me with wonder production. I switched to City States once the important ones were finished and I'd taken a few cities (I had around 7-8 total cities at that point).