Last post in this thread from me.
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The Liberalism bulb is just about defensible under very particular circumstances, but the Feudalism bulb is without merit.
Even with Stone, the Pyramids + Aqueduct + Hanging Gardens combo will amount to 500
. A single city working two Grassland mines and two Plains mines will generate 15
per turn. So you are looking at ~34 turns of production at max pop. Let's backtrack from there.
15 turns are required to build an initial Worker = T15
Some sort of barb defense must be built. Let's say, for the sake of argument, that a single Warrior is built while growing to size 3. Food is emphasized, so IDK... ~12 turns are needed for a single fogbuster. This relies upon a choke point or being boxed in. = T27
A Settler is also needed. Let's say that this gets started at size 3. It will require 10-15 turns. = T37-42
The Settler will need to move to found a city. During this time, the capital builds a Warrior for military police while growing to max size. = T42-47.
MP is built and the capital is able to generate 15
per turn, consuming 17 turns to build the Mids. = T59-64
An Aqueduct is now needed. Let's assume that (somehow) Mathematics has been researched. = T65-70 (24
)
Now for the Hanging Gardens. 150
, so ten turns. = T75-80 (64
)
Five turns are now required to generate the Great Engineer. = T80-85.
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The above numbers are pretty generous, assuming (e.g.) there are no barb problems.
If city #2 was founded around about T44, it will need to build barb defense, Workers, and Settlers for the empire, By the time the Hanging Gardens is built, you will do well to have 3 cities.
The Hanging Gardens grants 1 pop per city. Slavery allows us to quantify this as 30
per citizen. So, even with Stone, the build has cost 60
(160
if you factor in the low-priority Aqueduct). Five cities are needed to justify this wonder, and even that is a push: additional cities and buildings are usually more pressing at this stage. Health should not be an issue this early in the game, and the health benefit attaches to the wonder in any case (i.e. if an AI builds the HG, the health boost can be 'captured' at a later stage).
Regardless, an Engineer will be generated ~T83
if you are playing as a Philosophical leader, who has access to Stone, with a high commerce start, and the capital goes all out to secure these wonders.
A civic switch occurs, taking us to ~T84. You now possess three cities that lack a Barracks, Library, and Granary. Longbows are poorer offensive units than Horse Archers, Elephants, and Crossbowmen, all of which could be secured within +/-5 turns (depending on the unit in question and your commitment to a particular tech path).
vicawoo suggests HBR may be researched between T40-T80. This seems ambitious to me, but is possible with a beeline (better on lower difficulties). Add another ten-fifteen turns for Elepults, I guess.
Without the HG, the GE will be available ~T84-89. Someone like Pacal or Ragnar will often reach Feudalism around about T90. The other AI follow shortly after (Feudalism is a high priority tech).
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In short, the strategy would work with a Philosophical leader, who has (all but immediate) access to Stone, a strong commerce start, safety from barbs, but no Copper, Iron, Horses, or Ivory. If any of these conditions are violated, the bulb is inadvisable. There are far better alternative options.
Even under these conditions, it would be better to generate a Great Scientist and tech peacefully to Lib. But we are talking about a hypothetical construct: a game of this sort would be exceptionally (un)lucky.