The title sounds rather puny next to BC Deity Space, but its standard speed, standard size and no cheating with the Inca!
In a recent NC game I managed 246 launch and now I'm aiming at pre-230 turn launch or pre-220 launch for 15XX landing. I need some benchmarks to aim at. As I'm going to use caste-SP hammer economy, the key one seems to be Assembly Line, because hammer economy explodes with factories and power plants. In the game which resulted in T246 launch Assembly Line was T194. That is, for pre-1600 AD landing I need Assembly Line around T170 or 1100 AD! In my last game with a typicall HOF-like start (pigs with triple commerce) I managed T177, so T170 is definitely possible in better circumstances and with better play.
Game settings: standard speed, pangaea, standard size, temperate, low sea level.
Options: no random events.
There is no Civ without barbs, unless you play for HOF.
Leader - Catherine.
Why Cathy? Getting better dates for Space or whatever is about getting a whole lot of stuff earlier. The most imortant and expensive things you build over first ~60 turns are settlers and libraries and Catherine gets huge discounts on both.
Free border pops are very handy in the early game and extra GG's are a nice bonus too.
AI's:
Mansa.
Gandhi. Quiet fast techer, safe worker stealing, easy to cap, makes useful vassal.
Pericles. Excellent trading thresholds: 22 techs, 10%.
Elizabeth. Decent techer, not agressive, although can plot at pleased.
Augustus. Trading threshold is 22 techs. Relatively easy to get to friendly with Representation.
Frederick. Another "easy to get along with" guy.
Note: number of tech trades before WFYABTA isn't precisely 22 for those guys and its a bit random. Probably, because it fades randomly.
The start. Looks familiar... Yeah, the same double cows and PH as in the NC game mentioned above, except there is a hut on that PH.
Actually, I've already played to 101 turn, so there will be a short write-up on the first 100 turns, covering only main points.
In a recent NC game I managed 246 launch and now I'm aiming at pre-230 turn launch or pre-220 launch for 15XX landing. I need some benchmarks to aim at. As I'm going to use caste-SP hammer economy, the key one seems to be Assembly Line, because hammer economy explodes with factories and power plants. In the game which resulted in T246 launch Assembly Line was T194. That is, for pre-1600 AD landing I need Assembly Line around T170 or 1100 AD! In my last game with a typicall HOF-like start (pigs with triple commerce) I managed T177, so T170 is definitely possible in better circumstances and with better play.
Game settings: standard speed, pangaea, standard size, temperate, low sea level.
Options: no random events.
There is no Civ without barbs, unless you play for HOF.
Leader - Catherine.
Why Cathy? Getting better dates for Space or whatever is about getting a whole lot of stuff earlier. The most imortant and expensive things you build over first ~60 turns are settlers and libraries and Catherine gets huge discounts on both.
Free border pops are very handy in the early game and extra GG's are a nice bonus too.
AI's:
Mansa.
Gandhi. Quiet fast techer, safe worker stealing, easy to cap, makes useful vassal.
Pericles. Excellent trading thresholds: 22 techs, 10%.
Elizabeth. Decent techer, not agressive, although can plot at pleased.
Augustus. Trading threshold is 22 techs. Relatively easy to get to friendly with Representation.
Frederick. Another "easy to get along with" guy.
Note: number of tech trades before WFYABTA isn't precisely 22 for those guys and its a bit random. Probably, because it fades randomly.
The start. Looks familiar... Yeah, the same double cows and PH as in the NC game mentioned above, except there is a hut on that PH.
Spoiler :

Actually, I've already played to 101 turn, so there will be a short write-up on the first 100 turns, covering only main points.