Part 4 - Golden ages, Expansion and race for Mining Co. (turns 298-422)
Part 4 is long, so here are the main events :
- 310 - Banking.
- 314 - Maus of Maus.
- 315 - GA1 starts (from artist). Mercantilism + Serfdom.
- 318 - Academy in Nat too.
- 323 - Astronomy popped.
- 338 - Back to slavery.
- 340 - Great Engineer born!
- 353 - Forbidden palace.
- 367 - GA2 starts (from Taj Mahal). Representation + Serfdom.
- 390 - Caste System.
- 393 - Steam Power.
- 411 - Railroad.
- 412 - GA3 starts (merchant and scientist).
- 421 - Corporation.
- 422 - Mining Co.
At this point I have a 8-city empire and just received optics.
This means a caravel is in production and I'm betting on finding astronomy from a goody hut.
I will in fact pop astronomy in turn 323

Along with 480 gold.
But the main plan is to map the world and settle it in time for the corporations to kick in.
We'll need a great engineer, and also important is to get the first golden age when getting Banking - to be able to switch civics and expand fast.
I think it is best to look at this part in 2 parallel chronological fronts -
1. The tech front - reasoning in digestible chunks and themes.
2. The story front - events, buildings, GP, GA, thoughts.
Tech Front (in the order I finished them) :
Chunk 1 : Guilds, Drama, Music and Banking (finished turn 310) -
Guilds is not only a prerequisite of many things (including banking), but also gives you the +1 hammer on a workshop, and I build many many many workshops (expecting sushi to sweep in at some point). Grocer is not really needed yet.
** A NOTE :
Banking... I want it now, but I can't yet! I have to divert for drama and Music.
Why? My caravel is soon to arrive to the new world.
It will encounter only a few goody huts in the new world continent (5-6 usually).
The chance of getting a tech is 2/17 if I understand correctly the CIV4HandicapInfo.xml file without barbarians (can anyone confirm?).
Even assuming I have 6 goody huts, the chance of NOT getting any tech is (15/17) to the 6th = 47.19%
Thusly, if I want to have Astronomy, I can't gamble on popping Drama or Music (which are poppable).
I need to research drama and music NOW, and then pop huts for the 53% chance to get Astronomy. This is good, because I need the artist from Music to start the first GA.
Drama I don't really need at this point, but it's cheap and makes Music cheaper and theaters available, so I do it anyway.
Music is important for me for the great artist and for not popping it in the new world. Nothing else.
I don't usually want culture. I live in a tight duel world!
Now that I have Music, I can start popping huts to get money and Astronomy.
Banking is badly needed for the Mercantilism civic (for the one free specialist per city).
I want my first GA to occur when discovering Banking.
Also, my soon to be vast empire acutely needs serfdom so my workers can be more effective.
Slavery can get a rest.
I'll need 4 banks for the WallSt city, so I'd better start building them too.
See more about money and my economy in the story part.
Chunk 2 : Philosophy, (Astronomy), Nationalism, Printing Press and Constitution (finished turn 350) -
Goal : I was actually going for Printing Press (PP) blindly according to the plan (see PDF in previous post), when I realized third way through PP that my GA won't last forever, and that I need Taj Mahal and representation far more than I need the PP boost of my 5 cottages..
Philosophy is first, just to get to Nationalism.
It doesn't give much other than that. Ankor Wat isn't important for me yet.
It is much cheaper than researching the useless Divine Right (which I leave to Musa) for Nationalism.
Astronomy is popped from a goody hut at this point

- turn 323.
It gives me the observatory to pump up the science, and for 200 gold I also upgrade my galley to a galleon that can carry settlers and whatever to the new world continent.
Nationalism gives me both Taj Mahal (which I start building immediately) and opens the road to Constitution.
Printing Press is finally being done now instead of doing Constitution, since I will have to wait until Taj Mahal is complete for the revolution to representation (and serfdom).
Doing Constitution now will not contribute anything. PP will at least give me my cottages bonus. Now.
Constitution, needless to say, but I say it - REPRESENTATION! (especially since I am on Mercantilism)
The 2nd GA and revolution will sadly only happen in 367 due to slow building of Taj
Chunk 3 : Gunpowder, Engineering, Chemistry, Replaceable Parts, Steam Power (finished turn 393) -
Goal : I don't really need many of these techs right now. It's a boring chunk.
I'm really after getting railroad and corporation for Mining Co.
I do get a small bonus for happiness from Notre Dam, and +1 for workshops and watermills.
Steam power the most important tech in this chunk - for the levees, and for the +50% worker speed, and it comes only at the end.
Gunpowder - I do this first to get a chance to get the Guns butter quest and get a free GA. I didn't get it.
Engineering - Notre Dam, which I do build early this game, to not be happiness-wise pressed when the sushi comes.
+one road movement is nice too.
Chemistry - +1 from workshops!
Replaceable Parts - +1 from Watermills too. And for all my ZERO windmills..
Steam Power -
A. Workers start to work more effectively
B. Cities with rivers can start building levees, although I wait for small rivers until mining co is established and running.
C. Coal is revealed, bringing blackness into our lives.. for the soon to be coal plants and Ironworks!
Chunk 4 : Steel, Liberalism, Railroad, Economics, Corporation (finished turn 421) -
Goal : For Mining Co, I need Railroad and Corporation. Steel and Railroad give me more than Economics and Corporation, so I do them first.
I always used to get Assembly Line from Liberalism, but Assembly Line is only slightly bigger than Railroad..
Getting to Mining Co a 6-8 turns faster matters more than getting factories faster later on (when I'll already have Mining Co).
So Liberalism is used for Railroad.
Steel - I can start building Ironworks in the.. city I now call Iron. it is mostly a river and workshops there.
Liberalism - free tech - get railroad NOW!
Railroad - Enables me to do railroad over some roads, but really.. really.. Mining Co enabled!
Economics - 2 important things : Great Merchant to save for sushi , and Free Market to soon use when starting to spread Mining Co.
Corporation - in order of
increasing importance :
A. The great lighthouse becomes obsolete so -2 trade routes in coastal cities, but I get +1 trade routes in all cities, so I lose only a bit commerce-wise.
B. Wall Street can be built.
C. Can and will immediately FOUND MINING CORPORATION, and spread it too! (turn 422)
Story Front :
We just got optics and going for banking, and I have 3 main objectives, timelined something like this :
- Get golden ages.
- Expand my empire drastically.
- Establish Mining Co. for production to skyrocket!
To get my first GA, I'll have my Music artist start it, but I also have to finish Maus of Maus (MoM!) first.
I never do GA without MoM.
Banking is finished at 310. MoM is finished at 314 ==>
First GA starts at 315 and so does Mercantilism and Serfdom (finally without the anarchy).
Astronomy popped at 323 gives my capital and a few others a green light for observatory.
Many settlers are also built and settled around this time, but I won't track each city..
One turn before the GA is over, at 338, I went back to slavery since I had whippings to do.
All cities by now should have or start immediately with courthouses.
I need the forbidden palace placed correctly, and there isn't a building city in the correct place for it... But there is a location with river and lots of forests...
So I founded a city for the forbidden palace and chopped all the wood around it to do it. [granary, forge, courthouse, forbidden]
The forbidden palace was finished at turn 353
Note about money and my economy :
I keep myself either at 100% or 0% science except on rare exceptions.
I did not built any marketplaces or grocer up to this point. (!!)
The reason is they take long to build do not give as much money for hammers as a bank does, and I don't need the happiness or health ATM.
Now, I will build 4 banks - in my capital, in the future WallSt city which has commerce, and in 2 other cities that have commerce.
Once they are built, I'll start market and grocer in WallSt, awaiting the corporations to settle their headquarters there and then build WallSt with the Mining Co help
The Representation civic is available at turn 350, but I can't switch to it yet, since my first GA is long over and the Taj is yet to complete
Taj is completed in 367, and my second GA starts.
I immediately switched to Representation and back to Serfdom.
Much of the GA was spent on settlers, workers, missionaries and completing my 4 banks.
The second GA ended at 391, when I was nearing Steam power (393).
A turn before the GA ended, I switched to Caste system for the extra hammer on workshops. It can be debated if mercantilism is better, but I already had my engineer (see GP appendix in a few lines), so hammers rule.
I don't remember what exactly I was building at this point apart from more settlers and 2-3 levees.
Notre Dam and Hanging gardens started, but finished only at 430 and 428 respectively (part 5 of the game).
When Steel was discovered, I started on Ironworks even without Mining Co.. it is a large project anyway, each hammer counts.
After discovering Railroad at 411, I started
a third GA (2GP) at turn 412.
I started this GA because I could, and because it was important to rush to Corporation, establish Mining Co, and spread it through executives FAST.
All this while keeping the economy intact somehow..
I didn't get an extra GA from quests so I also did it to not fall behind.
At 421, 9 turns into the GA, I discovered Corporation, and at 422 Established the Mining Co headquarters, ending part 4 of the game story!!!
Coming ahead - economically stressful times with Corporation.
Spreading it included many 0% science turns and reliance on banks already built.
WallSt will start after 2-3 executives are produced and will eventually (and ironically..) save the economy! (when completed at 451)
Appendix about Great People:
I'll describe what I got (in order of appearance) and then explain my plan.
[GP with asterisk are born with less than 100% certainty of their type]
- 180 - Scientist builds academy in Cap.
- 305 - Artist (from Music) waits to start the first GA (315).
- 318 * - Scientist born in Nat. I get enough scientists later on, so I sent this one to do a second academy, in Nat. I think it is worth it, with the ~20 scientists that Nat will have..
- 340 * - Engineer born in Nat. YEY!!!!!! He will found Mining Co. This and astronomy are by far my largest gambles in any game on this setting.
- 376 * - Scientist born in Nat. He will wait until needed for third GA (of 2GP).
- 410 * - Merchant born in Cap. Will start the third GA in 2 turns (with the scientist from turn 376). I got him just before Economics, so I WILL have a merchant for Sushi.
- 416 - Merchant (from Economics). His traditional job is to wait and found Sushi! He will.
- 420 * - Scientist born in Nat. yet another one. for later use.
The (important) list stops here. 5 asterisks (hate that word).
The Economics Merchant is sure to come.
The one big issue with this list is the uncertainty of the Engineer.
It is a big bet - I need him for Mining Co at turn 422.
Otherwise the game is as good as dead.. I had that

I get a sure engineer at Fusion, but that's like spitting in my strategy's face!
So I gamble.
I gamble one of those 5 asterisks is born an engineer.
4 are born in Nat and one in Cap.
No Engineer wonders fit my plan early, sadly, so I'm really left with placing constant engineers from forge and from mercantilism (in Nat) and hope for the best.
I didn't do the math here. I just try whenever possible to get those engineers up in Nat

Cap is harder to do as it favors a scientist by far, and produces only one of the 5 GP, so it is relieved from engineer duty.

The gamble becomes : 1 of 4 GP in Nat must be an engineer.
Next game, I may keep track of my chances for each to be an engineer
Appendix about Apostolic Palace :
At turn 400 (that's 500 AD for humans), I was not surprised to see the apostolic palace built by Musa. He's the kinda guy that does this.
I was surprised to find out that he was nearing religious victory, and forgot all about it!
He had several religions, and I couldn't know in advance which one he'll go for, right?
Or does the AI always go for the state religion as AP religion?
In any case, it was Hinduism, and I had only 2 hindu cities...
I checked some data online about the AP - what would bring me more votes to prevent my loss?
Well, I'm not converting to hindu, but the other route is big cities with hindu in them.
So, I built a few hindu missionaries from the cities that were hindu, spread hinduism a bit and relax.
I should remember for future games that it can happen..
OTOH, I did went on to give most cities hindu temples for the 2 hammers
Part 5 - Getting to MAX power for the space race (turns 422 - 508)
Goal :
This part is all about achieving the maximum power I can have before spaceship parts start coming in.
Production wise, it's adding to the Mining Co with factories, coal plants and Industrial Parks.
Science wise, it's Labs ASAP.
For all this to work, the cities must grow to an enormous size fast. Sushi.
From here on I diverted from the original PDF plan.
I would have gone directly to Sushi, but breaking the Scientific Method barrier will obsolete my great library and there's still one tech I need badly - Assembly Line to start the factories and coal plants and be ready to really BUILD.
I am not certain this is the right choice, but that's my favorite, even before sushi.
So the tech plan becomes : Assembly Line, Scientific Method, beeline for Medicine for Sushi, then for Superconductors for Labs.
I end with Industrialization for the Aluminum and Ind. Park. and communism to start a 4th GA.
Main events :
- 428 - Free Market
- 428 - Hanging Gardens
- 430 - Notre Dam
- 443 - Assembly Line
- 451 - Ironworks and WallSt
- 471 - National Park
- 473 - Medicine
- 474 - Sushi
- 492 - Broadway
- 494 - Ankor Wat
- 498 - Superconductors
- 504 - Industrialization
- 507 - Communism
- 508 - GA4 starts (3GP)
Tech front :
443 - Assembly Line.
For Factories and coal plants, of course

It took me a long while to get there because of the Mining Co expansion drain on my economy.
WallSt is built at turn 451 and there will almost always be 100% science turns from there on.
454 - Scientific Method.
All mainland workers go to preserve forests at Nat, waiting for it to build the National Park.
Oil is NOT needed nor connected.
463 - Biology.
Build National Park in Nat, and make it the city with 20 specialists it deserves to be!
473 - Medicine.
Finally. Sushi incorporated at 474. When fully active, all mainland cities (besides a polar one) will grow every 2-3 turns

Sushi is a lot of culture, so I'm super-aware of where it should not go, since borders are important on a Duel world.
Mining Co went everywhere
480 - Physics. Nothing in it but a great scientist.
484 - Electricity. +2 commerce on watermills
490 - Refregiration.
Supermarkets. I build them on most cities.. what the heck, I have the build power and it makes me grow even faster!
498 - Superconductors.
Labs. The final piece of the science.. eh, puzzle. and they come with no culture and spaceship parts bonus. A real treat.
I build them all over.
504 - Industrialization.
Even these polluting insustrial parks are no match for sushi growth. build them on mainland!
507 - Communism.
For the great spy, since I have to get into a 4th GA now. and I'm still with 2 GP waiting for a third.
At 508, I start the 4th GA.
Story front :
We start in 422, the 10th turn of the 3rd GA.
Mining Co has just been incorporated. I now expand it with executives ASAP.
Since I'm in a GA, I soon switch to Free Market (425) to lower corporation costs.
At 428, I finally pay off a bet with Musa and build the Hanging Gardens he didn't.

I have all my cities founded (except Crab), and it's still before sushi.
It's the only situation where it is really worth my effort to build the Hanging Gardens.
I may be repeating events but trying to add sense here...
At 430, I complete Notre Dam to be happy

At 436, my golden age ends - before factories, but after Mining Co. has expanded to nearly all cities.
At 443, Assembly Line. Factories and coal plants for all! Except Nat. It will wait for a hydro plant. After these are done, cities can build whatever they need very fast.
They will build all they need, and when nearly all are done building, I will finally let go of Organized religion and go for free religion.
At 451, both Ironworks and WallSt are complete.
I can place Ironworks on wealth soon to balance nearly everybody else when needed!
All my cities are now building like crazy, golden age or not. (not, currently)
At 471, National Park ready with 12 forests preserves, 2 corn, 6.. other tiles! soon with sushi!
At 473, Medicine. This means 474 is Sushi time.
Sushi wins games. It grows your cities fast to incredible size if you have enough resources.
I had more last game, but this game I had "only" 30 food from sushi. and 36 production from Mining Co (looking at victory save..)
Since Sushi is now spread and growing my cities fast, I built Broadway at 492.
I also decided to do Ankor Wat (494) since they enable to get more builders out (priests).
At 498, Superconductors. Labs pop (nearly) everywhere.
At 504, Industrialization - the final push for hammers with industrial parks.
Now I only need a 4th GA to speed everything up and hope I have enough GP for a 5th.
To get it now, I have to go for Communism for the spy alone, and it is done in 507.
My 4th GA (3GP) starts at 508, with intentions of part 6 to be drilling science hard - to Apollo, and then build ship parts.
I now have all the buildings I need to build, research, and generally rule
Appendix : Handling Musa (Emancipation)
All my relationship with Musa is built on fear of Emanciption. :|
I'm trying to prevent the horrible scenario I had in my previous game ("game 2"), where I gave Musa too much and he went for emancipation, wrecking my plans for orderly masses of scientists
He seems to always want to do this, so I measure the techs I give him, and only give them (for money) when he's in the last few turns. Near the end I give him the finger.
He also steals my techs, the MF. (M is not for Mansa, and F is not for finger)
I actually had to counterespionage a few times and build 2-3 jails!
He took my jobs!
I did allow him to reach Emancipation 5 turns before victory... what d'ya want? I was testing limits and AIs and stuff.. go away!
