jesusin, contender. Goal: fastest cultural victory. Result: 1370AD cultural victory.
I consider I had a high performance in this game. The first part of the game seemed close to perfection to me. Then I had a bad middle part. And a very good last part of the game, in spite of the persistent bad luck with GPs. There seems to have been a lot of players going for culture, I am willing to compare the key facts of my game with everybody interested.
Cultural strategy: This was clearly a hammers game. My capital never ever stopped working all of its mines. I used a GPFarm separated from my Legendary cities, which allowed for WW in all 3 while not stopping GA production.
Legendary cities:
Capital, in place, hammers city, with Moai, many WW and also specialists in the end. No cottages.
Lisbon, hammers city, many WW, 5 cottages, some specialists.
Marble city, cottage city, some WW, 10 cottages.
First part, 4000BC-1000BC:
I settled in place and started researching AH and producing Worker.
Then I disposed of Joao in a convenient way.
Then I expanded up to 7 cities. The strategic theme of this game was the lack of happiness resources. My main goal, then, apart from REXing, was Pyramids for happiness and research power. I felt alright with this part of the game.
1000 BC Stats: 6 cities, 17 pop, 6workers (most of them are very young), settler, 7units(2Cha), 4 strategic resources, 0 luxury resources, 5 health resources, 0 great persons, 1 world wonders, 0 national wonders, food/production/commerce=56-40-22, 9 sustainable beakers per turn, 5 culture per turn, 2 great person points per turn, 140 gold, 4monu, 2Gra, 1lh. 1 religions, 0/2 cottages used, 13 Techs: Wri, Sail, CoL, BW. 1 civs killed. 5 hours played.
Second part, 1000BC-1AD:
Went up to 9 cities and beelined Calendar, even before CS, for increased happiness. Built 6 wonders and popped 2 GP: Oracle (CoL), SH (just because I could, I wish I had gone for it before, I had already 6 Monuments), Pyramids (key!), GLH (just nice), Moai, HG. GS for Academy and GM when I was hoping for a 84% Prophet to bulb Theology.
I felt quite incompetent in this part of the game.
Small disgusting things:
- 6 monuments built when I got SH, some of them recently whipped.
- Might have got a much better result if I had oracled CS. Now, the risk was very high, as losing Oracle and CoL would have left me practically religionless.
- Delaying the use of the free missionary.
The real reason for my contempt:
I stayed in slavery when I revolted to Representation and didn't change into Castes till I got a useless GM and MoM built, 50AD. I thought about revolting to Castes many times in this period, but I insisted on saving that 1 turn of anarchy.
This hurt my Liberalism date (and my cathedrals building date, and what not) enormously. Having to research CS myself for security reasons, having to research Theology and Divine Rights for 3rd and 4th religion, failing to bulb Education or Theology due to unexpected GPs... all that meant I needed an extraordinary amount of research (for a cultural game). Then, later, I had an unusual high number of non-artist GPs. I should have revolted to Castes and hired artists everywhere, accelerating my research and improving my chances of GAs (the factor of other cities taking over the wonders cities would have been even more important than the factor of improved probability in the wonders cities).
The worst about it was that all signs were evident: my capital even run out of things to build, which is a clear indication of insuficient research power.
1AD Stats: 9cities,set, 71 pop, 7workers, 10units (1Axe), 4 strategic resources, 4 luxury resources, 6 health resources, 2 great persons, 5 world wonders, 1 national wonders, food/production/commerce=197-80-182, 74 sustainable beakers per turn, 89 culture per turn, 11 great person points per turn, 200 gold. 1 religions. 6/7 cottages used, 19 Techs: BW, CoL, Mono, Calen. 1 civs killed. 10.5 hours played. reli/city, temples, caths== 5,5,0
Third part, 1AD-1370AD:
I'm quite satisfied with my endgame, although the second most important mistake of my game was produced here, it was my avoiding Currency.
I make this same mistake every single game. This time I thought I had the perfect excuse: without neighbours I wasn't going to get money for resources nor maney for techs, so the single 1gpt additional trade route per city wasn't enough to pay for the cost of the tech itself. Right? Right?
The fact is that I had also ignored Alphabet and as a result my auxiliary cities were unable to build weath or research when they had finished their temples. Bleh. This impacted negatively in my Liberalism date and in my expending 7 turns at 100% gold. By the way, that was another small mistake, it should had been just 3 turns. I had money to spare in the end.
I built MoM 50AD, launched a Golden Age to revolt to Castes and OR (later, in the same GAge, to Pacifism) and hired 13 artists.
Settled cities 10 and 11 with 1 clams and 1 hill each, for temples distribution. Ignored the third single clams site.
Founded Christianity 75AD, then later Tao and Islam. Built 3 pavillions and NE before 500AD. Popped Prophet after Prophet at 20%, 40%, 12% and 18% odds.
Reached Liberalism 980AD (oh, so late!), could have been 1 turn sooner but I wanted to wait for a new GP to launch the Golden Age that would allow me to revolt to FS... of course it happened to be another Prophet and I had to use a Great Artist in the 2GP Golden Age. I made a bunch of numbers to take that decision, the risk being that I could end up not having enough GAs to even out my 3 cities Legendary-dates. This calculations were of great use, as I realised that a city would never pop its GA unless starved immediately... which I promptly did.
1000AD Stats during GAge: 11 cities, 141 pop, 9 workers, 13units (1Tri), 5 strategic resources, 5 luxury resources, 6 health resources, 10 great persons, 14 world wonders, 2 national wonders, food/production/commerce=292-222-2300, 167 sustainable beakers per turn, 2100 culture per turn(1300 useful), 469 great person points per turn, 700 gold. 4 religions. 12/15 useful cottages used, 34 Techs: Music, Liber, Natio, DivRi, no Curr, no Machi. 1 civs killed. 18.5 hours played. reli/city, temples, caths== 35,24,5
Built many more WW (17 plus 3 NW). Built all cathedrals and revolted to Mercantilism in TajMaj Golden Age by 1170AD. By teh way, I used 20% research for 1 turn to accelerate Mercantilism. Popped 18GP (and got 2 more for free).
I am willing to compare the key facts of my game with others. Here they are.
Key data
Inital research and production: AH and Worker
Joao is dead date: 2200BC
Number of cities at 1000BC, 1AD and total: 6 - 9 - 11
Workers at 1000BC, 1AD and total: 6 - 7 - 9
Research (bpt) at 1000BC, 1AD and 1000AD: 9bpt at 0gpt - 74bpt at 0gpt - 167bpt at 0%research
Religions and last religion adquisition date: 4, last one 680AD
Music and Liberalism date: 500AD - 980AD
First, 6th and last cathedral building date: 640AD - 1020AD - 1170AD
Culture produced in the 3 cities just before Liberalism, at 1000AD and in the end: 500cpt at 0% culture - 1300 cpt at 100% culture - 3000cpt at 100% culture in 1370AD
Base culture in the 3 cities in the end: 225 - 200 - 160 in 1370AD
Was Hermitage built in the best base culture city?: Yes
Was your GPFarm one the the 3?: No
GPs and culture bombs: 20GP, 1GS, 4GPro, 2GM, 13GA. - 12 culture bombs distributed 1 - 5 - 6
Victory date: 1370AD, turn 197