Plan for 1st turn set:
Settle in place if fish can be worked from 2nd city. Build 2 warriors ASAP and rush neighbor if possible. Tech path is Fishing - BW - Wheel - Pottery - AH. Builds are warrior-warrior-work boat - work boat - worker.
Turn log, 1st set:
Meet Joaos warrior while building 2nd warrior. He must be to the south. Home in with all 3 warriors and capture Lisbon in T18. Portuguese civ is eliminated. Continue to T39. Build work boat and Settler in Lisbon (Settler T38). Both cities are close to finishing granaries.
Plan for 2nd turn set:
Tech: AH-Sailing-Writing. Or perhaps Writing before Sailing to start Libraries. Intend to settle Island to the north to gain overseas trade routes. Currency fairly fast, perhaps Oracle Machinery and then bulb towards Astro to break isolation. Go for Philo to get religion and pacifism or CoL for religion and Courthouses. New city possibly near marble - must be close to capital anyway.
Turn log, 2nd set:
Played to T53. AH and Sailing researched. 3 cities and 2 settlers on the go.
Plan for 3rd set:
Need to get tech going. Build library in early GP farm and start working on GS for Academy. Go after Math and Currency. Priesthood, Masonry and MC also important for Oracle, GLH and Machinery sling. Build galley+settler for island and overseas trade. Perhaps go after Masonry and GLH fairly soon.
Tech: Writing - Masonry - Myst - Med - Priest - CoL Oracle Philo or Writing - Masonry - Myst - Poly - Priest Oracle MC. Anyway Writing - Masonry - Myst seems to be immediate path.
Builds: GLH, galley, settler for island, libraries
Turn log, 3rd set:
Played to T77. Writing - Masonry - Hunting - Myst. Settled 3 cities including one on the island. Fur + marble hooked. GP farm running specialists working two fish. GLH under construction in Lisbon. Tech speed not impressive so will probably continue with Poly - Priest and then Oracle for MC. Further tech to Math - Currency or directly CoL. Will push for more cities when GLH is done. Island can probably hold 12-13 cities.
Plan for 4th set:
Poly - Priest - Math - Currency/Calendar. Build: Oracle, GLH, More workers and settlers when GLH is done.
Turn log, set 4:
Played to T90. Poly - Priest - Monarchy researched. MC is chosen from Oracle and GLH is built. Revolt to HR and build some warriors. Unclear if Math - Currency is best or if directly CoL is the better way. After that Astro beeline techs and in particular Calendar/IW is on the menu. A settler is out headed for wheat/clam site W of Lisbon. Astro beeline techs: Calendar, IW, Compas, Machinery, Optics, Astronomy. Alpha is necessary to bulb Optics (1 GS) and Astro (2 GS). Aesthetics is required to bulb Machinery (1 GS)
Plan for 5th set:
Tech: Math - Currency - CoL. Settle near stone when Math is done to enable the building of HG and perhaps even the Mids. Push to 12/13 cities when CoL is done and rush courthouses in the south.
Turn log, set 5:
Played to T116 (25 AD) Tech: Math - Currency - CoL (found Confu) - Calendar - IW. Stone and some other sites settled. Now 12 cities. Built Hanging Gardens, ToA and Academy in Beijing. Mids and Moai under way. Shooting for Space and want Mids+HG in same city to grow a GE for Mining Inc. Space for one more city in the far south to pick up ivory and some more silk for later trade.
Plan, set 6:
Tech: Compass - Machinery - Optics - Alpha. Build a few more workers. Optimize Najing and Beijing for GPP to produce two GPs within the next 17 turns. Build Courthouses and a few more libraries. Build Ivory/silk city when there is less work to do. Build the Mausoleum.
Turn log, set 6:
Played to T133. Tech as planned: Compass - Machinery - Optics - Alpha. Got a GS in both Beijing and Nanjing and bulbed Astro with 2xGS. Mids and the Mausoleum finished. Caravels almost done.
Plan, set 7:
Tech: CS - Paper - Education. Contact overseas AI. Settle ivory/silk/iron in south.
Turn log, set 7:
Played to T141. Caravels built. Meet Stalin, Mansa and Kublai. Very limited tech deals possible, but trade for Mono, Meditation, Archery and Theology. Tech CS - Aesthetics - Literature. Start building NE, Parthenon.
Plan, set 8:
Tech Music - Paper - Education. Unis in Beijing, Lisbon, Tianjin, Guangzhou, Shanghai and Chengdu. Alternatively, insert Construction and build some maces for starting a war. No AI has Feudalism yet and Stalin doesnt even have Monarchy. Colonial expenses are problematic though.
Turn log set 8:
Played to T147. Tech: Music - Paper - Education. Started GAge with the GArtist from Music. Meet Gandhi and Wang Kong. Trade for Construction with Mansa. Education partially bulbed with GS from Nanjing. Got world map and circumnavigation, Revolted to Confu and Representation+Caste. Founded city on ivory.
Plan, set 9:
Tech: Printing Press. Perhaps Philo - Nat waiting for a Feudalism trade and then towards Banking and Economy. Build 6 Unis and Oxford. First war will likely be fought with rifles/cannons.
Turn log, set 9:
Played to T158. Teched Printing Press. 3600 gold in treasury and a GM in hand. AI takes forever to get Feud. May have to self research (takes 1 turn). Oxford built, Parthenon built. Trade for HBR.
Plan, set 10:
Philo-Nationalism-(Feud)-Guilds-Banking-Economy . Should be doable in 9 turns. Build the Taj and revolt to Pacifism/Free Market during Golden Age. Also time to start planning when to grow the GE. Hagia soon done in GE farm and GLib in Beijing.
Turn log, set 10:
Played to T168: Tech Philo-Nationalism-Feudalism-Guilds-Banking-Economy-Rep.Parts. Build Taj Mahal and revolt to Free Market, Pacifism and Caste. Lost a caravel with a GM to a barb galley, but got 3 more GMs during the set. Next GP is an Engineer in 8 turns.
Plan, set 11:
Tech GPowder-Eng-Chem-Steel-SteamP-Lib(RR) Can be done in 10-11 turns. Then Constitution and Corporation and the founding of Mining Inc. After that Assembly Line + Rifling and start warring to get metal and coal resources. Build some banks and Wall Street in Corp HQ. Lots of hammers needed. Might consider Biology+Communism/Kremlin and slavery to get more hammers.
Turn log, set 11:
Played to T177: Tech Eng-GPowder-Chem-Steel-SteamP-Lib(RR). Banks done in 6 cities and courthouses in most cities = ready for corporation branches. Wall Street goes to corporate HQ city, most likely Beijing. IW under construction in Lisbon. Production of galleons and cannons started, 5 galleons built and 2 cannons under way. Need about 4 cannons and 10 infantry. First victim is likely to be Mali. Second Victim is likely Kublai to get all his metals.
Plan, set 12:
Tech: Constitution - Corporation - Assembly Line - SciMeth with Rifling inserted somewhere. Start building Rifles with the intention of finishing them as Infantry. Gp after the two Mali cities - perhaps bringing a settler to capture coal and iron east of Timbuktu.
Turn log, set 12:
Played to T186. Tech: Rifling - Constitution - Corporation - Assembly Line. Built Mining Inc HQ. Got a GProphet and built the Kong Miao in the Holy City. Wall Street is going here as well now and is due in 8-9 turns. Produced the first Mining Inc. executive. Traded for some metals but have only 10 hpt from MInc. Have 6 galleons and 5 cannons. 7 cities are building infantry. The army should be ready in 3-4 turns. Unsure if Combustion before SciMeth is best to postpone obsoleting GLib, Parthenon and ToA. Will on the other hand delay Biology. Remember to do Trade Mission before SciMeth!
Plan, set 13:
Tech: Combustion - SciMeth - Biology. Sail army of 8-9 infantry, 6 cannons, 1 settler and 3 warrior MPs to Mali and attack. Start building factories and maybe a few coal plants. After Biology the plan is probably to beeline Plastics and build 3 Gorges. An alternate plan is to research Communism and use the GSpy (and the GS from Physics?) to trigger a golden age, switch to slavery and whip factories with Kremlin. Drawback is that it may take a while to get 3 GS for the final GAge coinciding with building the space ship parts and it will take some time to reach Kremlin.
Turn log, set 13:
Played to T196.Tech: Combustion - SciMeth - Biology. Captured all 3 Mali cities without losses and got a GE that can help building 3Gorges. MInc now in 6 cities and factories in many cities as well. Mansa built the AP and Stalin became the AP resident. He has 58% of the votes together with his friend Kublai so I probably need to spread Hinduism in a couple of my cities to prevent an accidental religious victory (Next vote in 4 turns!). Fortunately it looks like Wang Kong will vote for me and so will Gandhi. About 20 turns to Plastics (Physics - Electricity - Industrialism - Plastics).
Plan, set 14:
Tech: Physics - Electricity - Industrialism - Plastics. Next victim is Stalin. First city to take is the one on top of gems for the two happy faces. Bribe Wang Kong into the war. Build a missionary in Lisbon and spread Hinduism in a couple of cities to protect against resolutions to stop the war. Get some stone back and build Notre Dame to counter fur and ivory going obsolete.
Turn log, set 14a:
Played to T203. Tech: Physics - Electricity. Captured 3 Russian cities (razed one). Stalin is ready to capitulate. Industrialism due in 4 turns and then Plastics in 5. A vote for Religious Victory was not successful - only Stalin voted for Stalin. Wang Kong bribed to war against Stalin. Mining Inc now at 17 hpt.
Turn log, set 14b:
Played to T207. Tech: Industrialism. Plastics due in 3 turns. Ready to launch attack against Kublai. Best path forward is likely to build 3Gorges without the GE and use the GE together with another GP to launch a golden age.
Plan, set 15
Tech: Plastics - Radio - Computers - Superconductors. Might choose differently as game develops but right now the plan is to get the free GE from Fusion fast enough to get full use of the GAge i.e something like
- Fission - Fiber Optics - Fusion - Artillery - Rocketry - Satellites - Composites - Medicine - Genetics - Ecology. The order may vary depending on the ratio between tech pace and space part building pace. Rocketry may need to be researched earlier to get started on Apollo and Composites may be needed earlier to get started on casings. There is an option to keep the GE instead of using him for 3Gorges, but that means that the GE from Fusion will be quite useless. This plan frees up the GS for founding Standard Ethanol. War plan is to attack two of Kublais cities now and press on until he capitulates.
Turn log, set 15:
Played to T212. Tech Plastics. Radio in 2 turns. Kublai capitulated after loosing 3 cities and Stalin threatening a fourth with a huge SOD. Standard Ethanol founded and now providing 40bpt before multipliers! MInc now at 18 hpt because some metal tiles are currently out of cultural borders. Considering to stop warring now that the endgame is close. 3Gorges in Beijing in 3 turns.
Plan, set 16:
Tech: Radio - Computers - Superconductors. Spread St.Eth. as fast as possible. Capture barb city on island to the W and perhaps even settle a couple of cities. There is probably little to gain from continued war, but may consider Gandhi as a possible last target.
Turn log, set 16:
Played to T220. Tech Radio - Computers - Superconductors. MInc and St. Eth now in most cities. Capture barb city on island and found a second city there. Looks like Artillery - Rocketry must be researched next to open up Apollo now that tech speed is really picking up. About 24 turns of research left in the game. GAge will start in about 12 turns.
Plan, set 17:
Tech: Artillery - Rocketry - Fission - Fiber Optics - Fusion. Build research labs and when Rocketry is done start Apollo Project. Finalize spreading corps.
Turn log, set 17:
Played to T229 (1595 AD). Tech Artillery - Rocketry - Fission - Fiber Optics - Fusion. RLabs in 11 cities. Apollo done and a GAge started with a GM and the GE from Fusion. About 10 turns of research left. Time to make a detailed build plan for space parts. Corps in all 23 cities by now.
Plan, set 18:
Tech: Satelites - Composites - Medicine - Genetics - Ecology. Build space parts in 14 turns and launch!
Turn log, set 18:
Played to T251 (1705 AD). The spaceship has arrived! Was able to micro Life Support and Stasis Chamber down to 2 and 4 turns for a 12 turn finish rather than the 14 turns planned. After that 10 turns of pressing enter.