jesusin, contender. Goal: fastest cultural victory.
The plan: kill my most feared enemy soon, play a relatively slow cultural game with extra emphasis on staying strong.
Up to 2000BC:
Scout SW, sees silver, then SE to find out if 2SW of the settler is interesting. It is not, settle in place because of superior food.
Techs: Agri, BW, Fishing, Pottery, AH, Wri
Production: Worker, Warrior, WB (whipped), Warrior, Worker (1chop), Warrior, Settler (1chop), Granary (whipped).
Cities:
01 in place. Legendary wity because of its hammers.
02 S: with wheat, pig, 4FP, river. Meant as the GPFarm
This game I preferred a Settler sooner than a Granary, but somehow I feel now when reading what I did that I wasn't specially fast with my first settler.
Upon seing East Marble I decided Toku had to go, Protective or not. Marble is THAT important in a BTS cultural game.
Up to 1000BC:
03 NE: with lake, copper, cow. Auxiliary city only to connect copper. It will mostly build units.
04 W: on wines, with pig, silver, 4FP, many hills, without horses. Legendary city because of its hammers and his few cottages.
Research: Sailing to connect copper, Alphabet.
Worker steal Toku (quite late, he has 2 cities). If I'm going to eventually kill him, I'd better keep him weak. Get peace soon.
After the 4th city, I have two options,
a) settle more cities W and S of the 4th one while building Libraries, etc or
b) prepare for war and take out Toku.
I choose the latter.
1000 BC Stats: 4 cities, 14 pop, 6workers, 6units(6War), 1 strategic resources, 1 luxury resources, 4 health resources, 0 great persons, 0 world wonders, 0 national wonders, food/production/commerce=44-21-45, 29 sustainable beakers per turn, 5 culture per turn, 6 great person points per turn, 40 gold, 2gra,1monu, Lib, Barr. 0 religions, 1/2 cottages used, 13 Techs: Alpha, BW. 0 civs killed. 4 hours played.
Up to 1AD:
Dow Toku again for a double worker steal (on his copper tile again). Get peace soon.
Research: Trade for Myst, Medi, PH, CoL from Oracle to get a religion and close the door to another one. Then 0% towards Currency to pay for the war.
Religions: 1 infected, 1 from CoL.
GPs: GS for Academy in capital.
Starting a second session makes me good: I was farming my 4th city instead of cottaging and I was not scared of Prats. I have 1Axe close to a Toku mine in a plains tile. I have not units enough.
Accelerate my dowing Toku for good (mistake). 2Axe enter the Iron tile and get smoked by Praetorian and Axe. Main stack has 6Axe+Spear+Archer and is followed by reinforcements (1Axe per turn), it heads for Toku's capital. Since I haven't disconnected Iron, Praetorians are whipped every turn.
First attack fails by so little...if I hadn't had that bad luck...
Next turn there's still a chance because 1 Praetorian has gone after my offered Worker... attack, bad luck, 1 unit survives. I feel like abandoning.
Next turn the Praetorian has gone further away after my offered warrior (the great worker-stealer) and there are no reinforcements from the city, I take it and barely keep it.
A bit later the Praetorians stack kill 1 Axe each, but I can kill all of them the following turn. Why on Earth did the game choose my CR3 Axe as a defender, having other not promoted Axes around?
Accept peace for one tech, in order for Toku not to build units while I reinforce seriously. He's got 4 more cities now. This is not going to be a clean war.
I use the 10 turns of peace to prepare 2 Settlers, to build an invincible army and to take it East. Gengis comes with 3Axes and 3Spears from the West. I whip and send the minimum needed units there. Then I stupidly chase the offered Spear and lose my first Axe (bad luck again), kill with the second one... 2 less Axes in the city and some bad luck make me lose my city. I am as stupid as the AI. I retake the city the following turn, but the Monument, part of the pop and 2 temples are gone. Big big loss, if you consider the effect of Sistine's in 1000 years old temples in the future.
The other effect of Gengis dow is to disturb my settler, who ends up settling with stone and 3 FPs. Which is not a bad thing at all, anyway. Come to think of it, my economy is in ruins, I have cottages in just one city (the capital is only working hills), the beakers from Representation would be my way out: I'll shoot for a late Pyramids.
So the 10 turns are over, My stack of 3Swords, 1Spear and 16Axes is truly invincible and rolls over everything in sight (take 2 cities before 1AD). Pity Toku's city settling has been so bad. I keep every city I take, I'll probably be glad to have a lot of unit producers sometime in the future.
1AD Stats: 8 cities, 34 pop, 10workers, 30units (3Swo), 3 strategic resources, 1 luxury resources, 6 health resources, 1 great persons, 1 world wonders, 0 national wonders, food/production/commerce=95-43-35, 0 sustainable beakers per turn, 31 culture per turn, 2 great person points per turn, 780 gold. 2 religions. 4/8 cottages used, 19 Techs: IW, Alpha, CoL. 0 civs killed. 9 hours played. reli/city, temples, caths== 3,1,0
Plans for the immediate future: finish off Toku, connect Marble, get out another 2 settlers, work on my economy, pray for Pyramids success.
Evaluation: Starting a war with or without 3 more units ready makes a huge difference. I shouldn't have dowed so early and unprepared. I risked losing the game. Now I know I'll win, but even without more wars (which probably won't be the case) it won't be fast at all.