This write-up is really great. There's so many important things going on in that game, that I can't even hold them all in my mind at once. Reading the high level games with your explanations really gives new insight though.
One thing that stands out to me is how amazing Spiritual trait actually is and how you have unlocked new levels of use for Spiritual. Knowing the mechanics of diplo and timng the game well helps, for things I had never thought of like getting an AI to friendly to enable a key trade at just the right moment, or for using spies for tech stealing by switching into a different religion temporarily to use a spy in that other persons non-state religion city etc.
Also Spiritual was used when you go between Slavery and Caste System multiple times. Seems like Montezuma is not as terrible as I used to think. In my experiences with Montezuma I always thought he was so so bad because I couldn't pull off much research at all with him. I thought Montezuma could barely be competent even at Emperor or Immortal, but this game on Deity shows you used Montezuma, the map, and the strategy including Pyramids and great micro to do something amazing. This is really amazing Seraiel thanks for this awesome write-up.
I'm glad you enjoyed reading and am thankful for the reply

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Montezuma for sure is one of the weaker, maybe even weakest leaders. His UU is weaker than a normal Swordsman and is actually only good on maps with many Forrests, because on those, one can easily steal Workers with Woodsman II. AGG is also below the weakest traits, though the possibility for Rifles that got the 2nd promotion from Barracks and Theocracy only is actually quite strong. At last, Montezuma's UB is mostly not needed at all, because one only whips a lot in Domination / Conquest games, and in those, cities are usually small so need only little Happiness, while one conquers all available resoures over time.
SPI is truely awesome otoh. Easy switches between the civics allow for things, that simply are not possible with any non-SPI-leader, like switching to Caste for borderpops and max research, or switching between OR, Theocracy and Pacifism, depending on if one focusses on buildings (Universities!) , on troops or on maximum research

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The strongest point for SPI ofc is, that one can extort techs from civs by temporarily switching to their religion and maybe even favourite civic, and it harmonizes very well with espionage-economy. All in all I believe, that the advantage of SPI is probably greater than the one of FIN or CRE. SPI also is awesome for the newly developed "Domination / Conquest via Peace Vassals" -method, that
WastinTime brought up in one of the latest Gauntlets. How awesome is it, that one can sometimes get a handful or more civs as peace-vassals, by just having enough military, sharing their borders and getting them on friendly, or whatever is needed

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I btw. re-read my own writeup today, and found something which amazed me. It took me about 25h to get to Rifles and conquer the first target, but it took me more than twice that time to conquer the complete map! This means, that 1. I have become very confident in the early phases of the game and that 2. warring well takes tremendous amounts of planning.
I'm not so sure, if the writeup showed this points with enough detail, it's basically that setting up an empire actually takes only little time and is quite easy, while really achieving the best Conquest date possible takes enormous amounts of work! I find it somehow sad, that so many CIV-players from the Strategies and Tactics forum abandon their games, once they are in what they suppose to be a winning position. I agree, that grinding down a game is very exhausting, but when looking at the round now, I'm really happy and amazed in how little time I was able to conquer all of the remaining civs. I probably could have saved a few turns by sending troops to Washington earlier, but apart from that, I'm happy with everything I saw. It's amazing to know, that I conquered about half of the civs in less than 200y of game-time. This gives me confidence in very many other rounds I played, in which I always thought "damn, it's so late already and I still have only conquered small parts of the map" .
I currently don't have much time to spend on CIV, but maybe, I'll forget about having had enough of doing writeups, and make a writeup of the 990 AD Conquest which I recently played on a standard sized pangaea map. Would be very interesting for purposes of comparing similar victories but completely different sorts of games. At least, 10 is a way better number for writeups than 9, and the game definately was good enough to make a showcase for it, I still remember that I oracled Civil Service in 1800 BC and that I went for early warfare with Elephants and finished the game with only having Cuirrassiers, so definately enough potential.