grahamiam
In debt to Mr. Geisel
Open, playing a no military variant (units allowed to be built are workers, settlers, scouts, and ships(prefer transports or non-military types))
The IA was very smooth sailing for me, however, research was slow and I made a couple of boneheaded moves with respect to wonders.
Tech progression as follows:
940AD: Medicine (self research), Steam (Russia)
1020AD: Industrialization (self research)
1110AD: Electricity (self)
1170AD: Corporation (self)
1180AD: Democracy (trade)
1190AD: Mil Tradition (trade)
1250AD: Steel (self)
1290AD: Replaceable Parts (self)
1330AD: Refining (self)
1355AD: Sci Method (self)
1390AD: Free Artistry (trade)
1395AD: Combustion (self)
1430AD: Mass Production (self)
1450AD: Economics (trade)
1465AD: Sanitation (trade)
1475AD: AT (self)
1515AD: Electronics (self)
1540AD: MT (self), Flight (trade)
1595AD: Fission (self)
Finished research.
Iron was a major problem for me in this game as the starting territory did not have any. However, I did notice that the other continent had many sources and the Celts were rather feisty. Therefore, I gifted a lot of techs to the Celts, while keeping Portugal poor, hoping the Celts would become large enough to have excess resources to sell to me. I wasnt able to get iron and coal till late (1455AD), however, I did have iron earlier and was able to build some factories.
For wonders, I built US in Karakorum in 1345AD, hoping to end any possible cascades for ToE. However, that strategy failed as I waited too long in building the ToE (trying to get fission for free) and lost it to the Celts in 1460AD. I had been gifting heavily to allow the AIs to keep up in research and it payed off a bit as I was able to buy flight. However, since it cost me ToE and those 2 techs, it was not well executed. Instead, Ta-Tu built Smiths (1475AD). Karakorum builds UN in 1610AD (using Hoovers as a prebuild) and I win the UN vote:
And my army at the end (most native workers had been joined by then)
The IA was very smooth sailing for me, however, research was slow and I made a couple of boneheaded moves with respect to wonders.
Tech progression as follows:
940AD: Medicine (self research), Steam (Russia)
1020AD: Industrialization (self research)
1110AD: Electricity (self)
1170AD: Corporation (self)
1180AD: Democracy (trade)
1190AD: Mil Tradition (trade)
1250AD: Steel (self)
1290AD: Replaceable Parts (self)
1330AD: Refining (self)
1355AD: Sci Method (self)
1390AD: Free Artistry (trade)
1395AD: Combustion (self)
1430AD: Mass Production (self)
1450AD: Economics (trade)
1465AD: Sanitation (trade)
1475AD: AT (self)
1515AD: Electronics (self)
1540AD: MT (self), Flight (trade)
1595AD: Fission (self)
Finished research.
Iron was a major problem for me in this game as the starting territory did not have any. However, I did notice that the other continent had many sources and the Celts were rather feisty. Therefore, I gifted a lot of techs to the Celts, while keeping Portugal poor, hoping the Celts would become large enough to have excess resources to sell to me. I wasnt able to get iron and coal till late (1455AD), however, I did have iron earlier and was able to build some factories.
For wonders, I built US in Karakorum in 1345AD, hoping to end any possible cascades for ToE. However, that strategy failed as I waited too long in building the ToE (trying to get fission for free) and lost it to the Celts in 1460AD. I had been gifting heavily to allow the AIs to keep up in research and it payed off a bit as I was able to buy flight. However, since it cost me ToE and those 2 techs, it was not well executed. Instead, Ta-Tu built Smiths (1475AD). Karakorum builds UN in 1610AD (using Hoovers as a prebuild) and I win the UN vote:
And my army at the end (most native workers had been joined by then)