The Ancient Era
I found in place, set up a 4-turn settler factory, expand and meet the local civs. I reearch Pots then the slinsghot, which comes in 650bc. I roll a 6 turn anarchy. I enter the medieval in
925bc, with Zeus and the FP already built.
The Medieval Era
Gifting up the SCI civs gets Feudalism and Engineering, which can easily be traded for. Having done that, I attack Persia, and reuce them to a single growth-restricted town, starting the GA in 610bc. The war is extended to give Persia time to complete Pyramids, but I am done in time for the next era change. I research everything in 4 turns, except Monotheism and Theology (7 turns each, before the GA) and Astronomy (5 turns). The industrial is reached in
210ad, just after my armies have started the war on Carthage.
Going Industrial
I gift X-man up and he gets Nationalism, which is bad. Theo gets Steam, which is much better. She's not about to give that up for anything I can offer, but I'm sure I can find something to sweeten the Medicine... 4 turns later, Theo accepts Medicine + Monarchy for Steam. X-man wants Steam + Medicine + Monarchy + Literature for Nationalism, which seems a bit steep, but I take it on the off-chance that I can use a cop in my micro somewhere. I research Electricity, heading for the all-important Replaceables. It turns out the local coal source is in Persia's territory, but I can grab it with a new town.
The Joy of War
In 360ad X-man restarts our war by sneak-razing one of my villages. Well, that is extremely thoughtful of him; now I get war happiness. It was even a town I didn't like the placement of! Theo demands Electricity in 390ad, and doesn't get it, but unfortunately no dow ensues. Ah well, she'll get her turn soon enough.
The Carthaginians are finished off in 460ad, but their numidians dragged a lot of ACs down with them, and given the AI's failure to research Chivalry, those a still my best units. The length of the war was mainly due to waiting for towns to grow enough to be capturable. Byzantium is next up, with a dow in 510ad. After a fair bit of fishing, another leader pops up in 580ad. The AI still haven't dreamt up any exciting military technology, so it looks like an army of infantries is on the cards. How very PtW. The Byzantines are removed from Alpha in 620ad, surviving in a town they settled on Beta. No need to give Theo peace yet as I have no war weariness.
Attacking Beta
The AI finally figure out Chivalry in 650ad. I give Theo peace for 39gpt + 92g, and then take Chivalry for Corporation. I could have bought it from the Arabs, but Theo is going to have to be brought into the modern era anyway, so I might as well profit from doing it. I start arranging troops to visit the weak-looking Vikings, with whom I have no trades, and whose lands neighbour my fur colonies in northern Beta.
I dow Ragnar in 660ad, and get sneak attacked by the Inca in 680ad. The more the merrier I say. Abu demands Astronomy a turn later... obviously not going to happen, but no further dows come my way. The Vikings are gone in 770ad.
Industrial Research
Medicine... 4 turn research, at the cost of a turn of riots in my 3 biggest cities
Steam...trade
(Nationalism... trade)
Electricity... 6 turn research
Scientific Method... 4 turn research
Industry... 4 turn research
Corporation... 4 turn research
Replaceables... 5 turn research
Steel... 4 turn research
Refining... 4 turn research
Combustion... 4 turn research
(Chivalry... trade)
Mass Production... 4 turn research
Motors... 4 turn research
Flight... 4 turn research
Atomic... 4 turn research
(Communism... trade)
Electronics... 4 turn research
Entering The Modern Era
The industrial era ends with the research of Electronics in 810>820ad. Bringing X-man up nets Computers, and Theo gets Rockets. Darwin completes on the same interturn; I take Fission first, trade it to X-man for Computers, and then take Miniaturization. Theo gives up Rockets for Fission also (she still doesn't know X-man, and never will). The Internet then completes, bringing my research up to 4 turns per tech again, at least for the cheaper modern techs; I research Nuclear.
Leader Fishing
880ad sees the end of the Inca (but I should have let them live for war happiness purposes), and as I have per-turn deals with everyone else, the start of a period of peace. Egypt and Persia will be my next targets, in 13 turns time, although if anyone wants to dow me in the meantime, I will be more than happy to oblige with a war. I Re-dow Persia in 1010ad, and get a leader attacking their town (Pentagon). Over on Beta my last Javeliner finally throws a leader in 1020ad. I send him to Alpha to build Ironworks. It's not in a useful place, but it's amusing to build it once in a while. It's pretty much non-stop leaders from here on (14 appear throughout the whole game). They mostly make armies that don't need to be used, and there aren't the troops to fill them.
Finishing Up
The Persians last an impresive two turns; I was surprised at the amount of defenders X-man had amassed during his time in solitary confinement: 4 rifles, a flak and a spear.
I kick the Byzantines out in 1060ad, and the Egyptians are gone in 1100ad. Arabia accepts my invitation of an open city in 1100ad, and the last war has begun. By 1130ad, Arabia is reduced to a single trap town I gifted to Abu just before his dow.
This world is clearly mine, so I blast off to a new one in
1140ad. 4654 Firaxis points gives a Jason score of 10582.
Modern Research
Fission... free
Computers... trade
Miniaturization... free
Rockets... trade
Nuclear... 4 turn research
Space... 4 turn research
(Music... trade)
Ecology... 4 turn research
Synthetics... 4 turn research
Laser... 4 turn research
Robots... 4 turn research
Superconductor... 4 turn research
Satellites... 4 turn research