When military tradition hits home we have to face the fact, that we cant inflict the wars needed to slow down the big ones, so we only bribe Vicky to war with Huy by trading military tradition for gunpowder, 60 gold and the war mentioned.
Additionally, we taded military tradition with Freddy for machinery, paper and 160 gold. Here I would have prefered to take Constitution, but I didn’t dare to gable because we would need grenadiers when Huy gets riflemen to soon. That also why we set research to chemistry.
Last trade we did was military tradition for 1300 gold to Hatschi
Parallel we whipped the cavalries, and then went back to infrastructure. The first turnset was ended just before declaring war to Huy.
Later I reckoned that I had forgotten to produce 2 catapults, so we end up with 4 of them altogether. This are bad news because with only 4 catapults, we wont be able to take city defenses down enough in one turn to attack with our cavalry without loosing to much of them.
Still we have to live with that, since we have no other choice.
...
The war lasted only 12 round. Huy only mad it to gunpowder, 5 turns before war ended. That didn’t help him…
Like expected we lost quite a lot of cavalry (we lost about every fight when the odds were at 70% or lower for us to win), but we had enough cavalry produced to make it to the end.
We got:
View attachment 144326
Vicky got:
View attachment 144325
The last city of Huy is down to the last defender, but I had quit this turnset just before taking it because I don’t know if we should keep this city or if we should burn it. In my opinion we should burn it and build another town two tiles closer to our territory, because this one is to close to Hatshi´s cities and we would get killed by her cultural borders…
Bad news is that we lost quite some turns of research by not gambling and not taking constitution from Freddy.
Meanwhile Tokio produced a catapult and nobody knows why, because the war is almost over at that point (seems like I have been sort of confused while playing this turnsets). But nevertheless they did and so we will send it of search for the war (but of course it comes to late…
Everything worked out more or less as planned, but when we face the fact, that emancipation is already used by one AI and with all the cities we have now we are still only third in score, we have to be realistic:
WE WONT MAKE IT (we will loose another game space races)
But when we consider that this was our first try on these settings, we can still be proud with what we achieved and put up a new goal:
We want to be at least in the score lead when somebody (very likely Washington) leaves for the stars (at this point I decided to play on)…
View attachment 144327
At least this we made. Some time after this screenshot, Freddy (about 1790) left for the stars. I was a little surprised that not Washington did it, but here we see what a little trade embargo (me and Vicky) can do.
Altogether we lacked about 15 to 20 turns to get to all tech prerequisites for modern armor. Once this hits home, all can go quite fast. With maybe 15 – 20 turns more, we would have taken our continent completely (what should have been enough for a domination victory), so altogether we lost for 30 to 40 turns…
Fazit:
What went wrong / what we could do better
- We teched to slow in the beginning, mainly due to the lack of any happiness resources near our capital (bad luck)
- We could have used the whip a little earlier and a little heavier (would be worth a try)
- We could have tried the liberalism research path: lightbulbing education partly with a GS, using our free tech for nationalism (would have bought us about 10 turns, also worth a try)
- With no war among the AI´s its very hard (maybe impossible) to keep up tech-wise
- Since all AI´s were additionally about the equal size and strength, they teched up like lunatics, and after military tradition no tech-trades were possible for us
- Next time, we must gamble (since playing save slowed us down: we could have traded gunpowder with Huy, could have traded Constitution directly with Freddy. That alone would have bought us about 15 turns)
- Only one aggressive AI was on this map (Toki, our neighbor), and him we had to take out first and by ourselves, so this sped up the AI´s additionally
We had bad luck with this map and the other civs, but nevertheless I think for a first go we did quite good. When we would have played all our cards right we maybe even could have been possible to gain the missing 30 - 40 turns. On the other hand, this would have involved a lot of gambling (getting liberalism first, not being able to take out Huy fast enough…

so maybe things would have gone wrong earlier…
Thanks for participating
See you
Snaaty