Eerily similar win dates and a slew of questions [LONG]

monkeycid

Chieftain
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Jun 19, 2010
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Hello civfanaticians!

I've been playing civ off and on for years, starting with civ 1 way back when i was in grade school. I've also been playing Civ IV off and on since it came out. I reluctantly bought BtS off steam, wondering if it would break the vanilla game I enjoyed so much, but I've come around to it ('cept espionage. Need to wrap my head 'round that one.)

I'm a solid Prince player who wins from pretty much any start, but I've been struggling with monarch. I used to be a builder, but I've shaken - most! - of that habit. However, I'm not always sure to do with my hammers, especially in the midgame. I know what CE entails, and until recently I did not know anything else. I beat my last game without building a single cottage though :]

This thread will contain many of the questions and difficulties I've faced in my struggle to become a better player. I've read a lot of threads and articles on the forums, but I may have missed just what I need and thus still could use pointers to FMs to RT. This is a very long post, but I figure different people can help me out with different parts of it :). I realize most of my questions have the answer "it depends on the situation", but since I can't figure it out from the situation alone, I hope someone more skilled is willing to step in and give me a hand.

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== Similar win dates ==

First off, win dates. On this install, I've beat Prince 10 times using the Domination victory condition. After mopping up the world a few minutes ago, I noticed the win dates all almost all fall within several turns of one another - except for my highest-score 1903, they all lie within the 1918-1925 range. This would indicate that I tend to play rather samey, at least when not going for a more esoteric win condition.

I usually play Continents or Fractal. Normally, I might go to war early ("early" as in I've got many metal units while my enemy has a few) to take out a weak neighbour, then sit back and tech until I have some sort of military advantage, usually rifles and trebs (not cannon) over Longbowmen. By the time my first war is done I've usually destroyed or vassalized a strong rival civ, and the others have Riflemen too, or are uncomfortably close to getting them. Thus I sit back and tech for further military advantage (usually infantry). Once gained, I use it to take out another, then I tend to grab flight or tanks, and I go into endgame steamroll mode. There might be a large body of water to cross which delays each later invasion, but that is how my games tend to pan out.

It's getting a bit boring. I ought to have more opportunity for war in the early game, and with the tech lead I tend to get, I should be able to win earlier. What tends to happen is that I have a very strong tech lead, win liberalism, and then kind of get bogged down teching up to riflemen, while the rest of the world somehow catches up somewhat in tech. There should be some kind of advantage I could push in the middle, but I've yet to find it. Perhaps knights / trebs for another war before rifles? Some ideas would be wonderful!

== How to SE, the SE midgame & SE production ==

I've read around on the forums and started doing some tentative steps into SE. If I can build (usually with a strong production capital / 2nd city and lots of forests) or capture the Pyramids and have strong food, I like to farm up and get tons of scientists in a few cities. In my last game, I did not build a single cottage, but rather relied on my capital and a conquered neighbours old capital (that held the pyramids) which provided strong research into around ~1450 AD, when Hatshepsut, on another continent, caught up with me in research and eventually overtook me in raw science production (with my lead, she didn't catch up in terms of techs entirely before dying in 1914).

My beaker acceleration curve started stalling somewhere around 900. I got to 1050-ish before Scientific Method, which dropped me back to 890 or so. At this point I had a huge tech lead, but no one to fight on my island. I had rather few useful cities - 2 insanely strong, 2 good, and 5 acceptable. What i did was to build siege units and sea transport units until I hit Industrialism, then build infantry until I had enough to invade the large continent with all the other civs. This worked well, and once I landed I pretty much warred for 200 years straight until I had won, but I think I could have done better.

I pondered whether I should switch to cottages (emancipation being on hand), but it seemed like it would set me back a lot. When is switching out worthwhile, and how do you do it? For my SE, I've pretty much been farming green tiles and workshopping brown ones, which gives me the choice between very strong science (work green tiles, put everything else into scientists) or very strong production (working several 1F/4H tiles seems good to me, but I have a feeling this approach is suboptimal).

I also wonder whether I'm using my cities right. Most of the time I end up with lots of scientists in my capital and another city, but not speicalizing the others. How big should one make cities for science using SE? Is it good to have a city with 4-5 specialists (which could be built on pretty damn marginal land), or should one only use the ones with tons of food resouces, grow them big, and then really go nuts on the scientists?

== Great People usage ==

Before, I settled pretty much every specialist I got except prophets, which went to a shrine. Now, I'm enlightened to the power of bulbing, but I still tend to only bulb really key techs - Philo, Education or Liberalism with a GS. I usually don't GS-bulb things that are outside my current immediate techpath. I rarely bulb with the other ones -bulbing away a GE seems like a waste (the old builder in me speaking), the artist tends to want to bulb cheap techs that I usually leave behind, the GS likewise, and the merchant I want to hold on to either for a trade mission or Sushi (which I rarely build as I end up in state property).

What is proper to bulb, and what is proper to settle? When I have around 400 beakers a turn, I'm reluctant to bulb a GS when it would give me 20 or even 30 (post-oxford) beakers a turn in my main science city. I have a feeling the temporal advantage of getting a few turns of research done in one go is strong, but it feels wrong to me. 60-80 turns until break-even feels OK to me, the hammer nonwithstanding, but I have the feeling here that I'm not playing as well as possible. What's the way to think about this? When should one settle and when should you bulb even for out-of-the-way techs?

== Early library & alphabet ==

Someone posted a disparging comment about noobs not getting their academy up until the 1000 AD's, which hit me right where it should. I had no idea how that was possible until I figured out that hey, one can actually use specialists actively. Now I often get my library up early and crank out a quick GS. What value should one place on this ? How early is too early, how late is too late, and how much should one forsake for the early academy?

Recently I've been playing on monarch and I've had trouble getting my tech going early. How worthwhile is it to bulb alphabet if you've got a poor commerce start? Should one settle the scientist or make the academy to get at least a little science, or is it better to bulb "low-beaker" techs worth ~400-600 beakers instead?

== Tech trading reluctance ==

I'm a low-difficulty player, so I often get a tech lead, or take a different tech path from the AI. I realize that I could get a real bang for the buck by trading for techs I haven't elected to get yet, but I'm often reluctant to trade away techs to the AI. Some, like philosophy, I can toss out without a heavy feeling, but I tend to be real careful about giving away Caste System, Civil Service, Economics, Nationalism and the like. Some, like Civil Service, I think it's good to hold on to. Others, like the trade-route-increasing techs, I should probably let go. Is there a guideline one could follow for this? How reluctant ought I be trading techs to the AI, and what is there to be afraid of?

== Earlygame as ruler without mining and resource techs ==

I used to grow my cities a few steps before building workers and settlers. This worked fine on noble, but gave me difficulties on prince, and I've not really tried it on monarch. These days I usually beeline bronze working and go worker in order to chop worker, then worker again (or settler if I need a resource / block quick). This gives me difficulties when I play (always Random) a leader without Mining or a resource tech. The Bronze Working comes out several turns after the first worker, and without Farming he has nothing to do.

Depending on the map, I either research Farming or (with 3F) build a unit first. Having size 2 and a warrior/scout is nice, as is hooking up a quick farm, but I've also had the situation that I'm so forested that there is no immediately farmable land, or only poor farmable land. What's the best play here? However I do it, I feel behind when I can't chop out my settler or worker.


== My first monarch win, drafting & the all-in ==
This came out as something of a battle report, with no clear questions. It was an awesome game and I felt I just had to share it with someone. I would also like to learn from it - comments are very welcome on my play - what could I have done instead?

I recently had my first win on monarch after a few tries. I started out on what turned out (fractal) to be a pangea map. I started in the NW corner of the map, with three players to my south eventually ending up slotted in fairly narrow N-to-S corridors neighboring each other. To my east, Pericles, and South and to the East of him (out of contact with my borders) two other civs. I took a fair bit of land, got a tech lead, and watched as pericles got really big. I was in my usual post-liberalism rut, getting Rifles, when I realized I'd lose the game unless I was proactive. Into nationhood I went, producing in my strong cities and drafting in my weak, got an army, and eventually took out Pericles after a long war.

During this time, the Sumerian in the middle of the three southern civs had gotten insane research and had bypassed me in tech. He had the militarily strong (absolute SW) Hannibal as a vassal, and a strong military himself. I had to choose between trying to go to war with him to stop him from going space or eventually crushing me with military, or taking out the weaker chinese (eastmost of the thee slotted civs) and eventually Joao and Huayana to the east.

While in hindsight it was a bad decision, I did not dare to face the combined military might of Sumer and Carthage. My 30-ish infantry and 15-ish cannons rolled into china, taking the border cities and splitting up. One went for Beijing, and took it. The other was about to take a major mid-deep city when I hit up the Win condition screen to see how much I had to take for domination. Still tons of land and people to capture. How much culture do I have? not a lot. How much culture does - ACK. Sumer would win a culture victory in 40 turns.

I stopped the war against China (which gave me a Beijing 10 tiles away from my nearest city, entirely surrounded by chinese culture, with my strongest army trapped in it), and regrouped in my border city near sumer. I had infantry and cannon, he had tanks, fighters, and sundry. I considered waiting until I had tanks too, but I was too afraid of him getting bombers, which would totally ruin my day.

I spent fifteen turns getting ready for the war, drafting and building and whipping. I handed most of my captured cities back to China (who still had half of his military, which was ~.7 of mine), in the hopes that I would get open borders so I could bring my beijing army out. No such luck. I handed back beijing to China, got that army, and after a military buildup of a caliber I've never done before, had a stack of 100 units ready to go.

This military buildup, incidentally, cost a lot of money and happiness. I wasn't doing too well commerce-wise before the war, but now I was a wreck. Even at 20 % tech I was barely breaking even, but since I knew I'd lose in 25 turns unless I could capture one of his culture cities, I - with fear in my stomach - went for it.

I declared war on Gilgamesh. My doomstack moved into his territory. It got bombed - he did get bombers anyway. Crap. Hannibal sent a few units to help, but sent most of his forces to my border with him. I'd built the Globe Theatre in that city, though, and new recruits spilled out like ants to tacke his assault. The city held, and stalemate ensued on that flank.

The chinese declared war, sending out ~30 cavalry and several cannon, right up my weakly defended south eastern flank. I had moved all my units from there to the main sumerian assault force. All that was left was the too young and the too old, making up a squad of riflemen in each city. My main army would easily have crushed him, but that was 10 turns away, and if I moved away from the Sumerian front my old cities would have been captured and the game lost. I looked over the situation and found that the cities bordering china were either captured in the recent war, or fairly weak anyway. I decided that I should try to make Mao take the lesser cities, stalling him while drafting up an army that could stop him in a more well-developed city.

Back on the sumerian front my stack of infantry and cannon clashed with his forces - and they held! The sheer number of units I had, poorly-trained as they were, was simply too much for his stack to handle. His initial assault killed a fourth and badly damaged half. The remaining fourth and some of the wounded killed what was left of the force that had hurt my stack so, covering the retreat of more than half of my initial assault. I had been driven from the field of battle, but stepping into my own territory and healing, I knew his victory was phyrric.

When healed, I took his border city. While I suffered terrible losses, the bulk of his army had been broken. The chinese front had stabilized - I had managed to draft and build enough units to stop him at the gates of the greek shrine, and eventually I could destroy his stack and retake my losses.

In Sumer, my army had reached his outermost culture city. It had 45000 culture, stood on a hill, and had elite defenders. After the bloodbath, I knew I could win the game.

... which sums up the awesome part of the game. After that, it was a long, long war taking the rest of sumer, conquering hannibal with drafted infantry and eventually tanks and taking china. After getting rifles I was in war pretty much constantly until the game ended with my tanks rolling into the last chinese city. For long parts I was running at 0-20% research and still with a 50-200 gold deficit, city captures and pillaging keeping me afloat.

It was the first time I really went for a large quantity of units, and the first time I desperately went all-in, and I learnt that after a certain threshold there's really not a lot that can be done to stop such an attack without nukes. It was exhilarating to play, not the least because I eventually took my first monarch scalp. To paraphrase sir Alex: Civilization, bloody hell.
 
Wow wall of text! However it seems you are passionate to do better, so thats nothing against you :)

Due to amount of hmm... things, shall be a little brief, ask detail if you wish!

I pondered whether I should switch to cottages (emancipation being on hand), but it seemed like it would set me back a lot. When is switching out worthwhile, and how do you do it? For my SE, I've pretty much been farming green tiles and workshopping brown ones, which gives me the choice between very strong science (work green tiles, put everything else into scientists) or very strong production (working several 1F/4H tiles seems good to me, but I have a feeling this approach is suboptimal).
Going all cottages after SE does slow you down alot, rather, you should make a decision if you want to use the slider for happiness or not (alot of the time it's best not too). If you decide you'll use slider for research/commerce, etc. then quite alot of the cities you capture should be cottaged well by the time you get them. Keep those cottages! Cities that you have set up for SE, can go to either hammer cities (units, gold,research), or keep using specialists. This question is actually the subject of numerous debates... particularly hammers or SE (I prefer hammers)

If you decide to use the slider for happiness (so you can stay in caste/slavery, deal with large pop and defying UN), then destroy the cottages, and don't use freemarket.

I also wonder whether I'm using my cities right. Most of the time I end up with lots of scientists in my capital and another city, but not speicalizing the others. How big should one make cities for science using SE? Is it good to have a city with 4-5 specialists (which could be built on pretty damn marginal land), or should one only use the ones with tons of food resouces, grow them big, and then really go nuts on the scientists?
With cities that can grow fast (food resources), grow them as large as you can get them, then start using scientists. For those that don't... growing them can take a large amount of time, so it is better to keep them small and get the return sooner.
This assumes a pure SE, but basically you want to get your returns sooner rather than later. I strongly encourage you to use everything you have at your disposal, not just SE this, or CE that... it hurts your game immensely.

What is proper to bulb, and what is proper to settle?
1 GS at least for academy. GM trade missions, other GS bulb (philo,edu +). GP, if it is for a well established religion, shrine, else either bulb for an expensive tech (CS ->bureau) or settle for hammers, gold. GAs, usually keep for golden ages. GEs, subjective, tends to be wonder/corp.
Also, best case scenario, GS gives 27 bpt settled. Bulb for 1300, about 50 turn pay back. However, bulbing means you are put several turns ahead towards crushing your opponents. Earlier you hit them the better. So when on the way to war, bulb.
The a common Gperson strat is
1 for philo, 1 for acad, 2 for edu/lib, GoldenAs rest, or occasion bulb. Philo/acad may swap order depending on timing. Top players I expect go acad first :\.
Occasionally, may settle if eco is so bad that commerce means nothing. (Early rex situation).

What value should one place on this ? How early is too early, how late is too late, and how much should one forsake for the early academy?
An academy can improve your empires output by a fifth if not more, for a considerable amount of time (while empire small). Since you gain 6 GPP per turn in a city (assume not pac/philo yet/trait), you delay a GS by 16 turns from bulbing, the cost is 16*.2 =3.2 complete turns of research you could have had... and growing every turn. Basically the cost is huge, so you want one before 1AD at the very least. Main question I tend to find is, bulb philo or acad. If philo is under research threat (ai can get), and its research time is long, (lets say more than 9 turns), probably bulb, else wise acad. I guess if you get a acad when your capital/strongest commerce would get more beakers from settling than acad for more than 10 turns, that'd probably be too early :\.

Others, like the trade-route-increasing techs, I should probably let go. Is there a guideline one could follow for this? How reluctant ought I be trading techs to the AI, and what is there to be afraid of?
Have a plan, in case of domination, try to avoid trading to targets + people who might trade with them. In the case you must, trade techs that aren't close to military techs.
eg techs not desire to trade away
Military
ones leading to lib if you think you'll get lib
astro if your first there/can hold monoply and inter continental.
wonder techs you're getting etc.

Basically make a judgement on if say, when you are warring, and then trade techs accordingly. It doesn't matter if an AI gets eco techs if you'll crush them soon.
This also deserves its own thread :P.

== Earlygame as ruler without mining and resource techs ==
Worker first, get worker techs, farming etc. to work resources. Chopping them out initially is suboptimal (although may be some crazy exception).
So worker, warrior(s, judgement on situation), settlers.
Example tech path, agri-AH,M-BW-R-pottery. Make decisions based on resources/land obviously no AH if no animals.

Gj on the win btw.
 
Recently I've been playing on monarch and I've had trouble getting my tech going early. How worthwhile is it to bulb alphabet if you've got a poor commerce start? Should one settle the scientist or make the academy to get at least a little science, or is it better to bulb "low-beaker" techs worth ~400-600 beakers instead?

I don't think I've ever bulbed alphabet. That early academy is just so important. In special cases where you're running a really low science slider and will be for a while, settling the GS is a good choice.

Depending on the map, I either research Farming or (with 3F) build a unit first. Having size 2 and a warrior/scout is nice, as is hooking up a quick farm, but I've also had the situation that I'm so forested that there is no immediately farmable land, or only poor farmable land. What's the best play here? However I do it, I feel behind when I can't chop out my settler or worker.

If I find myself in a heavily forested start with no good starting techs, I might just go warrior/scout first. You'll usually be given at least one food resource. If you can't research the tech to improve that tile in time for the worker, then warrior first isn't a bad idea.

I think two main things helped me move up to monarch:

-Learning to block off land aggressively even if it means going down to a 0% science slider. As long as I have pottery and writing, I'll be able to recover (usually by researching aesthetics and trading that for alphabet and other techs).

-Learning to use great scientists properly and getting them out early. Early is good, but don't sacrifice key cities to get out the GS too soon. Getting two GS's in the BCs is excellent. First GS founds academy in capital, second GS bulbs philosophy, third GS partially bulbs education. If you want to bulb liberalism, you'll need to have compass but not machinery.
 
I doubt it. After Emancipation cottages grow very fast.

And how many worker turns does that take (i'll admit with sufficient micro you can take it down alot)? It'll also take you 35 turns of growth. After which, your profit to specs is +2 base bpt. With modifiers that becomes 3 bpt more (+1 more commerce, +1 hammer from US). So from your decision to switch 35 turns to get villages, another 40 to make up for your loss excluding earlier value of beakers. Lets take into account though that you probably have more efficient cities from cottages (reasonable) and put that to account, so 70 turns. In 70 turns you could have teched to the next military tech and won a war and possibly won the game.

Except its not 70 turns. It's more.
 
Suppose you got this (fake) random event:

You get 3900 free beakers
AI1 gets 1800 free beakers
AI2 gets 1800 free beakers
AI3 gets 1800 free beakers
AI4 gets nothing
AI5 gets nothing
AI6 gets nothing

Accept/Decline?

That's more or less how I view tech trading. The above outcome happens if you trade one big tech (1800 beakers) for one or two smaller backfill techs (1300 beakers total) after you get Alphabet first or some such. Each individual AI gets a good deal- 1300 for 1800- but give out two or more good deals and it starts being very profitable for you (1300 x3 = 3900). I remember reading somewhere on here that "the best beaker multiplier in the game is trading". Selling backfill techs to a backwards AI is also fun.

What I won't trade:
- Military techs to my next target or anyone who has contact with them
- Key economic techs to anyone I'm not going to kill very soon like Currency, Code of Laws, Economics, etc.
- Anything along the Liberalism path until it's clear I'll get there first

PS- I play Prince/Monarch.
 
Haven't read everyones answers or all the questions but try speeding up your wars. I generally favour mounted units now for wars. Knights/Currassiers are immune to first strikes which helps against LBs and you won't face a ton of pikes from the AI. You can always use espionage to lower the cultural defences for a turn as well.

Certainly should help speed up you domination wins.
 
swd. like you said, you are playing the same types of maps with the same sort of strategy, so i would expect you to have similar win dates. don't stress about it, just try some other victory conditions. as a builder, you would probably enjoy the space ship.

se. as long as you are careful with your first few units, you should be able to scout around most of your landmass before you start building settlers. this is really the best time to decide whether you are going to use specialists or cottages. halfway through the game, it is going to be very painful to make a transition from SE to CE. ultimately, cottages are going to give you your best returns, but you do get access to representation which keeps specialists competitive. so i would stick with whatever economy you are using, but remember that you can always use a mix.

gp & tt. i think that bulbing really works best when you are trading lots of techs, although this does hinge on who you have for neighbors. that way, you don't bulb just one tech, you can pick up two or more and (almost) double your returns. wrt trading, i've more often been ticked at myself for waiting too long to trade a monopoly tech, depleting its relative value and making it useless as trade bait. the only times i would advise against trading a tech are either you want a certain wonder (in which case trade the tech 1 turn before you finish your build), or military techs if you are about to go to war with somebody, or liberalism-path techs. just because you don't tech trade doesn't mean the ai will stop, and you end up getting left behind. also, using a GP for a golden age is awesome, and it scales with empire size. a huge empire will benefit vastly more than a OCC from a golden age.

early library. is very important. the palace in your capital is a good enough building that you want to have some multipliers working on it, and the academy is likely the first/best/natn'l wonder building you can put there.

early game. i tend to open with a worker or workboat, depending on whatever. the general consensus is that worker first is your best move. research whatever will allow access to the resources around you. this is all very vague because there are so many starting tech combos and possible maps. but another general rule is :food:>:hammers:>:commerce: so plan your research with regards to working tiles in that order, i.e. agriculture/animal husbandry>bronzeworking/archery>pottery/writing. anyway, worker first, then warriors while growing to size two, then maybe chop-assisting another worker or settler is likely the strongest open on 85% of maps.


wrt your monarch win. drafting is awesome. and bigger empires can draft more effectively, so it just makes sense to conquer as many cities as possible. but, you did stumble a little when you went into china with underwhelming force. if you are going to start a war, you need to bring enough troops to ensure the outcome you want, and don't stop the war until all of your goals are achieved. that's what you did in the sumerian war with the 100+ SOD. very nice. don't worry about turning your slider down to 0% if you are building that many troops, because like you said short of nukes there is nothing that can kill a really big stack. you can catch up in research after a war, when you have more (captured) cities and maybe a tech bribe or vassal.
 
There is a lot to your post. You might break into smaller separate posts to keep people eyes from glossing over :P Ask specific questions and you will get specific answers.

A few things that stuck out on my first read through:
First most critical issue is your first turn. Worker is almost always the right choice. There is some crazy start condition that would make something else optimal, but i don't recall it. So worker first, grow to happy cap or number of improved tiles you can work while building warriors, then make a settler. In that time you should have researched the required worker techs for your basic starting resources and located a strategic resource (horse, copper, iron). If not research archery.

Bulbing - rarely bulb with non scientists. Their bulb path is different/less useful and usually requires a special strategy to make use of vs. settling or using their other special ability. Great engineers are an obvious example as instant finishing an one of the powerful early/middle wonders is well worth the engineer. In my games usually the First great artist goes to a golden age.

If your leader is philosophical you get great people earlier and at a faster pace, generally i settle extra ones as they will provide a good long term benefit and build up a super city with them. First great scientist is usually settled or academy for the capital (or planned capital city if a relocation is in order) and the second is settled or used for an academy if the first one wasn't.

Bulbing on higher levels is usually around getting a monopoly tech and trading it around to stay even/close to the AI. On monarch i think you can still out tech the AI for most of the game on your own, so i would focus on bulbing philosophy, education, and Printing Press.

It seems like your CE experience has you accustomed to fighting with rifles with a tech lead. This isn't a terrible path up the tech tree as CE civic techs take you toward rifling. The window of domination for Riflemen can be short from either tech parity or grenadiers, so i would recommend practicing a new war strategy.

One option way earlier than riflemen is war elephants and trebs. You don't always have ivory, but when you do and a neighbor doesn't you can usually get your steamroll on.

If no ivory then there isn't a real efficient army late medieval outside of special units and even then it is an awkward time to war.

For your economy, if you are focused on specialists you should take a close look at taking steel with liberalism. Cannons can dominate the world faster and much longer. In this game siege leads the way. Everything else is just to mop up. The steel path also sets you up to run workshops.

My SE games usually go something like this:
Expand quickly. If an axe or other rush is open take it. If not try to settle out far enough to allow a row of back fill cities between the capital and the outer group. Consider pyramids if stone is around (i usually settle on the stone if it is found).
Typically expand enough so the economy at or near strike levels. Get writing before this and run scientists to keep techs moving along at 0% science.
Actually the above is basically true for any game save for the part about the pyramids.

If you are allowing yourself to build cottages it is hard to pass up the efficiency of a bureaucratic capital with a lot of cottages. If that is an option setup the capital for that and use back filled overlap cities to grow the cottages while the capital does the important stuff and takes over mature cottages with the switch to bureaucracy.

Farm green tiles. Workshop brown tiles. Mine hills. Pack your cities close together to take advantage of the free 2f from the city tile. Build a library in each city and run a couple scientists. Civic from early on should be slavery. Most of your production will probably come from it, so don't be afraid of the whip. You might do a civic switch with a golden age (Great artist from music) to bureaucracy + free religion and consider caste system.

When you get trebs (might be after education depending on game situation/trading) start building them in the marginal cities and cutting back on your science slider if it isn't already at 0 from over expansion. You want to bank some money to upgrade these to cannons.

Head toward education (detour to music if you think you can win the great artist) to get oxford up quickly. Once you have education evaluate your options for liberalism. Its fairly easy to win the race, the question is can you win it and get a good tech with it? I target Steel when running SE.
You get +2h to workshops (guilds, chemistry) on the way to steel and +1h to workshops by switching to caste system + mercantilism (assuming you have some city spam), which i often do at guilds to start a war prep.

Two key cities to focus on. 1 city (usually capital) with settled great scientists + oxford, cottages, and nation running bureaucracy. A high food city setting up to be a endless globe theater draft city. The rest can be marginal and run specialists when your not producing for war.

When it is time for war prep you can take maybe 4 out of 8 cities or similar ratio and take them off specialists and put them on workshops. Balance this to make sure you win liberalism. The capital usually dominates science and production whether it still runs scientists itself or not. With bureaucracy + settled scientists has a strong production base. The rest of the cities have instant transition from specialists to workshop production. Build trebs and usually musketmen. The turn you get cannons upgrade a bunch of them and go to war.

Now I usually go for constitution for representation if you have gone without the pyramids so far. This gives you a boost in research. Then communism or rifling depending on what kind of fight your neighbors are putting up. Communism gives you state property civic - workshops are no longer -1f and your growing empire has no distance maintenance costs.

Push your cannons around the world usually until they get machine guns on defense. Then you need artillery or other means to break through.

I stick with specialists to the end, but constitution -> democracy marks a time to consider switching to CE and the related civics. I'm lazy, so don't like to do this kind of economic overhaul. If you need to slow down a teching ai use some diplomacy to bribe it into war or someone else to war with them.
 
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