My screenshots can be found here:
http://www.projecthowler.com/civ4ad1100EmpCookNap.html
Teched forward. REXed the island in two additional places including a town that will take advantage of the Whale with optics. Also added a coastal expansion south of the capital to work the banana, incense, and two hills.
Didn't win the Philosophy religion. DIDN'T win Liberalism (!!!) at a
remarkably early date despite bulbing through a hunk of Education.
At that point I realized there HAS to be a techmonger on the other continent, and that same techmonger most likely has a ridiculous economy and is going to keep doing the Runaway Tech Lead maneuver unless we find some means of keeping parity. Our current size and available land won't allow us to compete well enough for my liking. How can we fix that? Well ... Willem Van Oranje sure has a lot of nice land ... and not a lot of defenders ...
I went into heavy-duty Whip mode for Barracks, Stables where appropriate, and units ... while picking up Construction, Gunpowder, and yes, the beloved Nationalism!
I finished researching Nationalism just this turn, and we now can go for Engineering (+1 road movement) or Feudalism (enables Capitulation, which may be useful in the wars that are coming up). Not wanting to let our Unique Unit advantage stall out for even a moment, I scouted WvO's territory, saw that he was underdefended, assembled a modest SoD that makes use of our many Chariots from earlier, and declared on him. His nearest city fell within a few turns with little ado, and some of his Catapults and Chariot in the field got mopped up by our two-movement Musketeers!
Meanwhile, I kept up the whipping in the western cities and was rewarded with a few muskets over there ... just in time for Mao Zedong to DoW us and try to grab some land. Surprise! Musket beats Cho-Ko-Nu! I killed a few of his units and started assembling a secondary SoD along his border (on a hilltop) which we can later leverage either to take come of his cities, or just to keep him on lockdown so he can't cause problems.
The save file I'm posting is set to steamroll Willem van Oranje using drafted Musketmeers and Catapults and anything else we need to throw at him. The only unit he can quickly research his way to (and fight us at full parity with) would be Knights, but he only has one source of Horse, and it is very easily Pillaged from where we're standing right now. His Iron is less easy to get rid of, but doable considering the base STR and mobility of our UU muskets.
My save has a lot of other strengths worth mentioning here. For one, there are numerous options of play available to whoever picks it up, which should lead to some very interesting different takes on how the war plays out. We're still in Bureaucracy at the moment but JUST got Nationalism and can switch to Nationhood for the power that is Drafting. We have plenty of excess Happy resources and comparatively little Food resources in most cities, which makes fairly heavy drafting viable in the short term to create the necessary unit numbers to finish or cripple Willem's empire and maybe a chunk of Mao's. Maybe more, heh.
Due to his initial rush failing miserably, Mao is willing to pay us 25g for peace, which could be useful for enabling us to focus alllll of our energy on Willem during those turns of peace. Julius Caesar is also willing to be bribed into war against either Mao or Willem if we pay him (an admittedly steep price of) Nationalism or Education.
WvO is also tending in the direction of wanting peace, but (from a coldhearted game-winning standpoint, mind you--which I don't always play from but will do for the sake of this very Non-RP'd challenge) we really need to steamroll him a bit more before we do that. At least take all of his cities outside of his personal peninsula (on the continental heartlands that are so yummy for farming/cottaging later on). If we could Vassalize WvO that would rock, but just flat out taking all of his land would be a good alternative. He has good, cottage-worthy land with plenty of Iron access which will help us out later.
The initial siege against WvO's first city was quite fortunate in terms of casualties (we only lost two units if memory serves, although one of them sadly was a Medic war elephant. The other was a catapult). This leaves our army ready to keep beating WvO up.
I highly recommend staying on the move swiftly throughout the war with WvO, drafting units to keep up our advance, and knocking out his cities on the continental heartland as fast as possible so that he doesn't have time to respond very much. The sooner this war is over, the better. We have access to Universities now but don't currently have time to build many of them, so waging war
fast and then moving into peace growth will be preferable to keep up on tech and hopefully catch up to the AI who is gunning ahead of us.
I did make some boo-boos. Due to wanting to focus on the war 100%, I auto'd a good number of workers to Build Trade Network (which doesn't seem to have done any harm yet) and also auto'd the governors again. I kept a fairly good eye on most of them, but I realized I'd been letting Tours run a Spy again instead of scientists, and so on, and had to keep forcibly removing that specialist every time it grew. On the plus side, if it does give us a GSpy later, we can always use it to infiltrate someone and steal a tech or two.
Whatever we decide, I notice that the other saves so far have opted for peace. With due respect, I don't think peace is the best option here. We _need_ more land if we're going to be able to compete on research late-game---just what my gut is telling me. If someone got Lib that early, then the other continent is probably (1) super friendly among the people who matter and (2) super commerce-heavy for that person who got Liberalism. In all of the times I've played on emperor I've never seen an AI get Lib that early. We've got our underrated UU and the flexible mobility that it offers, plus an Organized leader. Let's rock!
Take care, everyone! My save is attached for in-depth examination.