Bezhukov said:
You left out meditation and philosophy. Also, if we want to use a Great Scientist for Chemistry, everyone should remember that we can’t research Paper first. Once we have Paper, a Great Scientist would research Printing Press, then Education, then Chemistry. This is one of those many, many decisions that it is hard to make correctly unless we know the exact type of game we want to play. If we plan to turn research low or off, then we shouldn’t get Meditation, and also shouldn’t research anything not on the direct path to Chemistry. We can trade for other techs, but we shouldn’t research them ourselves.
Back to Picking a Game Type…Again
We can’t delay making a team decision on what game type we are playing for much longer: quick dom with research off or very low, or slower dom with research on. There is really no way to decide where to go in research, what to trade for, or what to build in cities unless we make a decision. The two types of games are completely different, and if we try to do a little of both we are going to end up with a wrecked economy and struggling to even reach domination. I don’t mind playing either route, but I definitely don’t want to get caught in the middle.
If we go with the quick route, then we will soon be moving into a mode where we don’t build anything other than barracks, courthouses, workers and military (well, maybe 2 banks/markets/theatres, a few wonders and the FP). Building a lot or markets, observatories, banks and theatres is incompatible with the quick dom approach because, due to all the structure-building, we will not have enough military units to conquer as quickly as we need to. If we take the time to build those structures while trying to conquer, we will over extend ourselves, the economy will stagnate, and the AIs will catch up to us and eventually pass us.
If we go the route where we keep research on, then we can build a smaller military and take the time to build markets, theatres, etc. Our civ is currently suited to pursue either type of game. Keeping research on is the safe route, and there is a lot of margin for error regarding what we build in cities, how we use our leaders, and how effectively we use our military. But as I mentioned in a previous post, “research off” is dangerous: we will have to be very precise in everything we do. That means everyone on the team will have to be on the same page.
Gator’s Turns
Nice job Gator!

I actually like the extra caravel, although I would bring him back and load him with a missionary. Your research decision was the right one if we are going for quick dom.
Man, we missed Parthenon by 2 lousy turns. I guess I should have focused on getting it a bit more during my turns. Now that I look closely at the game, I would rather have the extra GP points than the money. I also see that Mali built it. With the Parthenon and the Pyramids, Mali will have to be very powerful indeed for them not to be the first head on our chopping block.
Since this is “Learning to Walk”, here are a couple of things I probably would have done differently:
I wouldn’t have built the floodplain and grassland cottages around Cori or Huamanga. I think it would have been better to irrigate them. I also would have developed the pig and horse before the FPs for faster growth and more hammers. Cori and Huamanga need to do everything they can to get hammers since those are the two best production cities we have. We are doing pretty good on commerce, but we are really hurting on production.
Generally, when I play a game for quick dom or conquest, I think it is very worthwhile to concentrate heavily on commerce/research in the early game (as we did), but once it gets close to time to go to war, the focus should shift to food and production.
I would have built the Great Library in Tiwan after the HG rather than in Cuzco. Building it in the capitol does result in getting 3 extra bpt due to the Academy, but by not building the GL in the city that we plan to have the National Epic, we lose 8 Great Person points per turn (due to the doubling effect of the Nat. Epic).
With the GL in Cuzco, that means we will have to run extra scientists there (which means citizens not working cottages) in order to get a Great Scientist out of the city quick enough to be of value to us. Without the extra Great People Points, we would not get a scientist in time to help us research Chemistry (this assumes that we are making Tiwan our Great Person city and will be building the National Epic there after the HG).
There is a big benefit to your choice of building the GL in Cuzco though: we will have a 100% chance of getting a Scientist, so no worries about having bad luck.
Upcoming turns
If Tiwan is going to be our GP city, I would irrigate the plains as well as the grassland S, SW of the city (irr the grass first). That will allow us to run another Great Person there down the road.
We still need more workers—especially around Huamanga. It would also be nice to get our other bonus tiles hooked up (wine, iron, incense) for trading purposes.
After Cori finishes its forge and a temple, and after Machu finishes a lighthouse and a worker, I would start building lots of Macemen in those cities. They should build cats too once we trade for construction. We are running a little behind where I hoped we would be regarding military production, so unless a city needs something really important, it should build military.
I notice there is a scientist in Olly…do we need him? It seems to me we should just keep growing way beyond the happy limit and pop rush for multiple citizens whenever we can.