Turn 0 (150 BC): Change prod in Toledo to Library. Plenty of defensive units already, as for happiness we can always move some units. Disband a swordsman in Seville to earn money.
Turn 1 (130 BC): Remember that I should have changed research the turn before. Do it now, get Horseback Riding instead of Monarchy.
IBT: The Germans have been destroyed, funnily enough. Only 9 to go now.
Turn 2 (110 BC): Worker movement.
Turn 3 (90 BC): Decide to risk galley. If we lose it, it's 1 more gpt anway.
IBT: Ollantaytambo MP -> harbor.
Corihuayrachina MP -> harbor.
Turn 4 (70 BC): Start colosseum in Cuzco. Yes, I know we need money, but if it grows more it'll riot. Plus it gives some nice culture points. Besides, we can scrap the 10 % lux if we do that, as all the other cities have military police.
IBT: Horseback Riding -> Code of Laws.
Turn 5 (50 BC): Love micro-management! Suddenly realised that commerce increased on coast squares, therefore put Tiwanaku to only coast squares. Same amount of food, only 1 shield (compared to 7 before), but 4 more gold and 3 more science! Crank a couple more beakers out of Machu Picchu as well. Shame about the rampant corruption, but this brought +3gpt and CoL in 8 instead of 11 turns. At present, this is the best way of getting cash, although tiresome.
IBT: Huamanga Library -> temple.
Turn 6 (30 BC): Scrap the lux tax and give Cuzco a clown. That halts growth, but that's not that important. Up to +5gpt.
Turn 7 (10 BC): Move workers
Turn 8 (10 AD): Move workers
Turn 9 (30 AD): Move workers.
Turn 10 (50 AD): Huamanga get 1 beaker and 2 gold coins instead of shields. Cuzco get 4 gold coins and 3 beakers instead of shields. MP 1 beaker. That enables me to adjust sliders to 5.5.0 (-4gpt, CoL in 2 turns).
Summary: Well, sadly, it seems as though micro-management is the way to go. Boring as hell, but that's not my fault. Many cities don't really need production at lightning speed, so they can be used to crank out cash instead. Palace building is going OK - I certainly hope that it will cut corruption and increase cash, but I have a slight feeling it mightn't. Ah well. Middle Ages in 2 turns, Feudalism in 20? (rough estimate). Build harbors to get more cash out of the sea.
Build on