Now I will continue my
first spoiler.
Preparing the Wars
Like announced in my second 4otM1 spoiler I didn't wait this time until Cavalry would be available. I planned to fight my first wars with Knights. So my next research goal was Guilds. I researched the technologies necessary to build Knights by using the following research path:
100AD Machinery
160AD Monarchy
250AD Feudalism (260AD Elizabeth adopted Serfdom)
340AD Guilds
360AD Horseback Riding
I hoped somebody else would research Horseback Riding, but nobody did.

So I had to do it myself.
Conquering the World
The real wars - I wouldn't say the "Worker Wars" were real wars - started in 300AD. First victim was Saladin, who was very weak and back-warded. But this was not the only reason. Saladin had something I needed: Horses. I conquered Damascus, his Horses City, in 310AD, connected it to my trade network and stopped further military activities until I had some Knights. In 480AD I started the military activities against the Arabians and continued my advance. Then it was a short war which ended in 610AD with the complete destruction of the Arabians.
In 700AD I started the Spanish War. It was a very short one which ended in 780AD with the destruction of the last Spanish City.
In 960AD I declared war to Mansa Musa. Before this war Mansa Musa was my best friend (better: he was my only friend). But some turns before, Mansa Musa had finished Notre Dame in Timbuktu. At this time I was also building Notre Dame and only few turns from finishing it. So I was a little bit angry and it is not a good idea to bother the most powerful Civilization (ME!). Due to my friendship, the Malinese were the most powerful and most advanced Civilization after me. They had some Longbowmen and I had no Cavalry. So it became a hard war which I could not finish before 1065AD.
At the end of the Malinese War most of my Knights were placed close to the American borders. So I started immediately (1080AD) my next war. For the Americans it was a two front war: My Knights who fought in the Malinese War came from the West and all new trained Knights from East. In 1175AD all American Cities with one exception were conquered or destroyed and I made peace.
Now the most powerful Civilization - naturally after me - was Persia. It was time to take some of their power. Two turns after I have started my deployment against Cyrus, Montezuma asked me to join him into his war against Persia. I said yes, but this was a mistake: Because my deployment was not finished, some of my Cities close to the Persian Borders were not defended very well. In result Cyrus reconquered Awdaghost in 1190AD. I got the City back next turn, but I don't like it to loose Cities. The better decision in this case would have been to attack Cyrus four or five turns later. Besides this mistake the war ran not so bad. But because of my incomplete deployment at the beginning I needed so much time to defeat Cyrus that I have had some serious problems with War Weariness at the end of the war.
In 1245AD, the last Persian City was conquered and I could care about my former allied Montezuma (1265). It seems that he had lost a lot of units in the war against Cyrus. So his defense was very weak and in 1325AD it was time for me to say "Good Bye" to Montezuma.
In all this wars there happened only one event I want to narrate a little bit more detailed:
Conquest of Timbuktu
When I started the war agains Mansa Musa, one of the first targets was his capital Timbuktu. I sent an force consisting of two Grenadiers and four Knights to conquer this city. On its way they captured two Malinese Workers. It made no sense to send them back to my homeland, because I would need them later to improve the surrounding squares of the former Malinese Cities. So the two Workers went along with the invasion force.
When I reached Timbuktu I noticed that the city was defended by two Longbowmen, two Spearmen, two Catapults and an Archer. This defense was a little bit too strong for my small army. So I tried the following: I placed
both Workers undefended on two different tiles close to Timbuktu. And really the two Catapults leave the City and captured the two Workers. Additionally one of the Longbowmen leave Timbuktu to protect one of the Catapults. After this mistake a human player never would make,

the defense force of Timbuktu was reduced from seven to four. So in the next turn I could attack without any risk and got Timbuktu loosing only one Knight. Capturing Timbuktu I also got back the two Workers. One turn later I eliminated the two Catapults and the Longbowman without any problems.
Further Research
After Knights were available, next research goal was Biology. Paper (400AD)and Education (530AD) were the first steps to this goal. Then I made a little break to get a Great Artist (Music in 560AD) which allowed me to start my first Golden Age (570AD).
Back on the way to Biology I researched Printing Press (630AD), Engineering (660AD), Gunpowder (710AD) and Chemistry (800AD). Then I did the same like in 4otM1: I researched Liberalism until one turn was needed to finish, used a Great Scientist to reduce the research time for Scientific Method (920AD), finished Liberalism (930AD) and took Biology for free (940AD).
Then - at this time the wars have already started - I didn't go directly to Cavalry, because I had a little - little is an understatement. I had to drop my research quota to 30% to prevent bankruptcy - budget problem. So the next research goal was Communism. After the research of Communism (1030AD) I directly changed my Economic Civic to State Property (1035AD). By this change City Maintenance Upkeep was reduced to zero, bankruptcy was avoided and a research quota of 60% was possible.
With 60% Research I got Nationalism in 1070AD. To reduce War Weariness by the Happiness bonus from Whales I researched then Compass (1090AD) and Optics (1100AD, Whaling Boats available). In 1135AD Military Tradition was discovered and the training of Cavalry has started. All other Technologies I got now were only researched to get some additional score points.
Boosting Population
When a new City was founded there are two phases this City is growing slowly. At the beginning the Population growth of a city is not very high because the few Citizens can not produce a large Food surplus. Later when the Population exceeds the number of the available City squares, new Citizens can not distributed to a City square. So additional Citizens onlyconsume Food, but don't produce it. Additionally at this time there are needed more Breads to get a new Citizen. All this reduces the growing speed of big Cities. Later - very later - the growth of the City will stop completely. In the time between this two phases the Population growth - not the Population - reaches its maximum.
So, at the end of the game it makes no sense to build a lot of Settlers. You will have only a small benefit from the new Cities. It is much better to build a lot of Settlers around sixty turns before you plan to end the game. Favorite Cities to achieve the Settler rush are Cities which produce a lot of Hammers and only very small Bread surplus. Normally such Cities are big Cities with a lot of Citizens.
I started the Settler rush around 1140AD. Most of the new Cities founded by these Settlers were placed in the space between existing Cities.
The End
At 1460AD the average increase of the final score of the last five turns was reduced to a little bit more than 200 per turn. So it was clear that I was close to the maximum final score of my game. At the end of every turn I step through all my Cities for optimization reasons. In 1460AD I created while I was on my step through additionally a statistic in how many Cities the next Citizen would be added in 1460AD, in 1465AD and so on. When I had stepped through all my Cities, I realized a Maximum at 1475AD. So I decided to finish this game at 1480AD.
At this time most of my Cities were sharing City Squares. This means that there were a lot of tiles inside the City Radius of two Cities. This circumstance I could use in the following manner: If there were two Cities sharing City Squares and one of these two Cities would get the next Citizen in five turns and the other one in fiveteen turns, then I changed the Citizens distribution so that the first City would get the additional Citizen in four turns and the other City maybe in foutyfive turns (see example below).
Citizen distribution before change.
Citizen distribution after change.
In all the last four turns I made this balancing. It cost me a lot of time, but at the change-over from 1475AD to 1480AD I had really a Population boost.
At 1480AD I tried to conquer the last American Cities (Cities and not City because I had gifted Washington some of the English Cities to prevent an early Domination Victory). But the defense was stronger than expected. But it was my mistake: I have had enough Cavalry to conquer all American cities in one turn, but I didn't have deployed them correctly. So I was not able to conquer the last two American Cities and gave away around 1000 final score points. In the same turn I finished - like in 4otM1 - The Hanging Gardens to get the Population boost caused by this Wonder. Because I have eliminated all my rivals at 1325AD - the last American City didn't count - it was no risk to wait with the build-up of The Hanging Gardens until the end of the game.
Result
This time I believe my strategy and my gameplay was better than last time.

Nevertheless I made some minor mistakes. But I am sure the "perfect" game is only a dream. For 4otM3 I have to try a new strategy (and a new goal).
Final result was a Domination Victory at 1480AD with a score of 262,405. Base score was 9552.
Many thanks to the GotM team who spent a lot of time to make these competitions possible. The commitment of the team is really impressive.