3950 Founding OCCville at (126,114)
Plan: Republic ASAP
Alphabet
3650 Colossus started
3450 Disbanded one archer
3050 Alphabet -> Writing
2700 Pheasant uncovered at (127,111), boo. At least it's on a river, will be useful early on.
2500 Western part of starting continent explored, had to return the eastern explorer for unrest control
2000 Silk uncovered at (123,113). Almost forested the wrong tile! Roading and irrigating the non-rivered grassland next.
1950 Writing -> Code of Laws
1450 Colossus, raising luxuries to celebrate since I'm wasting a bunch of arrows
Plan: Library, Temple, Aqueduct, MPE. I want early celebration to size 12, so have to delay MPE a bit.
1300 Code of Laws -> Literacy
1000 Library -> Temple
950 Irrigated and roaded the two non-rivered grasslands. Going to forest the two non-shield river grassland as I'll have way more food than needed. Should have done this earlier.
850 Temple -> Great Wall (the Temple didn't let me celebrate much, will have to delay Aqueduct so I'm getting MPE first)
750 Republic -> Mysticism (Temple wasn't worth it, but I want to boost it now that I have it so I'll get one more turn of celebrations and less luxuries required afterwards)
725 Succesfully switched to Republic
Disbanded one warrior, sent the other to explore the eastern part of the continent
675 OCCville at size 6, no more celebrations for now
575 Mysticism -> Currency
450 OCCville at size 8, messed around with celebrations on and off inefficiently. The celebration strategy was fail, since I produce plenty food for rapid growth anyway.
Running at 70% science and 30% luxuries
400 Currency -> Construction
325 Done exploring the continent, didn't find anything. Could have saved 22 shields if I'd disbanded the warrior instead of exploring those last 5-6 tiles

275 Construction -> Trade
150 Trade -> Map Making
Was torn here between Mathematics (going for CO), Philosophy (free tech and going for ST) and Map Making (getting a Trireme out ASAP since it needs to take an eastern detour)
Made a nasty realization that I was set to finish a 300 cost wonder this turn and MPE costs 200.... Backtracked to an earlier save and mitigated some of the damage.
125 MPE -> Aqueduct
100 Chat up the Celts - Get Map Making - Aid them a bunch - Get map! Crap, they're FAR away.
Chat up the Persians - Aid them all techs - Get map! Crap, they're ALSO far away! A little closer, though.
75 Mathematics -> Astronomy
Neither is trying to discover Philosophy, but will probably get it soon
50 All primary terraforming done near OCCville, going to start building a road to the western part of my continent so caravans will be able to get there faster
AD comes and goes, forgot to save. Saving at AD 100.
60 Aqueduct -> Trireme
140 Astronomy -> Philosophy
Trireme -> Caravan
160 Persians changed to Republic, Celts did it a little while earlier
240 Caravan (Dye) -> Caravan
300 Philosophy -> University -> Medicine
340 Caravan (Gold) -> Marketplace
400 Both caravans loaded on to the trireme off the western coast, and they set out to explore the world!
440 Start hugging the southern pole as no land has been discovered yet
460 Realize with dismay that the southern pole is not recognized as land... Decide to backtrack and hope to find land elsewhere
420 Realize that I can legally cheat and black click a route to the Persians and Celts.
460 Arrive at continent 39 which will take me quite far
480 Marketplace -> Copernicus' Observatory
500 Medicine -> Chemistry
640 Stupid Persians switch back to Despotism, ruining my trade revenue

680 Gold caravan delivered! OCCville trade 42, Susa probably 5-6. Cargo not demanded. Revenue: 216! Trade bonus: 5! Very happy with those numbers, this may not turn into a total disaster after all. Second caravan en route for their capital with a demanded commodity, expecting a lot from that one.
700 Chemistry -> Iron Working
740 Dye caravan delivered! OCCville trade 45, Persepolis probably 4-5. Revenue: 392! Trade bonus: 6! I suspect that this
Got Iron Working from the Persians, Celts refusing to trade because of wonder construction
760 -> Bridge Building
800 Celts done with their stupid wonder, I'll be able to trade with them again now. I eagerly grab Bridge Building the turn before completing it.
Persians switch back to Republic.
820 -> Economics
Grab Engineering from Celts
860 Economics -> Sanitation
980 Copernicus' Observatory (now up to 140 beakers per turn at 80% science rate)
Rushing a Silk caravan from zero, costing 125 gold
1000 Hides caravan rushed from zero
1010 Sanitation -> Invention (not really sure what my research plan is at this point)
Plan A: Lots and lots of caravans (send off another two triremes), ignore most wonders and improvements.
Plan B: Keep prioritizing standard wonders and relevant improvements and produce enough caravans for one trireme
Since I've messed up anyway, I'll go for A in an attempt to make up for lost time. If nothing else, I'll find out how well that works. My #1 commodity is Silk which is in reasonable demand and has a nice modifier. Hides are also available, but demand for them has dropped off.
Final plan: Trireme, bunch of caravans, ST, SS, trireme, lots of caravans. Will squeeze in INC at some point.
Going to start leaving out more details from now on.
1070 Invention -> Democracy
1140 Democracy -> Gunpowder
1170 Persians switch from one wonder to INC. I have two caravans ready and think I can rush more in time.
1180 Gunpowder -> Metallurgy
Two caravans delivered to Susa for 560 and 280 gold
1200 Metallurgy -> Explosives
1250 Explosives -> Navigation
1260 INC finished with plenty rushing, Persians switch to LW (was worried they'd switch to ST)
1270 Two caravans delivered for 294 each
1280 Nagivation -> Physics
1290 Sewer System
1310 Physics -> Atomic Theory
1350 Atomic Theory -> Magnetism
1390 Magnetism -> Steam Engine
1430 Shakespeare's Theatre
1460 Steam Engine -> Electricity
1500 Electricity -> Conscription
Get Conscription from Celts
1505 -> Refrigeration
University
1515 Refrigeration -> Railroad
Engineer, starting to create farmlands
1520 Ran into trouble with celebrations at size 23, can't continue on odd population numbers because of specialists
Plan: Democracy, Galleon, Engineer, Caravans, Supermarket
1525 Got Feudalism from Celts
1530 Railroad -> Industrialization
1545 Industrialization -> Corporation
1555 Corporation -> Refining
1565 Supermarket, celebrating again
1570 Refining -> Steel
1580 Marketplace
Communism cancels MPE

Will send two diplomats on the next ship
1585 Steel -> Combustion
1600 Combustion -> Automobile!
1615 Automobile! -> Electronics
Size 30, no more food surplus for now. Will be able to reach a planned size of 34 if I sack both engineers.
Getting 708 beakers and 39 gold per turn at 80% science (enough for 2-turn research)
1625 Electronics -> Mass Production
First pollution! 8 units of pollution produced each turn.
1630 Superhighways! Generating 167 arrows per turn now, 1146 beakers at 100% science. Still not enough for 1-turn research, though.
Producing freights for Darwin's Voyage
1635 Mass Production -> Nuclear Fission
1645 Nuclear Fission -> Nuclear Power
1655 Nuclear Power -> The Laser
1665 The Laser -> Flight
Persians finish Darwin's Voyage without warning!! Or maybe I missed it entirely. I get Flight from them, the discovery lowers OCCville from 167 to 127 arrows

And now I have 4 useless food caravans, haven't gotten any commodities for a while now. Will keep the caravans for Apollo program.
1670 -> Espionage
1675 Espionage -> Radio
1680 Got Chivalry from Persians
1685 Radio -> Genetic Engineering
Got GE from Persians
Celebrating again
1690 -> Leadership
Done with farmlands, disbanded both engineers (keeping the NONE settler)
1700 Leadership -> Tactics
Resuming caravan production, haven't gotten commodities in forever. Got a Gold which is in demand!
1705 Spy produced, going to have fun with hut popping and reestablish embassies
1715 Tactics -> Machine Tools
1725 Factory -> Nuclear Plant
1730 Machine Tools -> Advanced Flight
1740 Advanced Flight -> Miniaturization
1240 revenue from Gold caravan!
1745 Miniaturization -> Computers
Nuclear Plant
1752 Computers -> Rocketry
1754 Transport
1756 Rocketry -> Space Flight!
1760 Space Flight! -> Plastics
1766 Plastics -> Horseback Riding (getting it from the Celts)
1768 -> Superconductor
1772 Superconductor -> Fusion Power
1778 Apollo Program! Beautiful island map revealed, makes me sad that I played this as OCC. I want to have a go at it with IHC after I'm done (Island Hop Challenge).
Fusion Power -> Monarchy
Selling off obsolete improvements (Aqueduct, Library, University, Sewer System)
1869 Spaceship launched with 15 structurals, estimated landing year 1884
I'm buying wonders in the meantime for fun: Cure for Cancer, United Nations, Seti Program, Eiffel Tower, Lighthouse, Great Library, Oracle, Great Wall
1884 Final score: xxxxx (forgot to make my citizens happy)
I shall be known forevermore as Shaka the Cruel
Huts:
BC
3650 Archers (123,117)
3550 Masonry (117,117)
3500 Archers (125,111)
3350 Tribe -> 50 gold (119,111)
3300 Nomads! (131,113)
1700 Barbarians (136,104) - lost archer
AD
1730 Musketeers (99,85)
1735 100 gold (101,79)