haleewud
Wow, Philosophy from a hut gives Republic in 3300 BC. I thought I did well to get it in 2250BC. It will be interesting to see how much of an advantage it will really be.
That can be a double edged sword. See next comment.
Inkerman
3250- Build temple. Start Colossus. Become Republic.
In this game, with the rivers and NONE units, ER can work without the -1 food/-1 shield penalty since you will not need a supported settler. It will help Science a bit, but the -1 gold for the Temple offsets it a bit. You have to push the early growth with high Lux this early though, then drop back. I had intended to do this, but uncontrolled techs coming from huts swamped my Republic research, and would not give me Republic

. Monarchy
can do almost as well, very early on, esp. if Colossus is built, due to the Celebration benefit of Monarchy in OCC. You only get hosed if you have to do
both Govt's in short order because of the double Anarchy and double Celebration push (as happened in my game, lol).
Ali Ardavan
In this game the rivals were too rational to cause trouble near the end but they usually do.
You can say that again. Almost no fighting at all between my and the enemies.
Part of this is because I was not Supreme (I was Mighty, Key Civ Orange) in Mid Game (as can be expected in OCC), but remained in 2nd place (I think because I killed off so many Civs, and cause all except for the Carth and Spanish to be "********"). At the very end the Carths pushed me to Strong, and since the Key Civ was dead, my science went from 2900 to way over 6000.
The Spanish were supreme, and were totally focused on making a SS as mine was enroute. My spies had sabotaged everything possible since Espionage, and if war came at the end, the terrain type would have allowed a good spy defense.
Inkerman
Tactics, as well as boosting conserved military if you have Leonardo, is needed for Machine Tools -> Miniaturization -> Computers but it would indeed have been better to get Automobile first.
Ideally someone else develops Tactics, allowing Feu, Chi and Lea to be bypassed.
The uncontrolled huts locked me into taking all the awful routes, and I was unable to bypass nothing... in large part to having wiped out 3 civs early on, that have river access (not a good idea in hindsight). This meant their research never contributed to gaining Advances in mid and late game. I think I only gained about 2 mid game advances from the Spanish (and that was due to my trading with them and boosting their routes massively).
Always for OCC SS, Auto is the primary target (fastest path possible), for its SHs. Its a massive boost, esp. with trade specials. Computers is far less important than SH for a 21-trade tile village, esp. with Colossus, rivers, and SH.
Inkerman
Establish Embassy with Babyls. 4 cities, 20 techs, 284g. Researching Medicine.
Establish Embassy with Americans. 4 cities, 21 techs, 258g. Researching Astronomy.
interesting to see the Parallel universe of alternate reality. Both these died in the first few turns in my world, with Babs becoming Zulus then extinct, and Ams evidently becoming extinct after losing their only village. White would never die, kept killing them, and was not able to kill off Rome completely after they got walls up at their capitol (could have killed them in Late game when spies got their walls, but it was pointless by then). Purple got to 2 villages max, and only Orange and Yellow had multiple villas. Yellow was slowly eating orange, but lost the space race by a long shot despite its many huge cities.
haleewud
-150 Size 10, Salt to Madrid for 432, T/L/S = 8/2/0, hire 1 Einstein
"1 Einstein" This is crippling to yourself, on this map. Esp. with any trade routes active and Colossus and/or post-BB.
Inkerman
... we also built a battleship and Leonardo. The idea of the latter was to take my several mobile units to cavalry and deny it to the AI, as well as for points.
The huge benefit of Leos is also and especially Gold. Disbanding a 60-shield unit in a Wonder gives 4 gold per shield. 30 shields at the right time can allow a 1-turn wonder with an IRB, instead of having to buy the entire thing. This can also be true in the space race. Efficiency in shield balance saves time and gold. For me, Leos was (5x20+4x10) extra shields, which saved an end-game production day and allowed completion of the final unbuilt game wonder (though I did not of course know that specific outcome at the moment of making Leo's, I did plan on using the shields after Leo upgrades).
Battleships are no match for Vet MechInf on rivers with Vet spies sabotaging them on the coastline. Naval war never came for my game, in large part because wounded ships tend to turn around when enroute. Hence, with this kind of jutting land layout (or transport assist), Spies are quite efficient for preventing naval battle even when you are at war.
haleewud
27 huts were popped during the segment below, I got 7 units (all NON, 4 fast), 8 tech, 8 money, 3 Barbs and 1 Weeds.
I counted 37 I "should" have had, including the 3 island and one from the north shore of the Carthage center island that I got. I only had 34 though, so the AI took 3. I think it was mostly Roman and maybe a Purple. The Romans were in position due to my not realizing they were restarting and its impact on huts, when I killed Celts, then Russians, then beat on but did not wipe out the Romans.
My HUT numbers were:
11 Techs, 10 Units, 7 Gold, 5 Weeds, 1 Barb (horseman)
Units: 5 Ar, 3 Hor, 1 Char, 1 Cru