GOTM 73 Spoiler

I accidently attacked a city with a trieme (i was trying to select it to pick a caravan off it to trade with the city), loosing the trieme and 2 caravans. I didn't reload because i thought from the rules it wasn't allowed, but i guess it would have been ok? It's too late anyway now, but I guess I've still got a lot to learn..
 
I accidently attacked a city with a trieme (i was trying to select it to pick a caravan off it to trade with the city), loosing the trieme and 2 caravans. I didn't reload because i thought from the rules it wasn't allowed, but i guess it would have been ok?
I would have reloaded. A lot of times when I am moving fast on roads my units bump into AI units and sometimes this results in unwanted combat because I failed to stop hitting the movement key.

The key, as Duke pointed out, is that everything up to that point should be recreatable.

One of the things I have done to make this happen less often is to uncheck the setting that allows units to move with the mouse. That has been a big relief. A lot of times, I would get into situations like you described when I was trying to click on something and it would get interpreted as a desire to move a unit.
 
Hello,

Can anyone tell me what the mistake was I made in the Oedo year? I discovered MON by research in 2050 BC and hit revolution right away. This is 520 turn game, yes? 2050 is the Oedo year and I thought, if discover in the Oedo you get the immediate switchover. Any ideas what happened?

Thanx.
 
You discovered it between the 2100 and 2050 turn or between the 2050 and 2000 turn? It wasn't from a trade or a hut, correct?

Since it didn't form for you until 1850 it looks like it may have either been discovered between 2050 and 2000 or been from another source. Discovering it between 2100 and 2050 should have been an instant revolution and new government.
 
This is just a guess, Agni, but you may have thought it is -2050 because you looked at the right hand panel and saw 2050 BC. That number does not update till all the initial messages about production/discoveries/unrest/... are done.
If my guess is correct, you discovered it after -2050 (or as Duke put it between -2050 and -2000) which is consistent with the behavior you reported.
 
Day 4, Fri, March 2, 2007

We are pretty far ahead of Mongols in tech, and as a Republic it looks unlikely they will sneak attack us. So, change of strategy is in order....gift them some tech and switch to Republic ourselves. Some of the Army to be sent home for homeland defense.

If we hit Revolution right now, we should hit the Oedo year of 510 right away.

+510 Republic formed. Gift Mongols BB, they cut off talks. Sci/Lux 50 %, most will celebrate. MM to ensure no shield shortages.
520 ToG-->PHY. UNIV to Mongols.
540 PHY-->ECON
560 RB NEWTON in Edo
570 Use MP to update maps, gift some tech. ECON-->AT
590 AT-->MAG. Avoided as long as possibe, will kill LH. Ships will require upgrades.
600 Our ship chain is disrupted as caravels seek port. MAG-->ENGR, trade for this
610 Taxes 3.3.4 as trade disrupted. Begin Adam Smith. Begin INV
630 INV-->DEM
640 Gift all but ECON to Mongols. English GL grabs many of them.
660 DEM-->GUN. REVOLUTION at end of turn. Galleon chain established to Gaul -- no vans ready.
670 Democracy established.
700 GUN-->SE, heading for RR. Trade deliveries resume -- 1st Spice noticed as supply but no AI demand; funds IRB more vans.

Quit for the night. A good if long 20 turns. Should have traded for MED before discovering GUN -- now that's all anyone will take, and I don't feel like sharing just yet. A minor mistake -- maybe we can trade for Chem w/o Med, to head for EXP. Democracy 3.4.3, 217-34, 3 turns. Galleon chain established. 38 cities, 39 tech, 8 wonders + Adam soon. Pop 7.84 M (1st). Supreme and Spotless.

-------------------------------------------------------------------------
Day 5, Sat March 3, 2007

+710 Traded GUN to English for CHEM, hoping for EXP on next list. Demanded Dye to Armaugh (Colossus) nets 316g.
720 SE-->EXP
740 EXP-->MET. Great Wall will Expire
760 MET-->RR. Barbs approach homeland. RB City Walls in the area; move Crusaders.
780 RR-->ELEC. Will kill Great Library (English)
800 ELEC-->CONS
810 CONS-->IND
840 IND-->Comm. Mongols declare WAR!. Guess they really want that Gunpowder.
850 And they get it--took Fukushima. Before rifleman could be completed. And we have to sign peace treaty too. Unbelievable :(
860 Comm-->ESP. I like spies. Mongols re-declare War
880 Incite Revolt to retake Fukushima. ESP-->Corp
890 Senate forces peace treaty.
900 CORP-->ELECTRONICS
920 ELEC-->STEEL. Fleet in port for upgrade to Transports
940 Gift many tech to Mongols -- back to Worshipful. Did not give ESP or CON.
960 Take advantage of CD to revolt x2 a small Celt city on small island.
1000 Steel-Refining- Comb-->working on FLIGHT. Gifted everyone, still have Icy's

Quit for the night. Very long turns. Transports have replaced Galleons in trade chain. Empire irrigated and connected by rail. 54 cities, pop 14.98 M. Taxes 3.4.3, 508-68, 3 turns. 57 Tech. 200 turns down.
 
Almost done (hopefully). So far it seems the game came together despite an early barb hut, wandering tech paths, a couple stagnant turns here and there.

Early frustration with trade since, after initial beads deliveries and such, the AI demanded Silk like crazy but I had no cities supplying it for a long time. The Chinese and Hides ended up being my trade path that was done every turn to fund averything else.

Lots of restarts thus far:
Currently Dark blue are gone (French, Germans, Vikings killed)
Orange killed once (English) now back as the Greeks.
Purple down to pet city (Mongols)
White about to go down (Celts)
Yellow being chewed up (Spanish)
Lt Blue will be the last civ killed off (Chinese)

I'm trying to spread some ships around to try and catch the respawns as they happen.
 
After several GOTMs (in particular GOTM72) where I was way ahead of the AI civs techwise and each turn took an awful lot of time towards the end (planning caravan deliveries etc.) I was going to play a quick game by emphasizing early warfare and founding lots of small, primitive cities early on.

This was only partially successful. I'm now in the early 700s with almost 150 cities to manage so each turn takes a lot of time. Techwise I'm rather primitive (I'm researching physics) and the cities are small (only one size 8+ city) but I have *lots* of settlers, caravels, crusaders and diplomats (in total more than 100). I recently switched to fundamentalism via SOL after staying in monarchy throughout the game. I haven't delivered a single caravan (I have only used them for building wonders) and no marketplaces or libraries have been built.

All of the AI civs have been destroyed, except for the Chinese which have three remaining cities. However, restarts have ensured that I don't have fewer civs to kill now than at the start of the game. To make matters easier the biggest restarted civ (the Indians) only have two cities. So now I'll have to spend decades or more probably centuries hunting down restarted civs and killing them.

I have dozens of stockpiled caravans so I always build wonders the moment they become available. I'm even considering building Eiffel to make it easier for me to convince the AI civs to reveal their locations to me :D - needless to say my reputation is atrocious.

All in all a fun game with lots of primitive warfare where I usually attacked with overwhelming force :ar15:.
 
I suffered the same error, killed AI civs and then had to hunt the new ones. Next time ill try to surround their last city and kill em all in the same turn.

I killed the French ultra-fast, just as I found them. Then I was stopped by the mongols in the east, as they made the Great Wall. That was anoying xD
When I saw I couldnt kill em all fast i made the super-science city, and then i used a tactic I love. I made about 120 Horsemen, Leonard Whorkshop, and tech fast to Tactics. In some turns I had 120 Cavalries ^^. And thats the resume of my game.

I dont think I will get a good puntuation but Ill try to improve for the next games with the new tactics Im learning :D. Will try to use more caravans, Republic, etc.
 
After several GOTMs (in particular GOTM72) where I was way ahead of the AI civs techwise and each turn took an awful lot of time towards the end (planning caravan deliveries etc.) I was going to play a quick game by emphasizing early warfare and founding lots of small, primitive cities early on.

This was only partially successful. I'm now in the early 700s with almost 150 cities to manage so each turn takes a lot of time. Techwise I'm rather primitive (I'm researching physics) and the cities are small (only one size 8+ city) but I have *lots* of settlers, caravels, crusaders and diplomats (in total more than 100). I recently switched to fundamentalism via SOL after staying in monarchy throughout the game. I haven't delivered a single caravan (I have only used them for building wonders) and no marketplaces or libraries have been built.

All of the AI civs have been destroyed, except for the Chinese which have three remaining cities. However, restarts have ensured that I don't have fewer civs to kill now than at the start of the game. To make matters easier the biggest restarted civ (the Indians) only have two cities. So now I'll have to spend decades or more probably centuries hunting down restarted civs and killing them.

I have dozens of stockpiled caravans so I always build wonders the moment they become available. I'm even considering building Eiffel to make it easier for me to convince the AI civs to reveal their locations to me :D - needless to say my reputation is atrocious.

All in all a fun game with lots of primitive warfare where I usually attacked with overwhelming force :ar15:.

Most of my prior games I've gone rather freight happy as well. This game, I built what was demanded, and, later, what could be transported. Right now only 8 freight get built a turn and they get shipchained up to Beijing for delivery. All other efforts are focused on empire expansion (and, more recently, hunting/stopping restarts).
 
Hey Duke--

Games are currently due Sat 10th. Any chance we could have Sunday the 11th too? That's my main day to play and I should be able to finish.

Thanks.
 
Has been a while , since I could write a log about a game....this is the first time I end a game before the deadline....in MONTHS!!

Game 73-

4000-3600 -BC
Hut , reveals a Chariot , Tokio Build. Chariot will explore West since it should be at least 3 to 4 Huts ( based on Black cliquing the Continent ) , It should be also 3 or 4 to the East.
Huts reveal 2 new techs and some Gold.
Hut at 52.28 Reveals an Advance City
Tokio will built Settlers. The Terrain is mostly Grassland in a couple of rivers...Ideal to expand.
I will try to multiply ASAP and build as many cities, for a change I will build cities pretty much next to each other

3600-1650 BC

Empire has 9 cities, the French are encountered , luckly an Avance city is found near the French.
They try to move south crossing thru my City Radio...I demand tribute , they remove they Settlers and the process strarts again....they declare war. Luckly my Chariot and a Horseman are nearby , the French Settler has constructed a road that leads to Paris...I managed to position my 2 troops near Paris...by 1650 I attack Paris , defended by a Warrior Unit. Paris and French Civilization Destroyed.
Black clicking , also shows that this is a Massive Continent. While the South of the Continent just keeps building Settlers...my two Units will Scout the Area.
Only one Phalanx in my Capital city.
11 Cities - Researching Monarchy - 11 Techs - 2 White

1650-550 BC-
Now we are a Monarchy.
The Settlers keep multypling . An Island is discovered ( Island 30 ) , Because of the Proximity to the Main Land and also has visible Specials , Science City will be build at that Location assuring a 50% bonus from Caravan delivery
I will build 3 to 5 Ports near the Island to keep a constant Supply of Caravans, first , to build the infrastructure of my Super City.
26 Cities - 24 building Settlers - 12 Settlers are Active , constructing roads- 2 Defensive Phalanxes ( Capital City and Science City ). Two Chariot and Horseman keep exploring the island, only one encounter with a Barbarian Hut, is survived by my None Chariot now a Veteran.
BLUE , has respawned as Vikings on SW Tip of the Continent ( 22.108) -Will keep them at Bay and hopefully as trade Puppets.
Science City , has 2 Settlers Irrigating the nearby tiles and building Marco Polo - ( I am hoping for Pottery soon to change it to Hanging Gardens ).
Discoveries every 8 Turns-

550-125 BC

38 Cities - 19 Techs -
6 Active Carvans and 22 in Production- About 10 will be ready in the next 2 turns
Decided to Build Marco in the Continent and Change Science City Wonder to Colossus.
Trade a couple of Techs with Mongols and Celts-
Celts working on Pyramids- Spaniards on Colossus - Chinese on Gardens


1 AD-
Marco Polo - Pyramids built in the Continent - Science City Builts HG.
39 Cities - Most buiding Caravans - 18 Settlers have connected the majority of the South and center of the Continent- 5 Ports are built near on the Continent near Science city suppling Caravans, the City is tottaly irrigated (eventually they will built Iron Clads that will be relocated to SC )
Most cities are now size 2 - Triremes Sailing south, locate PURPLE Civ ( Mongols ) to the East.
All 3 Triremes will be relocated to Science City soon as Medicine / Shakespeare can be achieved
Chinese , Celts and Spanish working on Colossus....will send enough Caravans to build the Wonder in SC.


1 AD and 280 AD-
50 Cities - Hard to remember the location of each, Aztec and Japanese city names are confusing.
Decided to change all cities names to South American Cities , depending on geographical locationsince the Continent remindes me of an "opposite " South America.....
That make it easy to figuere the distance to Science City.........
We have now 28 Techs - SC has built HG - Colossus and Shakespeare- All Triremes relocated to SC.
SC also has built Library-Aqueduct-University - Sewer and Harbor

In addition the rest of the Continent has built Pyramids , Marco and Michelangelo.
Most Cities are now size 4 to 5 .

20 Caravans are active and 40 in production, Astronomy is being researched .
SC is getting plenty trade from the Main land, as a Republic we are discovering New Techs every 4 turns.

Exchanged maps with Mongols and Celts- Chinese Build Great Wall - Celts build LH at Armagh

280 to 500 AD

57 Cities - 37 Techs - Population 13.670.000 - Science City =28 -Newton Built - Republic -
Discoveries 2 Turns-
45 Warrior Units being created ,( my goal is to build at least 80 ) before the Construction of Leonardo - After Gunpowder all Units will turn into Musketeers at a cost of 10 gold....then into Rifleman ..then in time dismanteled for the SS....all at a cost of 10 gold....!

Nothing sweeter than fight a War under Democracy!!

7 Caravels Active , 3 Sailing East towards Celts and Mongols - Caravels have 1 Diplomat each , they will bribe Celt and Mongol Warriors for 39 Gold , they will become NONE Musketeers, my way to fight a war on Democracy with NONE units
Other 3 Caravels keep delivering Caravans to SC
Iron Clads being Built at Ports Near SC - They will be relocated to SC
Armagh ( Celt ) LH- taken by Barbarians , luckly one of my None Caravels and None Warrior and Diplomat are in the Area- Armagh and LH are conquered ............but the proximity of Armagh does not allow the bribes of Warriors nearby....have to look for new recruits somewhere else….
Spain is Located.. Statue of Liberty completed.
At War with Spanish - Mongols and English

500 to 800 AD-
Democracy - 67 Cities - 54 Techs- Population 23.300.000-
Taxes 10 % - Science 70% - Luxuries 20 %
WONDERS: ( 14 ) , Chinese 1 ( GW ) Spanish ( 1 ) KRichard

Chinese Shared Maps - All my 11 Ironclads have turned into Destroyers thanks to LEO ....NOW the GAME starts! -

Mainland is well protected....allways wage a War Overseas...
2 Destroyers take over Mongol cities destroying defenders -Samarkand -Karakorum and Bokhara are taken by Rifleman

LOVE TO FIGHT WARS IN DEMOCRACY!!

Only able to take only 2 Spanish cities , since the capital Madrid is Inland will attack English First

Kells - Taken by Destroyer and Transport Units - All transports have being relocated to new cities since they cause no riots and alleviates SC from supporting all units

SC size 36 - Supermarket, Stock Exchange built

8 Destroyers approaching England with 3 transports and several NONE Rifleman , None Dragons ( Bribed Barbarians ) , all English Cities are Coastal ....will take London First

1 Destroyer and Transport , None Dragons and Diplomat approaching North of China , will head for Beijing...after England is conquered , Destroyers will sail towards China southern cities 5 of them are located on the Coast

800- 1000 AD-
Democracy - 88 cities - 63 Techs -Population 31.000.000 - Discoveries 2 Turns
9 Airports- 3 in Main Land - 1in SC-

Trondheim-Kaupang - Aahrus - Hladir, Conquered ( Vikings = 1 City )

London - Nottingham -Hastings - Canterbury - Warwick and York Conquered - ( English = 1 City )
Airport Built at London -

Nanking- Tatung-Tsingao-Hangchow- Macao -Beijiing -Shangaii and Chendu Conquered ( Chinese = 2 Cities )
Airports at Shangaii and Beijing

Cardiff and Camarthen Taken ( Fighter Planes )

Nishapur ( Mongol ) taken

Northern Fleet approaches Spain - No Coastal Cities , that will cost a few turns of Maneuvering Destroyers.
Southern Fleet approaches Souther Spain - Granada- Vallodolid and Bilbao are Coastal will take those cities ASAP


1000-1090 AD
Democracy- 94 Cities - 71 Techs-Population 34.000.000 Discoveries 2 Turns
11 Airports

My favorite part of the game.....the FREE UNITS!!
Barbarians appear in China, landing between Taturng , Tsingtao and Macao...I have a transport near Hangchow ( Island # 11 )...because of the Jungle , Barbarians can only move 1 tile at the time...PERFECT...Hangchow Transport lifts all None defenders in the first 2cities , and all City Improvments are sold...Spy is rushed in Nottingham.
None Units are moved away from Barbarians.
" Partisan Trick " works perfectly....Barbarians Take Tatung and 6 Partisans Appear...then Barbarians take Tsingtao and another 6 Partisans appear...now I have 12 None Units, next turn I will retake the cities.
English have most None defenders....will spread None Partisans and send them to Mongol Land and Spanish Land...
Eventually those Partisans will be dismanteled….each unit is good for 25 gold….and they are the hardcore of my SS( since I do not build Factories )
Same as my " Warriors "= Rifleman thanks to LEO , I pile them up to build my Structurals...
It Balances, since I am do not build Factories.. therefore I do not keep any extra Settlers or Engineers since I dont deal with polution...
Partisans as Free units are critical in my game ...

Researching Machine Tools...made a blunder on my research Path.
Taxes are 0 Science 80% and Luxuries are 20%....delivery of Caravans from China , England , Spain , Mongols and Celts to SC makes up for the Lack of Tax Money.
82 Food Caravans are waiting on the wings for the discovery of Apollo...52 are being builted.
89 Rifleman are stationed on the Main land....soon as Space flight is discovered they will be desmanteled..1 Caravan + 1 dismanteled Rifleman + 10 gold =70 Shields....almost 1 Structural.
Better Yet 1 Partisan + 1 Caravan is = 75 gold or 1 Structural…plus partisans are free.....

Since railroads spread across the Main land a few defensive units are needed.

Will hope for another " Partisan Trick "....or move Partisans to Main Land, if needed or dismantle the units for SS or for Caravans

SETI and Adam Smith Built


1060-1250 AD- Democracy -106 Cities - Population 42.500.000
Apollo built - All Modules and most Components Built- Finishing on Structurals
Will take 3 to 5 turns to build a Massive 40.000 Ship
Will liquidate Celts and Mongols and last Chinese bastion after launching

Partisan Trick works again . In total 80 Partisans are aquired,during the game ... all for free; 50 in China and about 20 in Celtic Land....most are converted to Silk and Oil Freights...my biggest demand in Sciency City..each Caravan brings from 150 to 500....and all for free....!!
.the rest of the Partisans are dismanteled and I am sure that some of my components of the SS were created by them....and several Techs aquired by ' their " freights.....the rest will stay as free defenses ( 16 remaind at the end of the game )


Late 1200's -
On the last turns as SS gets to APLHA ......Built rest of Wonders : Eiffel - Greal Library - TSWA- Manhattan - Cure for Cancer -

Mongols ,Chinese and Celts Destroyed.

SS Arrives in Alpha

Total Units Lost : 15 -
ATTACKING UNITS lost 10 - : 2 Musketeers - 2 Partisans - 2 Rifleman - 1 Dragoon-2 Fighters - 1 Destroyer
NON Attacking Units 5 : Settler , Engineer , Diplomat , Explorer, Caravan ..one of each

SS Reaches Alpha- All Wonders -Empire Population over 59.000.000
127 Cities - Democracy -All Civs have respawned

Power = Supreme Reputation = Spotless
 
Map seems large (75x120) and restarts are on. Conquest will be time consuming.
Could go for SS, but I can't manage a large civ in a month.
OCC is likely the way to go.

4000-Roll dice with hut hoping for a None unit to explore
- Hut Scroll…Damnit. You'd think I'd have learned my lesson in the last GOT…Cermonial Burial! Oh Snap!!
3950-The allure of a 4 whale-type city is too great. Move west toward 4 special spot. Unless the terrain completely sucks, that city should be enough stronger later to make up for a few turns to move now
3800-Oh goody! A river too. Unfortunately one of the specials is hidden on the river
3700-Kyoto Founded - work river GL Shield
3650-Research -> Alphabet
3450-Warrior
- Another hidden special
3350-Holy cow. All 4 specials are hidden. Well that sucks. Maybe I should have stayed where the whale was.
3150-Size 2
2900-Alphabet -> Code of Laws
2850-Hut 50g. Meh.
2750-Settler (size 1 again)
2600-Size 2 again
2450-Hut scroll Code of laws (!)
2400-Research -> Monarchy
2250-Silk mined on river
2200-Settler (size 1 again)
- food shortage working silk
1850-2nd silk exposed
1800-out of food. Must work river grass again. No food and no shield production for now, just beakers.
1750-French warrior approaches, talks, offers exchange? No. Demands 50g? No. War! Uh-oh.
- Both settlers step into city
1700-Talk to french - they demand <forgot to write down> - no. They offer cease fire? Sure. Give Code of laws. Offer peace? Done. Give Ceremonial burial. Alliance? Yes. Phew. Crisis averted
1600-Monarchy -> Writing
1500-REVOLUTION
- Monarchy established
1450-Tax 3/7/0 - back to working silk
- French: Exchange monarchy for Writing
1400-Reserarch -> Currency
- Paris discovered
1350-3rd silk done
- Hut none horse
1200-Build both settlers back into kyoto - Size 3
- 8 turns: french - 25g
- tax 0/7/3 to start celebrating monarchy
1150-WLTSD
- Hut none horse
- 12b/turn
1100-Library
1050-tax 3/4/3 while finishing tech
1000-Currency -> Trade
- Hut none horse
- Tax 0/7/3

Status at -1000
City Size: 3 Government: Monarchy Gold: 4 Techs: 9 Trade routes: 0
Structures: Library
Wonders: None
18b(6 turns), 0g per turn at T0/S7/L3; 7s per turn
Units: 1 warrior, 3 Horsemen (none)
Pathetic/Spotless
French: Enthusiastic, Alliance, no embassy

975-French develop Literacy
- Hut chariot
925-diplomat
900-tax 3/4/3 while finishing tech
850-Trade -> Literacy
- hut barbs
- tax 0/7/3
- French-Exch Trade for Literacy
825-Research -> Republic
- hut 100g
- hut barbs
800-hut 50g
750-Dye
- Disband our faithful, 2700 year old warrior
675-Wool
- tax 4/3/3 to slow down and hit oedo cycle
650-tax 6/1/3 to finish tech
625-Republic -> Mysticism
- Insta-REVOLUTION
- Republic established
- tax 7/0/3
- hut 100g
600-hut horse
575-Gold
- Size 4
- tax 5/0/5
550-Size 5
- Hut legion
525-temple
500-Size 6
- tax 0/4/6
- Holy cow, we're up to weak already? Somebody really sucks.
475-French develop Mysticism
- Size 7
- French(6)-Exchange Republic for Mysticism
450-Food
- Research -> Philosophy
- Size 8
- tax 0/7/3
425-Marco Polo's Embassy
- Cancel WLTCD
- power up to Moderate?? Ugh. Bad timing for that.
- Give: Iron(Sp,Mo), Cer Bur (Sp), Republic (Sp, Ce, Ch, En), Myst (Sp), Map Making(Ce,Mo), Literacy(Ch), Trade(Ch), Construction(En), Bronze(En)
- Get: Map Making, Construction, 100g, 1 alliance(Eng), all maps
- tax 7/0/3 for a few turns to get vans rolling
- Looking at all the rivers around Cardiff, I know where my vans are going!
400-Give: Writing(En)
375-Dye
- Give: Construction(Ce, S, Ch, F), War code(M), Republic(M)
- Get: Alliance: Celt, Spanish, China, Mongols (All)
325-Gems
250-Trireme sets sail with 2 vans
200-Get: 25g
- tax 0/7/3
175-Get: 25g
150-It's been 8 turns since most alliances formed
- Give: Iron (Eng), Bronze(Fr)
- Get: 200g
125-Wool
- Bribe French settler for 212g
- Give: Myst (M)
- Get: 150g
100-Bribe French settler for 268
- Give: Iron (Fr)
75-Philosophy -> Bridge building -> Medicine
- Give: Philo(Fr,Chi)
- get: Banking, 225g
50-Diplomat
- tax 7/0/3 with vans coming soon
- Give: Bank(Fr), Philo(Mon), Trade(Eng), Myst(Eng)
- Get: 100g
25-Paris builds pyramids (C:GL)
1 ad-Marketplace
- Give: Currency(Fr)
- Get: 125g
- tax 8/0/2 with market

Status at +0001
City Size: 8 Government: Republic Gold: 353 Techs: 18 Trade routes: 0 (about to deliver 2 vans in next few turns)
Structures: Library, Temple, Market
Wonders: Marco Polo's Embassy
27g, 0b at T8/S0/L2, 10s+1support
Units: 2 Settlers (both None), 1 Legion (None), 3 Horsemen (None), 1 Trireme, 2 Diplomats, 3 Caravans
Weak/Spotless
Celts: 4 cities, 11 techs; Enthus, Allied
French: 5 cities, 18 techs; Worship, Allied
Spanish: 5 cities, 13 techs; Enthus, Allied
Chinese: 4 cities, 16 techs; Enthus, Allied
English: 3 cities, 15 techs; Enthus, Allied
Mongols: 5 cities, 11 techs; Enthus, Allied

10-china develops seafaring
- Give: Writing(Ch)
- Get: 125g
20-Trireme
- Give: Philo(Eng)
- Get: Mathematics, 200g
- Dye to Cardiff (D-206g) Route+4
- disband original trireme at sea to avoid increasing luxuries for 2 units in field
30-we jump up to strong due to all our gold. Need to spend some
- Give: Philo (Ce), Math(Sp,Mo), Bridge (Sp)
40-Food
- Medicine -> Astronomy
- down to moderate
- Give: Iron (Ce), Bank(S), Bridge(M)
50-Colosseum
- Back down to weak
- tax 2/8/0
- Give: Trade(Ce)
60-Give: Writing(Ce), Iron(Ch)
- Get: Seafaring
70-Food
- Gems to Cardiff (ND-228g) +4
- tax 8/2/0 to finish tech
- Give: Seafaring(Ce,M), Math (Ce), Bridge(Ce-They finally take it! I want them to improve rivers around Cardiff)
80-Food
- Astronomy -> University
- tax 2/8/0
- we just hit the 20 tech rate jump to over 500b/turn
- Give: Seafaring(F), Bridge(F), Astro (Ch)
90-Food
- Give: Bridge(Ch)
110-Food
120-Colossus
- Wool to Cardiff (nd-336)
140-Food
- University -> Chemistry
- Give: University(M)
150-Food
- Give: University(Ce), Monarchy (M)
- Get 100g
160-Shanghai builds GL
- Food
- Bribe Celt trireme for 96g.
- Give: Bank(M)
170-University
- Give: Bank(Ce)
180-English develop Engineering
- Give: Astro(Ce), Univ (Ch)
- Get 50g
190-Food
- Give: Medicine (Ch); Seafaring, Bridge, Bank, Astro, Univ, Lit, Med, Cur (E); Engineering(S)
- Get: Engineering
200-Give: Seafaring(S)
210-Food
- Chemistry -> Navigation
- Give: Chem(Sp,Mo)
- Get: 50g
220-Copernicus
- tax 0/8/2 to start celebrating again
- Give: Astro(S)
- Get: 50g
230-WLTCD
- Give: Univ(F)
- Get: 50g
240-Aqueduct
- Size 9
- Get: 100g
- tax 4/4/2
250-Food
- Navigation -> Invention
- Size 10
- Get: 150g
- tax 0/8/2
260-Food
- Size 11
- Give: Navigation(Ch,M,Ce,Sp)
- Get: 50g
270-Food
- Size 12
- weak - We've passed english again. Probably for good, judging by their terrain
- Give: Writing(S)
- Get: 150g
- tax 1/8/1
280-Food
- Cancel WLTCD
- Give: Philo(S)
- tax 8/1/1
- Get: 150g
290-Food
- Invention -> Sanitation
- Get: 200g
- tax 1/8/1
300-Food
- Get: 200g
310-Armagh builds HG.(Mon abandon)
- Shakespeare's Theatre
- tax 3/7/0
320-Bank
- Sanitation -> Democracy
- tax 0/8/2
- Sell colosseum
330-WLTCD
340-Sewer
- Size 13
- Give: Invention(Ch,S,E)
350-Barbs land near kyoto
- Democracy -> Theory of Gravity
- instant REVOLUTION
- Democracy established
- Pop > 1M
- Size 14
- 4th silk finally planted
- Get: 150g
- tax 0/9/1
360-more barbs land
- Harbor
- Size 15
- barb leader disappeared :(
- Give: Sanitation(Ch,E), Curr(S)
- tax 0/8/2
370-Size 16
- Get 100g
- tax 4/4/2
380-Food
- Theory of Gravity -> Economics
- Size 17
- Give: Invention(Ce)
- Get: Economics, 50g
- Tax 0/8/2
390-Barb legion dies attacking
- Food
- Research -> Physics
- size 18
- Give: Invention, Wri, Eng, Astro, Trade (Mongols)
- Get 150g
400-Food
- Size 19
- Get: 200g
- tax 5/3/2
410-Barb legion dies attacking
- Food
- Physics -> Gunpowder
- Pop > 2M
- Size 20
420-Food
- Size 21
- End celebration for now, Tax 0/10/0
- Get: 50g
- Realize I never sold temple
430-Food
- WLTPD cancelled
- Argh - we went to inadequate and just missed tech with higher costs.
- Give: Invention(Fr)
- Get 100g
- tax 7/3/0
440-Food
- Gunpowder -> Magnetism
- Give: Gunpowder(Ch,M,Ce,S), Physics(Ch,S), Demo(Ch,S), Math(Ch), TofG (Ch,S), Navigation(F),Trade(S)
- 1st row sheilds lost. Harder to rb from now on.
- Disband supported trireme
- Dry forest cleared.
450-Food
- Give: Astro(F), Physics(M)
- All squares now produce trade!
460-Isaac Newton's College
- Magnetism -> Explosives
- back down to weak
- Give: Magnetism(Ch,M), Sanitation(F)
- Get: 150g
470-Give: Gun(F), Tech-bomb Mongols: San, TofG,Dem,Alp,Econ,CoL,Med,Lit (All)
- tax 8/2/0 to finish tech
- Get: 150g
480-Stock Exchange
- Explosives -> Atomic Theory
- Give: Explosives(Ch,M), Demo(F), Physics(Ce), HBR(M)
- Get: Horseback Riding
- tax 0/10/0
490-Give: Sanitation(Ce),War Code(F)
- tax 6/4/0
500-Engineer - Size 20
- Atomic Theory -> Metallurgy
- Give: Magnetism(Ce), Explosives(F), Gun(E), Nav(E)
- tax 0/10/0

Status at +0500
City Size: 20 Government: Democracy; Gold: 416 Techs: 37 Trade routes: 3x +12 (All Cardiff)
Structures: Library, Temple, Market, Aqueduct, Bank, University, Stock Ex, Sewer, Harbor
Wonders: Marco Polo's Embassy, Colossus, Copernicus, Shakespeare, Newton
708b, 0g at T0/S10/L0, 15s +1support
Units: 2 Settlers (both None), 1 Engineer, 1 Legion (None), 4 Horsemen (None), 1 chariot (none), 1 Trireme (None), 2 Diplomats
Weak/Spotless
Celts: 6 cities, 29 techs; Enthus, Allied
French: 7 cities, 31 techs; Worship, Allied
Spanish: 9 cities, 32 techs; Enthus, Allied
Chinese: 5 cities, 37 techs; Enthus, Allied
English: 3 cities, 29 techs; Enthus, Allied
Mongols: 6 cities, 38 techs; Enthus, Allied

510-Give:Explosives(Ce), Monarchy(Ch)
- Get: 50g
- tax 6/4/0
520-Engineer - Size 19
- Metallurgy -> Electricity
- tax 0/10/0
- Get: 150g
530-Tax 5/5/0
- Give: Metallurgy(Ch)
- Get:150g
540-Food
- Electricity -> Steam engine
- Give: Metallurgy(S), Steam Engine(Ch,M,E),Physics(E)
- Get: Steam Engine
- tax 0/10/0
550-Food
- Research -> Refrigeration
- Tax 4/6/0
- Get 50g
- Fr. Maps indicate an engineer near Rheims
560-Food
- Refrigeration -> Railroad
- Get: 300g
570-Supermarket
- Bribe celt engineer for 352g
- tax 10/0/0 to buy engineers
580-Bribe french engineer for 220g
- Targeted Celt engineer moved(unfortunately toward capital), can't get to him this turn
590-Food
- Get 50g
- Bribe Celt engineer for 654g. ugh.
- Both former celt engineers start improving around Cardiff
- tax 4/6/0
600-Railroad -> Conscription
- tax 1/9/0
- Give: Railroad(S,Ch,M,E)
610-Food
- Give: RR(Ce),Electricity(Ch)
- tax 2/8/0
620-Conscription -> Industrialization
- Tech-bomb French: RR,Conscrip, Phys,Steam,Eng,Econ,Math,Mag,Electricity,Med,Chem,TofG,Ref,Metal (all but Atom Theory)
- Get: 100g
- Bribe celt galleon for 162g
630-Give: Conscription(S,Ce)
- Get: 100g
- tax 7/3/0
640-madrid completes KRC (china: Leo)
- Food
- WLTPD
- Industrialization -> Corporation (So long KRC)
- Give: Industrialization(Ce,S,Ch,M)
- tax 2/6/2
650-Size 20
- Give: Steam(Ce), Indust(F)
- Get: 100g
- tax 2/6/2
660-Food
- size 21
- Get: 125g
- tax 4/4/2
670-Corporation -> Refining
- size 22
- Get: 100g
- tax 0/8/2
680-Food
- size 23
- Get: 100g
- Why not?!? Bribe another celt engineer for 364g
690-Refining -> combustion
- Pop > 3m - Size 24
- Get: 175g
- Uh-oh. Barbs land near Celts. Need to watch out for our engineers
700-Oil
- Get: 25g
- Bribe celt transport for 112
710-Combustion -> Steel
- Give: Metallurgy(Ce)
- wandering barb legion finally comes into the city after a few hundred years. Bribe him to keep him off our trade squares.
- Get: 100g
720-Celts get monarchy from mongols. Dang, please don't use it.
- Food
- size 27
- disband recently bribed legion
730-Food
- Steel -> Auto
- Dump on Celts: Engineering, Steel, Refining, Lit, Demo(oops, thought I had), TofG, Med, Electricity, Corp, CoL, Chem (All until choice of Combust/Atom)
- Get: 100g
740-uncover a hidden special for Cardiff
- all silks and rivers (future multiple shield squares) RR'd
- Give: Indust(E), Metal(E), Magnet(E)
- Get: 50g
750-Food
- Automobile -> Mass Production
- Disband 1 supported engineer
- hut 25g
760-tax 2/8/0
770-Superhighways
- Mass Production -> feudalism
- pop > 5m
- Size 32
- routes jump to +25 w/ SH
- Disband remaining supported engineer
- shut down celebration with 1 food surplus so maybe we'll have enough to make it through SS construction.
- we fall just shy of 1 turn tech.
- tax 5/5/0
- Give: Metallurgy(M), Auto(M,F), Mass Prod(M,F), Refining(F), Steel(F), Corp(F)
- Get: 100g
780-Cancel WLTPD
- ugh - we go up to moderate now.
- Give: Magnet(S), Atom(M,F), Steel(M),Refining(M),Electricity(M),Refrig(M),Corp(M), Conscrip(Ch), Auto(Ce)
- tax 3/7/0
790-Mass Transit
- Feudalism -> Chivalry
- Engineers head home from cardiff
- now inadequate again - able to hit 1 turn tech after tech gifts
- tax 0/10/0
- Give: Feu(F,M,Ce), Mass Prod(Ch), Auto(S)
800-Chivalry -> Leadership
- Give: Chiv(F,M),Ref(Ch),Mass Prod(Ce)
- Get: 50g
810-Food
- Leadership->Nuclear fission
- Give Leadership (all but english)
820-Nuclear Fission -> Tactics
- back to 2 turn techs
- tax 5/5/0
- Trireme lost at sea? I thought they stayed afloat once Magnetism was discovered... Glad it was empty.
- Give: Mass prod(S), Auto(Ch)
830-Food
- Give: Feu(S,Ch),Steel(Ch),Refrig(Ch)
840-Tactics -> Electronics
- Give: Tactics(All); Dump Conscrip,Tactics,Auto,Monarchy, MP, Expl, Ref, Lead,Feu, Electricity, Econ, Demo on English
850-Food
- Give: Explosives(S)
860-Electronics -> Machine tools
- Give: Electronics(F,Ch,Ce)
- Get: 100g
- tax 3/5/2 to add one more einstein. Hope I have enough food to make it to the end.
870-Food
- WLTPD
880-Celts develop Communism, Marco Polo dies :(
- Food
- Machine Tools -> Communism
- Give: Machine Tools(Ce,S), Communism(F)
- Get: Communism
- size 33
- tax 5/5/0
890-Food
- Research ->Miniaturization
- to get lower tech rate, need to give up either NF or combustion.
- Give: Combust(F), Communism(S,M), Machine tools(M)
900-Food
- Miniaturization ->Computers
- Give: Mini(Ce,F,M,CH,E), Combust(Ce,S,E), Chiv(Ce,E),Atom(Ce,E),Ref(Ce,E), Electronics(M), Commy(E),CoL(E),TofG(E),Steel(E),Machine(E), E2(E), Chem(E),Corp(E)
- Oil to Cardiff (ND-708)
910-Dye
- Computers -> Mobile warfare
- Give: Computers(F,Ch,E,M),Chiv(S), Fission(M)
920-Research Lab
- Mobile Warfare -> Robotics
- Give: Mobile warfare(F,M), Tech-bomb Spain, China
930-Food
- Robotics ->Nuke power
- Give: Robotics(F,S,Ch,M,Ce), Mob War(Ce),Comp(Ce)
940-Food
- Nuclear Power -> Laser
- Give: Nuke Power(F,S,Ch,M,E,C), Mob war (E), Robot(E)
950-Food
- Laser ->Flight
- Dye to Cardiff (D-1157g)
- Give: Laser(F,Ce,S,Ch,M), Machine Tools(F), Fission(F)
960-Oil
- Flight cancels Colossus :(
- Flight -> Guerrilla Warfare
- Give Flight(Ce,F,S,Ch,M)
970-Food
- Give: Fission(Ce,Ch)
980-Food
- Guerrilla Warfare -> Radio
- Give Guerrilla war(Ce,F,S,Ch,M)
990-Food
1000-Factory
- Radio -> Advanced flight
- Oil to Cardiff (D-1213g)
- 2 Precharged engineers transform 2 river GLs into hills, 2 precharged settlers mine the hills
- 1 precharged engineer plants trees on the other GL river square.
- Total base production up to 29s - actual production 43s
- probably unnecessary but we pay extra for hydro plant instead of Nuke
- Give: Radio(Ce,F,S,Ch,M)

Status at +1000
City Size: 33 Government: Democracy; Gold: 2745 Techs: 67 Trade routes: 3x +21 (All Cardiff) (were +25 at beginning of turn)
Structures: Library, Temple, Market, Aqueduct, Bank, University, Stock Ex, Sewer, Harbor, Mass Transit, Factory, Supermarket, Superhighways, Research Lab
Wonders: Marco Polo's Embassy, Colossus, Copernicus, Shakespeare, Newton
608b, 275g at T5/S5/L0, (1488b/turn possible) 43s + 0support
Units: 2 Settlers (both None), 4 Engineer (all None), 1 Legion (None), 4 Horsemen (None), 1 Chariot(none), 1Galleon (None), 1 Transport(none), 2 Diplomats, 7 caravans, 17 freight
Weak/Spotless
Celts: No Embassy; Enthus, Allied
French:No Embassy; Worship, Allied
Spanish: No Embassy; Enthus, Allied
Chinese: No Embassy; Enthus, Allied
English: No Embassy; Enthus, Allied
Mongols: No Embassy; Enthus, Allied

1010-Hydro Plant
- Advanced Flight -> Rocketry
- Dang! Hides supply opens up, now that I'm no longer building vans!
- production > 50s
- Give: Adv Flight(Ce,F,S,Ch,M)
1020-Darwin's Voyage (S: Abandon)
- Rocketry -> Espionage -> Space Flight
- Oh wow, I misread nethog's guide when planning out these turns: Darwin wipes out any previous beaker balance, but it does give you carryover beakers from the producing city on your current turn. I could finish SF this turn, but that won't help as there are still 2 more improvements to build before space race. Dang I could have shaved another 10 years off this thing.
- Give: Espionage(Ce,S,Ch,M,F), Rocket(F)
1030-Offshore platform
- Pollution (Cleared)
- base production now 32s
- Give: Rocket(Ce,S,Ch)
- set up wall of units to protect against likely french diplomatic assault (still vulnerable if mongols/celts land to the south)
1040-Manufacturing plant
- Space flight -> Plastics
- Pollution (Cleared)
- 80s total production. We're ready to go.
1050-Apollo Program
1060-Structural #1
- Plastics -> Superconductor
- Pollution (Cleared)
1070-S2
1080-S3
- Superconductor -> Labor Union
1090-S4
1100-S5
- Labor Union -> Fusion Power
1110-S6
- Pollution (Cleared)
1120-China develops Space Flight.
- S7
- Fusion power -> Stealth
1130-tax 10/0/0 to make sure we have enough for everything and then some
- S8
- French spy shows up to talk
- Give: Superconductor(F)
1140-S9
1150-S10
- Pollution(Cleared)
1160-Module 1 (Solar)
- Stealth -> Genetic Eng.
1170-Module 2 (Life support)
1180-Module 3 (Habitation)
- Pollution
1190-french spy is back
- S11
- Expel french spy
- pollution (from last turn) cleared
1200-S12
1210-S13
1220-S14
1230-low on food
- S15
1240-Spy is back again
- Component 1 (Fuel 1)
- Expel french spy
1250-C2(Propulsion 1)
1260-C3 (F2)
- Pollution(Cleared)
- food box empty
1270-Famine Size 32
- C4 (P2)
- Could launch 15-2-2-1-1-1 and finidh in an earlier year (1291), but not fewer turns
1280-Famine Size 31
- C5(F3)
- pollution
1290-French develop space flight
- french spy again
- Celts develop space flight
- Famine Size 30
- C6 (P3)
- LAUNCH 15-3-3-1-1-1 for arrival in 1305
- French spy talks again.
- Give: Plastics(F)
- Expel french spy
- transform 2 hills and forest on river to plains and GL respectively. Irrigate 1 silk to wheat.
- production down to 52s
1291-Celts build structural (1)
- Famine size 29
- Coal
- Pollution(Cleared)
- also cleared pollution from 1280
- back to food surplus
1292-Celts S2
- Hides
1293-Magellan
1294-Celts S3,4
- Dye
- Give: Superconductor(Ce)
- Hides to Cardiff (nd-366)
- as hoped, coal demand comes back
- Coal to cardiff(D-915g)
- tax 8/0/2 to grow back citizens
- Sell Research Lab
1295-French spy back already
- Oil
- WLTPD
- Expel french spy
- Sell University
1296-China develops Plastics
- Adam Smith's Trading Company
- Size 30
- sell library
1297-China Component 1
- Celts S5
- Statue of Liberty
- Size 31
- Dye to Kells (D-656)
- Oil to Cardiff(ND-366)
- Even disbanding units and selling improvements, it looks like we're going to be short of cash for last wonder. Start talking to the neighbors again.
- Give: Plastics(Ce), Fusion(F), Superconductor(S)
- Get: Wheel
- Sell Manu Plant
1298-United Nations
- Genetic Engineering->Recycling
- Size 32
- Give:Space Flight(S), Wheel(F), Fusion(Ce)
- Get: Pottery, 25g
1299-Cure for cancer
- Size 33
- weak
- Give: Gen Eng(F), Rocket(M), Supercon(Ch), LaborU(Ce), Plastics(S)
- Get: Polytheism, 350g Sweet…we just might make it
- Sell Hydro plant
1300-Spy is back again
- Oracle
- Size 34
- Expel french spy
- Sell Offshore platform - pollution no longer a threat as production falls below 20 (All settlers/engineers can be used toward wonders if necessary)
- Give: Stealth(Ce,S), LaborU(F), GenEng(Ch), Supercon(M,E), Space Flight(M,E),Radio(E)
- Get: Montheism, 300g
- Turn another silk into wheat, irrigate and farm it.
1301-Eiffel Tower
- Pop exceeds 6 million
- size 35
- Give: Gen Eng(Ce), Stealth(F), Plastics(M), LaborUnion(S) Fusion(Ch)
- Get: Masonry, 300g
1302-SunTzu
- Size 36 (all future citizens elvii)
- Turn another silk into wheat. irrigate and farm it.
- just realized a lot of this money-grubbing was unnecessary as Great Wall and Mikes are still available with traded techs - don't need to do a 600s wonder for the last build. Might have even been able to build both if I had started wonders a turn earlier.
- Give: Fusion(S), Stealth(M)
- Get: 250g
- Celts cancel alliance as soon as I talk. Uh-oh, need to be careful - stop talking.
1303-Celts Component 1
- Lighthouse
- Pop > 7m
- size 37
1304-Great Wall
- Size 38
1305-spy shows up one last time
- SS lands, game ends
 
Just finished. Somewhat disappointing that the end game 'conquer summary' does not show the true number of restarts that were killed. I guess because some of them were on the same turn, so it only records the last one of the group. All in all I took out the original civs and a total of 20 or so respawns. On the final turn I took over my beloved Beijing and then killed the two respawns the same turn.

I realized a couple stupid things I should have done earlier, like send freight back along the ship chain for delivery rather than having it reset with empty ships and forcing Beijing onto better trade squares rather than letting them sit on forests for however many turns of deliveries.

Just topped 200 cities in 370AD.
 
Well, I finally managed to destroy everyone and ended up with 163 cities. I probably destroyed 15-20 civs but the summary in the end only showed 11.

Just for fun some statistics: In the end I had 163 cities, 105 settlers, 119 pikemen (originally warriors for riot control), 77 crusaders, 50 caravels, 29 diplomats and 39 caravans plus a few other units.

Casualties: 4 settlers, 3 warriors, 3 horsemen, 4 elephants, 11 crusaders, 4 triremes and 1 caravel.

A fun game and my first 'primitive warfare game' for some time.
 
Amazing result Tim. Despite a late start you managed a spectacular finish. I was a bit puzzled by your choices at first. But given your result, I have to study them further. I would not have made two settlers in a row. I would also typically shoot for wonders (Marco and Colossus) before any infrastructure.

Improving the terrain around the city you were trading with is also something I have never tried and should. It made your routes twice as valuable as mine.
 
Amazing result Tim. Despite a late start you managed a spectacular finish. I was a bit puzzled by your choices at first. But given your result, I have to study them further. I would not have made two settlers in a row. I would also typically shoot for wonders (Marco and Colossus) before any infrastructure.
I generally prioritize a library before the wonders in OCCs these days. Assuming either early republic or celebrating monarchy, in the early game it provides nearly the same boost to your science as colossus, and it&#8217;s much fewer shields (and can be bought for 2g/s). It's based on something I read... I'm pretty sure it was from samson.

Building two settlers was a choice based on my city &#8211; I went west to the 4 special site instead of the 3 special site near the starting location. Once I got the lay of the land (including all 4 specials being hidden) I knew I wanted to work 3 silks for a while, so one settler was not going to get me there anytime soon. I tend to keep my city small early on to ensure I am still pathetic when I get to MPE, so growing beyond 3 was not a big priority &#8211; with the silks that gave me a fair amount of trade and shields. (Note I broke down and celebrated up to 8 before MPE and was already moderate.) I popped the two settlers early on knowing I would be adding them back into the city as soon as they were done.

Improving the terrain around the city you were trading with is also something I have never tried and should. It made your routes twice as valuable as mine.
Again, I wish I could take credit for this, but the first time I saw it was in Smash&#8217;s Size-1 OCC thread. In size 1, the 2nd settler has very little to do to improve your own city, so once he built the road/rail route he left it at the trading partner city and improved there. I don&#8217;t do it often, but sometimes it can give a little boost if you&#8217;re likely to be sending all your vans to the same location. The decision to improve Cardiff was mostly because I bribed them from the Celts - I doubt I would have shipped them from the homeland, but since they were already there...

Also, the work I did around Cardiff helped a little, but those rivers and grass would have made it a good trading partner, regardless. (I'm still ticked that they apparently never built an aquaduct to grow beyond size 8.) The improvements probably only added a couple arrows to my routes at most. I think the bigger difference is in the location of our cities. I had 4 silks, 4 river squares (including one of the silks). So I surely had higher base trade, then when superhighways hit, I got a huge boost because I had 18 roaded squares (only 3 ocean), including some serious multiplication on those rivers and silks (I think the river/road/silk with colossus and superhighways produces 10 arrows). I also think you had a hill in your city which would produce no trade at all (unless you transformed it) so your base trade would be even lower. At its peak, my city was producing 111 arrows before the trade routes.

I also had the city up to size 33 once the farmland was done. 13 einsteins can get you a long way as well - they were a big part in my ability to hit a few one-turn techs right after getting superhighways (that almost never happens) and again after the Research lab was built and before flight.

I haven&#8217;t studied it very closely but I&#8217;m curious about some of your mid-to-late game tech path. A couple of the techs I prioritize in OCC (mostly Automobile, but also explosives and refrig) seemed to come later than I would have expected.
 
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