100K in 1415 AD.
Tech Progress:
After finishing Currency in 530BC, I again stopped my research, as I didn't have contacts overseas yet.
370BC: met the rest of the world. Gifted the scientific nations into the middle ages. Babylon got Monotheism, Persia and Korea got Feudalism. Got both for Republic and Literature. Also got Monarchy from someone.
270BC: Chivalry
Research was again paused for upgrades until 70BC, then I restarted it on a slow pace (30%) towards Astronomy, because the Great Lighthouse had been built in Persia (so no chance to get sufficient troops there in time; also I wanted to keep the scientifics as friends).
As long as I could still use my cash for rushing libs and temples, there was no need for a high tech rate, so I took it easy.
50AD: Theology
150AD: Education (researched), Engineering (traded)
By now I had conquered my home continent, so I did Astronomy 50%.
250AD: Astronomy
Then Navigation on a slow-burner (20%) for my Magellan pre-build.
380AD: Navigation
Here research is stopped for the rest of the game, except for a lone scientist. I hoped that trading with the AI might get me into the industrial age, where Steam or Nationalism could still be used to speed up the game. That plan worked astonishingly well. (Even though my 40-turn runs never were completed - the rest of the world always had the tech before me...) I think I bought 1-2 techs for gpt, when I didn't have anything to trade (e.g. Military Tradition, when my Riders were up against muskets and losses were high - this was the drawback of my rather slow approach to conquering territory).
390AD: Invention (traded for one of the upper branch techs)
510AD: Gunpowder (traded for one of the upper branch techs)
650AD: Banking, Music Theory and Chemistry. (Can't remember the details. Probably bought one and traded the other two.)
750AD: Economics and Printing Press (traded)
1040AD: Physics (lone scientist), Democracy, Metallurgy, Military Tradition and Theory of Gravity (for Physics and some gold)
Three nations are already industrial by this time, so I researched Magnetism in 4 turns.(Buying it would have required an enormous sum, and with all my universities I needed to invest much less.)
1080AD: Magnetism (researched), Steam and Medicine (bought from Korea for 190gpt ; I planned to declare war shortly after - at this point I thought I wouldn't need a clean rep anymore...
- but then it took me 17 turns to finally declare war?! Can't remember, why I did this?!?)
1250AD: Nationalism (Should have bought it much earlier, Persia had it already in 1080AD. Don't know, why I forgot this. I guess the final phase I played pretty much lacking in concentration...
Here a description of the strategy I used:
- After some initial military for "sufficient" expansion, the core produced culture buildings.
- The core cities, which already had all available culture buildings, built units again for disbanding in the corrupt outer towns. That gave a significant shield-boost for temple/lib production in those outer towns.
- In addition to this, I generated a lot of slaves in captured towns, which were used for intensive forestry operations.
- The missing shields were then cash-rushed. (During the long times, when I didn't research, the core produced good commerce, especially later, when I had banks.)
- When I got Steam, the production of units for disbanding was significantly increased.
- And when I finally got Nationalism, I converted the huge army of workers/slaves I had by then into 20 shields a piece as follows: join worker to a size 6 town, then draft a conscript rifleman (80s), send him to a town where shields were needed and disband him for 20s.
So to sum it up, culture buildings were produced basically like this: chop 1-2 forests into the town, disband 1-2 units (either built in the core or drafted after Nationalism) and then cash-rush the remaining shields.
In general I think that the 1000 year bonus does not matter much in 100K games. There is only a small number of buildings which will get that bonus (compared to the hundreds of buildings rushed in later times), let's say 10-20 buildings, and if you can rush an additional 10-20 buildings later on, it will easily compensate for the missed 1000 year bonus.
Pop-rushing, which works so well in C3C, is probably no use in PtW: a) going back to Despotism defeats the purpose of "converting food into shields", because most of the food comes from irrigated grassland, which does not work under Despotism, b) Feudalism does not exist in PtW and c) Communism comes way too late.
So cash-rushing remains the way to go.
I may have made a big mistake in as much as I usually rushed temples before libraries, not the other way around as Più Freddo did?! I didn't think much about it, thinking that the cheaper buildings first might be better as they can be had earlier, but now I think that libraries first make more sense. I guess with correct play (libs instead of temples and using Nationalism earlier) a date around 1350 AD may be possible.
Culture progress:
Turn | cpt | Total
110 | 42 | 1083
120 | 49 | 1536
130 | 93 | 2257
140 | 159 | 3496
150 | 221 | 5428
160 | 276 | 7930
170 | 361 | 11181
180 | 445 | 15271
190 | 525 | 20132
200 | 599 | 25752
210 | 684 | 32217
220 | 790 | 39695
230 | 885 | 48133
240 | 989 | 57560
250 | 1162 | 68388
260 | 1355 | 81054
270 | 1566 | 95658
273 | 1614 | 100460