Hello Civfanatics =) I am very happy for achieving the first and, between February 10th and March 25th of 2008, the only score over 500K in the main HOF tables. Between these dates, my submission also remained as the earliest finish date on Huge map size at Immortal difficulty. The game was played with the 3.13 patch and against the better AI, and here is the Hall of Fame link for the saves: http://hof.civfanatics.net/civ4/game_info.php?entryID=10520 And more saves: (to view them, you need to install the 3.13.001 HOF mod, download here) View attachment VirusMonster BC-2020.CivBeyondSwordSave View attachment VirusMonster BC-0500.CivBeyondSwordSave View attachment VirusMonster AD-0001.CivBeyondSwordSave View attachment VirusMonster AD-0500.CivBeyondSwordSave View attachment VirusMonster AD-1000.CivBeyondSwordSave The strategy for this high scoring game can be summarized as a beautifully executed Praetorian rush resulting in a halt of economy, followed by a quick recovery and continuous warmongering. I hope this detailed writeup will be a solid guide for anyone trying to achive highest CivIV scores and earliest finish dates. Along this comprehensive and pretty long writeup, you'll find my point of view to the unending debates of CivIV. Those educational discussions would be: Dynamics of a powerful hybrid economy detailed analysis of the hybrid economy composition from: Food Economy (FE) (with clear definition) Specialist Economy (SE) (effective GP usage for an early domination victory) Cottage Economy (CE) (farms to cottages ratio in a hybrid economy) TradeRoute Economy (TRE) (misleading FE effect explained) ResourceTrade Economy (RTE) (warmonger's friend) analysis of the following variables of economic growth at 1000BC, 500BC, 1AD, 500AD, and 1000AD: empire size and population civic upkeep city maintenance army expenses ResourceTrade Economy TradeRoute Economy financial vs. organized trait comparison at 1000BC, 500BC, 1AD, 500AD, and 1000AD detailed comparison between Espionage Economy (EE) and Manual Research technology cost explained espionage base cost of technology stealing explained city revolt base cost explained espionage mission cost modifiers explained espionage point spending modifier explained arithmetic of the espionage mission cost modifiers explained religious modifier arithmetic explained spy detection analysis with links to game mechanic articles mission success rate analysis with links to game mechanic articles tips for low spy casualties spy production costs for the average Medieval scenario spy maintenance costs for the average Medieval scenario total mission overhead luck factor in EE to conversion rates for EE and Manual Research Bureaucracy effect to EE and Manual Research compared effect of larger map sizes on Bureaucracy economy Vassalage+Organized+EE synergy summary comparison of conversion rates between EE and Manual Research most effective way for generating pure EE vs. hybrid EE the strongest recovery method: PeaceTreaty Economy (PTE) (AI gives tech for peace treaty) comparison of warmonger civics: Police State vs. Representation (for sustaining research during a soft war) Bureaucracy vs. Vassalage (impact of map size and synergy with the Organized trait) Theocracy vs. Pacifism (to fuel golden ages through GPs for increased war production) FreeMarket vs. Mercantilism most significant components of speedy recovery after economic crash how to complete 3-4 Great Wonders despite early warmongering, a must read smart way of poprushing 2 units instead of 1 without getting an extra unhappiness penalty when to shutdown research for the initial rush and final warmongering which tiles to work after each warmongering phase Diplomacy against the BTS AI: forcing an expensive tech trade out of your peace treaties getting that expensive tech trade the AI thinks you have nothing valuable to pay for researching Guilds and Banking before the AIs do sustaining the peace with your friends while warmongering picking your next war responding to AI demands and tech trade requests Combat tactics against the better BTS 3.13 AI how to capture the AI cities quickest with very high win/loss ratios stack composition how to promote the siege units observations on healing observations on quests Great General usage Tips for scoring high in the HOF tables game and map settings leader choice for Immortal and Deity difficulties worker stealing revisited subtleties of the perfect Praetorian rush early game strategy the ideal starting location most significant tip for early finish dates late game tips for delaying the domination limit cross I will hit the points above as I write out the game chronologically. For example, you will have to wait until mid-game for comparison of various economies. Additional short observations are scattered along the writeup as well. I also send my gratitudes from here to all contributors of the War Academy, especially the Game Mechanics section. They helped me to understand in a much subtler way. Special thanks goes to OTAKUjbski for helping me organize this article.