Ecofarm
Deity
Industrial Era – Gandhi (any Philo works)
Step 1 (game start): Settle and buy infrastructure
Universal, bureaucracy, serfdom, mercantilism, organized (for missionaries after religion founds), or free religion is you plan to build a monestary
0% research (for gold rushing builds) Steel
Move explorers to locate 2 food resource sites.
Capital (move to share food resource)
Food + hill = PC (Production City)
Food + anything = SE (Scientist City)
1 city must be on coast (probably Cap or SE, unless hills + seafood = PE). If cap is on coast, chop + buy galleon, library then workboats.
If cap is not on coast: Move 3 rifles + 1 worker with coast settler (chop forge then buy library in cap).
In coastal city: 1st build galleon, chop + buy galleon turn2 after founding, turn 3 galleon launches. Put 3 rifles on boat, unload next to a capital if possible (you can tell by the culture) -- troops are not expected to return; circumnavigate. Do not continue the war; just burn/pillage what you can with 3 rifles. You can ignore this part if you want, and just be peaceful. I've killed many players, and even eliminted AI civ this way (because settlers had not settled yet).
Anyway,
Build orders
Cap: library, forge, mon/isionary, observatory, theater, mausoleum, university, barracks
SE: worker, worker, library, missionary, theater, mausoleum, barracks
PC: worker, worker, forge, dry dock/theater, mausoleum, barracks, rifle, frigate
Captured City: grenadier, theater (GA), mausoleum, barracks/dry dock
Great People
1st GP = merchant from cap/SE… After merchant, run scientist ONLY (even if civilians till library)
2nd GP = merchant or scientist from cap/SE… After 2nd GP, run scientist ONLY (see above)
3rd and 4th = Physics then Academies in Cap and SE, etc
Use 2 merchant/scientists for scientific method; use 2 scientists (careful for pure GPPs) for physics
Note: if you do not remove all GPP from PC, PC will produce a merchant before your 2nd scientist pops
Step 2 (bought 2 libraries, 1-2 miss/monastery, and has 2 GM/S): Research and Grow
Representation, bureaucracy, emancipation, mercantilism, pacifism
100% research steel while generating 2 GS then artillery
(research 0% communism during GP-wait turns)
2 merchants (or GM + GS) = Scientific Method
and then 2 scientists = Physics
Build as per build orders. After build orders, pre-build a military “queue” until artillery is researched, allow as few units to finish building as possible since war civics will be on for arty.
Step 3 (researched artillery ~1600): Buy CR2_artillery/galleons, keep capitals and burn baby burn
Universal, bureaucracy/vassalage, emancipation, mercantilism, theocracy/free religion
0% research Communism until GE (Kremlin) State Property (if planned for) or Biology w/GS
Run: 1_Engineer in Cap and PE; 1_merchant in SE (or build forge); 2_artists in CC
GE = Kremlin (research communism) GM = G-Age (make sure next is different)
GS = Biology (research required) or GA (with GM/GA) GA = End anarchy + give culture in CC2-4 or G-Age
GG = MA in Capital + PE, then medic_3 (artillery works fine injured until infantry)
Culture slider as necessary
I've declared war on 2 people on the same turn (MP), moved next to a city, and dropped off 2-3 galleons of arty (with a couple defenders). Both players retired the next turn. After many romps, someone eventually countered this strat with an infantry beeline, but I was slow.
On noble SP, the world is yours.
Step 1 (game start): Settle and buy infrastructure
Universal, bureaucracy, serfdom, mercantilism, organized (for missionaries after religion founds), or free religion is you plan to build a monestary
0% research (for gold rushing builds) Steel
Move explorers to locate 2 food resource sites.
Capital (move to share food resource)
Food + hill = PC (Production City)
Food + anything = SE (Scientist City)
1 city must be on coast (probably Cap or SE, unless hills + seafood = PE). If cap is on coast, chop + buy galleon, library then workboats.
If cap is not on coast: Move 3 rifles + 1 worker with coast settler (chop forge then buy library in cap).
In coastal city: 1st build galleon, chop + buy galleon turn2 after founding, turn 3 galleon launches. Put 3 rifles on boat, unload next to a capital if possible (you can tell by the culture) -- troops are not expected to return; circumnavigate. Do not continue the war; just burn/pillage what you can with 3 rifles. You can ignore this part if you want, and just be peaceful. I've killed many players, and even eliminted AI civ this way (because settlers had not settled yet).
Anyway,
Build orders
Cap: library, forge, mon/isionary, observatory, theater, mausoleum, university, barracks
SE: worker, worker, library, missionary, theater, mausoleum, barracks
PC: worker, worker, forge, dry dock/theater, mausoleum, barracks, rifle, frigate
Captured City: grenadier, theater (GA), mausoleum, barracks/dry dock
Great People
1st GP = merchant from cap/SE… After merchant, run scientist ONLY (even if civilians till library)
2nd GP = merchant or scientist from cap/SE… After 2nd GP, run scientist ONLY (see above)
3rd and 4th = Physics then Academies in Cap and SE, etc
Use 2 merchant/scientists for scientific method; use 2 scientists (careful for pure GPPs) for physics
Note: if you do not remove all GPP from PC, PC will produce a merchant before your 2nd scientist pops
Step 2 (bought 2 libraries, 1-2 miss/monastery, and has 2 GM/S): Research and Grow
Representation, bureaucracy, emancipation, mercantilism, pacifism
100% research steel while generating 2 GS then artillery
(research 0% communism during GP-wait turns)
2 merchants (or GM + GS) = Scientific Method
and then 2 scientists = Physics
Build as per build orders. After build orders, pre-build a military “queue” until artillery is researched, allow as few units to finish building as possible since war civics will be on for arty.
Step 3 (researched artillery ~1600): Buy CR2_artillery/galleons, keep capitals and burn baby burn
Universal, bureaucracy/vassalage, emancipation, mercantilism, theocracy/free religion
0% research Communism until GE (Kremlin) State Property (if planned for) or Biology w/GS
Run: 1_Engineer in Cap and PE; 1_merchant in SE (or build forge); 2_artists in CC
GE = Kremlin (research communism) GM = G-Age (make sure next is different)
GS = Biology (research required) or GA (with GM/GA) GA = End anarchy + give culture in CC2-4 or G-Age
GG = MA in Capital + PE, then medic_3 (artillery works fine injured until infantry)
Culture slider as necessary
I've declared war on 2 people on the same turn (MP), moved next to a city, and dropped off 2-3 galleons of arty (with a couple defenders). Both players retired the next turn. After many romps, someone eventually countered this strat with an infantry beeline, but I was slow.
On noble SP, the world is yours.