Assuming a rare cherry picked triple river gems start, what would be required to Lib Steam Power in the BCs with ~24 cities at that time? I'm trying to imitate Tristan_C's playthrough at https://forums.civfanatics.com/threads/most-super-specialists-by-turn-500.562931/#post-14809407 which means that not too many non-merchant specialists and GPP polluting wonders can be used, as most GPPs are reserved for Great Merchants. Also, not too many forges either, to avoid global warming. Usually, the only special stuff I build is an Academy, Shrine, and the Oracle, before I get to Liberalism. Here's the start: There's also pigs to the left. I got Steam Power in 510 AD, which is chronically bad. The usual tech path is probably similar to Tristin_C's playthrough: Iron Working, Currency, Code of Laws (Religion+Caste System), Civil Service (Bureaucracy), Priesthood (Oracle), Monotheism (Org Religion), Calendar, Oracle Chemistry (workshops), Banking (Mercantalism), Philosophy (Pacifism), Replaceable Parts, Lib Steam Power, and Economics (Corporation Merchant). I can sometimes get Currency on time, but everything else gets slightly further away from schedule. All the while, I beg and trade for gold from the 17 AIs to keep research going. Save files attached, just to be extra sure it's not a map problem.