Attempt 1: popped fishing from a hut, build worker, chop build worker, build work boats, hook up bronze, and rush HC. This was a horrid mistake, 40% cultural defenses on hills blows. I pushed him out of his capital but finishing the bastard would not give me peace and was now running swords/axes. He also had the balls to rebuild two razed cities. Lincoln nabs Oracle and theology and I'm not finished with HC. I might be able to salvage this but its unlikely.
Attempt 2: popped wheel from a hut, chop built a settler, linked up bronze, rushed Lincoln. I killed Lincoln off in the late BCs. The problem was that HC has almost as much land as I do, a tech lead, and culture from hell. I block off the iron/clam site which eventually reveals itself to have HC's only possible source for oil. Unfortunately the bastard founds a crap city and proceeds to use his wonder base culture spam to take it. The spy brigade is unable to keep the well burnt. And HC's tech lead just keeps growing (he handily lead all players). Called this one quits in the mid 19th century as HC is the cultural and tech leader with oil.
Attempt 3: Balls to the wall rushing here. We build the rax, swap to worker at pop 2, chop build boats, chop build worker, chop build rax, chop the entire BFC for about a dozen holkan (2 combat 1 to get medic and the rest CR 1). Tech path was BW -> fishing -> hunting -> agri -> AH -> pottery -> masonry; wheel popped from hut along with cash.
New York falls with the loss of 3 Holkan (1 of the Combat 1's) and generates 2 CR2 Holkan. We heal, reinforce, and then march on Washington. Washington is lightly defended with 3 archers; 3 holkan die and we take the city. While waiting for all our four CR2 holkan to heal we scout a new city with a worker mining the plains. We detour from out planned course and raze Seattle to the ground. Next target Boston, in attempt 2 this was a . .. .. .. .. . to kill, thankfully it is busy building a settler and we get inside with 4 dead Holkan. The locale is not bad, but we need to quickly tech construction and riding so it is burnt. Philly is taken in a poor placement, but we keep it to block Incan expansion. We can't see any American cities, but Lincoln is still alive. We see has only one city and opt to take peace for sailing, archery, meditation, and alphabet. GG settled in Washington.
We whip out granaries and libraries in all the new territory and then run science specialists. Tech path is math -> construction -> riding -> currency -> CoL. Our first GS is used to build an academy in Mutal. Convert to Buddhism as HC has popped Christianity and we have a Buddhist AP. We don't care about a barb hoard; we have the GW thanks to Abe.
We find Lincoln on the far side of HC next to the southern sheep. We declare war and kill him just to get the happy bonus.
We mass about 12 pults 5 for accuracy and the rest are CR1 suicides. Washington and Mutal make stables and churn out shock elephants. Burning those nice American cities has paid off as HC is deep in the top path teching to wonder spam, no LBs stand in our way. We invade on a SE heading taking Corihauyanchina, keeping it only because it is the founded Taoism and built the Paya; no losses (only an archer and sword inside). We see the capital is still building the Great Library, so we elect to be nice to HC and let him finish it for us. Instead we take Tiwanaku for the price of 3 suicidapults. We spawn a GSpy out of Washington. We use this for the instant spy point advantage vs HC. Philly stops building reinforcement suicidapults to slowly grow spies.
Cuzco finishes our GL for us, we stomp it into the ground for the price of 3 suicidapults and an elephant (lucky spearman with 7% chances). We capture the GL, Stonehenge, and the ToA. Our economy is going to own now. For two suicidapults we take Machu Picchu; HC's only metal city and home of the AP. Swap to FR. Next turn HC finally gets LBs up and running. We take one city in the south on the fur river and keep it; we sitzkrieg in front of a crappy city in the central jungle with a medic elephant and woodsman two ax (quickly promoted to III from catapult defense). We mean to burn the oasis city on the east coast but misclick. Unfortunately HC's four remaining cities are poorly placed and stocked with hoards of whipped LBs. We expend numerous pults losing only one elephant and unlock West Point. Spies rob HC blind we steal Feudalism, Metal Casting, Philosophy, Aesthetics, Theology, Paper, etc. (spying is more efficient than researching at this point). We burn all of HC's cities and leave him with two (Vilcos founded Christianity on the SSW coast) and some crappy city just on top of the city. In the peace we get almost all of HC outstanding techs. Education -> Liberalism is our goal. We steal the last of HC's technology and then declare a 3 turn war. We actually are short on pults, but we need to thin the herd of elephants anyways. HC dies in 1410. All four of our GGs settled in Washington giving us the option of massing CR III rifles/infantry if we want. Otherwise CR III tanks sounds good to me.
At the tail end of the war with HC the Dutch and Koreans stopped by. The Koreans are significantly more advanced, but they appear to be running to democracy. The Dutch are hard on our heels to Liberalism (this was discovered after the fact when they valued the tech at 135 gold + WM). Cuzco pops us a timely GS to partially bulb education. On the turn we discover liberalism, Wang Kon demands we swap to caste, we decline, but find we can trade him liberalism for civil service before the bonus tech is taken. We take nationalism as our free tech and swap with the Dutch for printing press. We tech gunpowder to trade and meet Sitting Bull. Unfortunately SB has a galleon with a settler that claims the vacant clams/rice/hills spot. We trade him lib and other techs sequentially to get to banking and replaceable parts. We revolt to HR, FS, Slavery, Merc, and FR.
We take a barb city on the western edge of the continent and fill out the rest of the coast with settlers. (Beating the Dutch to the double ivory/iron spot by one turn). At this point tech is going chemistry -> steel -> science in order to trade for all the other tech paths. WK is tech leader having eaten most of Japan for lunch, SB and the Dutch are about equal, with SB being ahead in tech. I opt to best friends forever with the Dutch (they are FR and I want FR with my three religion mix/need to tech quick). At this point I'm thinking space victory; I have about a 10% land area lead on WK and am far more heavily cottaged. Everyone else made rifles before me and I highly doubt I can do an amphibian take down of one of the two big guys without letting the other run away while my tech tanks. I might be able to beat SB to infantry or beat up WK with CRIII infantry, but I'm doubtful it is all that practical. Science shows that SB has exactly one oil source, directly under a city.
I elect not to power tech to infantry, while I could likely take and hold that city and then roll him later with airlifted tanks, domination will require killing everyone and then at least razing several Korean cities (Korea has about 30% of the land area). I somehow think I'm going to have to make a desperate nuke/chopper attack followed up with a commando/morale cavalry sacrifice. As Seoul is not coastal, this type of cheese may be required.
We tech out along the biology -> medicine -> refrig path; trading with the Dutch for techs on the industrialism and combustion paths. We push out along the genetics path while industrializing; Sid's sushi is founded at our Wall street city which also has Taoism. SB completes the UN and we are elected both AP head and UN SG. We force votes on single currency (benefits us more than them), emancipation (good for the newer cottages; bad for SB's massed workshops), and banning nukes. We hoard our tech line; these give us a major science bonus and a major health bonus (average city size is now 17). We tech up to rocketry and then work our way through composites, satellites, etc. until we have only computers, fiberop, and fusion left that we care about. SB manages to score Internet, this could be a problem as he has by far the highest production; I can only beat him if I swap to SP and workshop over my capitol in order to get a second engine same turn as the first. We trade ecology and satellites to the Dutch for computers and communism.
We opt for a hopefully brief war with SB to take his one city and more importantly to get him to stop building spaceship parts to instead to focus on units. This doesn't work so well. We do take the city, but out stack of battleships is unable to stop his invasion force (which has mech infantry and choppers). We spam tanks and race them city to city along the coast until SB eventually takes a filler a city on the NW corner. We are still screwed, until we call the vote to the end war (bombers + choppers keep destroying my defenders, so I have to freshly restock the garrison with 3-4 units while he has a small SoD coming with mech infantry and choppers. This war does not appear to dent his space ambitions as he finishes the space elevator and begins building engines the moment we get fusion.
We tech up to fusion and pop our first golden age (all previous GP have gone towards bulbing tech or settling). We swap to SP and evict the townspeople around Mutal. Spies prove ineffective at slowing SB's spaceship progress. In 1915 the Mayan ship is launched, the same year as the Native American one. However our ship has two engines, their ship only one.
We spend the rest of the game caving to demands for resources, researching our way through stealth, and mass producing CD III mech infantry for Mutal (SB has an armada just off the coast with 5 transports). In 1925 we stun the world be beating SB's ship to the stars.
Mistakes made:
1. Not burning that one Inca city. It was good later, but I almost lost Liberalism from it.
2. Attacking SB at the end. I would have done better to have just sent a pack of spies in to keep dicking with him. I did swap his religious civic for him once.
3. Not getting settlers up faster to block off the coast. All told letting SB settle cost me in the neighborhood 5-10k beakers. I should have spent the hammers to either get the settlers prebuilt and waiting to found a city or to get ships out to watch for incoming galleons.
4. Not spy bombing SB's copper. I had intended to go after his aluminium, but he founded the otherwise useless corp (and ethanol as well). I could have rather good odds of keeping him copper deprived and maybe buying a turn from a slow cockpit.
I did get rather lucky with WK's demand that let me get nationalism via civil service and on HCs choice of wonders.
The key to me seems nerfing the economy just enough to prevent HC from expanding to several more cities, keeping NY and Philly, but not so much you can't hit him with the elephapult army before he gets to elephants and knights of his own (like my second attempt). Likewise burning enough of HC's territory in order to win through to liberalism is traded off against the other AIs settling your land.