I know that I have my own HoF thread for my games, but with the appeal of Chamnix's Huge Sid game last year, I feel it more appropriate to put this here. If the moderators want this moved to my thread, I will do that. I didn't take notes, so this thread comes as a sort of reconstruction via the slew of saves of this game. As I write this, I haven't finished yet, but all the wars have finished and I have no signficant problems. I only need a few more improvements here and there and to run out the clock. So... Selected tribe: The Maya on a huge, wet, warm, 5 billion, 60% water, pangea map. I didn't concern myself with finding a good, high domination limit, as I wanted to get started and play. I wanted to create a sort of "easy" high-level histographic type game. I didn't want to deal with shipping units overseas or have to worry about pollution all too much. That doesn't mean I went ICS though. I also wanted a fairly fast tech pace, with a means to make a good sized military at a decent clip. So, I decided to put a full 15 opponents on the map. Even though this would mean less territory settled during the ReX phase of the game, it meant a faster tech pace initially, as well as more tribes I could sell techs to. So, even though it would have meant a faster tech pace, I selected against all the scientific tribes, as I would have had to have bought techs if I gifted them around, or lost trading opportunities to the rich tribes. So, more or less I hoped that the richer the AIs were, the better I would do. This meant that I went with a slew of seafaring and commercial tribes, without the Greeks, the Koreans, the Byzantines, and Spain since I didn't want to have to deal with conqusitadores. The rest of the tribes either I believed would either help push the tech pace or would have more cash. So, I played against the Indians, the Egyptians, the Romans, the Celts, the Dutch, the Americans, the Hittites, the Vikings, the Japanese, the French, the Carthaginians, the Aztecs, the Portuguese, the Iroquois, and the English. Japan comes as the odd one out here. They start with The Wheel. The rest either have the industrious, agricultural, commercial, or seafaring trait, all good traits with encourage the AIs to get gpt fast. In sum, my basic strategy lay in ReXing out, then building libraries, universities, markets, and a few temples as desired to prevent flips, and sell techs from the middle ages on for gpt. I planned to use the money to use disconnect-reconnect at first, and then buy armies later, while maintaining reserach at 100%, which became 90% science towards the end for a little more happiness. I wanted a 4 turn warrior-settler factory, so I could get contacts and have some military. Note: the spoiler tags in this thread do NOT spoil anything. They give you a picture here and there of the action. I only use them here so that they keep the margins narrow enough for easy reading. Spoiler : http://i370.photobucket.com/albums/oo146/Spoonwood792000/1259890950.jpg (4th BG found once I founded my capital) So, I went worker-granary-setters/warriors. Later on those warriors upgraded to medieval infantry and whacked some of the AIs lesser units. In a sort of test game I discovered that if I went full speed Alphabet-Writing-Philosophy that I might just get to Philosophy first. I lost the race to Philosophy here, but it didn't seem to bite too much. By the time I had ReX out, my empire looked something like this: http://i370.photobucket.com/albums/oo146/Spoonwood792000/1259890951.jpg Spoiler : I had all ancient age techs except for Currency, Construction, Monarchy, and The Republic, having 8 contacts, 28 workers, 19 warriors, and 21 cities. 2nd game Sid on pangea: abandoned 3rd game Sid on archipelago: wet, warm, 5 billion, 60%, domination limit of 4432. 4th game Sid archipelago: wet, warm, 5 billion (I think), 60%, domination limit of 4519.