Original link to the game: https://forums.civfanatics.com/thre...collection-thread-henrik.672764/post-16497447
BUFFY save with barb techs attached.
BUFFY save with barb techs attached.
T75
Spoiler :I think the best strategy must be GLH, especially since you see early that there is an island. AH-min-BW-fish-sail-mas-wri(T74). Grew to 4, got enough warriors to bust everything and settled 3E first. It's a weak city of course but I think it's better than going copper first. Horse-city is 1 cheaper on maintenance and can grow faster to work ivory-tile allowing cap to work the lake. I built a work boat from horse immediately when available to scout the island.
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T74 GLH done and 5th settled, the game is in the bag. A decent tech pace is now secured and need more workers (have 2) to chop, connect, cottage(?), mine(?). Have marble from Bella for failgold. I think cuirs is the most logical play (as it often is). Colossus would be good but it's in a horrible place in the tree, so no thank you.
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Justinian T50
Spoiler :The land is indeed pretty poor, but the doctrine is the same as with Monty. Get coastal cities and build GLH. On T0 for me 2E is clearly the best play, extra and leaves room for the food-city. IMP is awesome.
5th will go to the island unless there is some barb issue.
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Thanks!@jorissimo
Spoiler :Constantinople has been size 4 since T26 or so, going settler-wb-settler-settler. Units are dancing with animals waiting for them to go poof, and preventing archers from spawning nearby. As you can see 2nd city was actually kind of late, T35.
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Worker chopped under 2nd city spot (some and settles 1T faster). I think it's very important to have the boat for 3rd city, otherwise it's a pretty weak spot. 4th is very weak pre border pop, but at least it's connected to 2nd city so finally some trade routes. Then worker mines capital hills and cap goes lighthouse-GLH, 2nd city whips galley. Oh 2nd city whipped wb 2->1.
Coastal cities don't need any workerTurns and IMP+-tiles makes settler production swift.
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I also realize now I'm playing it with Monty starting techs (myst+hunt instead of myst+wheel), but I don't think I've gained a lot from that.
Spoiler :2 and 4 are connected to each other and thus have a 1 trade route. It doesn't show because they are not connected to the capital. Yes, working 22 or even 12 can be a good temporary solution.
Impressive stuff.Justinian T50
Spoiler :The land is indeed pretty poor, but the doctrine is the same as with Monty. Get coastal cities and build GLH. On T0 for me 2E is clearly the best play, extra and leaves room for the food-city. IMP is awesome.
5th will go to the island unless there is some barb issue.
View attachment 708783