NC XV: Roosevelt of America

Noble, Epic, to 2050 BC:

I decided to record my thinking in more detail than I usually so more experienced players can give me better advice on how to think better in future. I played two restarts before this, but even so, this time tried to make sure I made decisions as though I didn't have prior knowledge, while also being much more careful than I usually am to take advantage of what information I have available at the time (too often I make choices much less carefully than I ought).

Somebody suggested a trade route economy might be interesting, so I wanted to make sure to get the GLH.
Spoiler :
I moved the warrior north to the hut first thing, since that would also get a tiny bit more info about the start location -- finding the pigs 4N of the settler. I settled in place: 3 food resources and all those trees to chop! Plus the existence of the pigs suggested there might not be any need to try to reserve a food resource for a second city. I then sent the warrior CW to see what else might be near the pigs.
Spoiler figuring timing of builds :
I'm pretty weak at the numbers game that I've seen other people quote, but here's my attempt at figuring out how to start: The 2F 1H grassland forest preferred by the AI meant workboat in 23t, grow to size 2 in 17t. Worked the 3H hill 1N of Washington to get the first workboat out in 12T instead of trying to mix growing with expanding, since I'd expand a lot faster later from working the 4F2C crabs tile. With 4F excess instead of 2, at that point the city would grow in 33/4 = 9T, total 21T, only 4T slower but with the workboat already built and 9 hammers (1H/t from working the city tile) spent on something else like a 2nd warrior or, preferably, a scout to replace the warrior who could come home to protect the city. So wkbt > scout > worker.
Teched hunting (8t) to be able to build a scout when finished with the workboat, then mining > BW > wheel > pottery, the last for best whipping; I wanted to defer finishing a settler until after a granary so I could whip it effectively. Then Sail to get a start on the lighthouse (precursor to great lighthouse) and AH so a 2nd or later city could pasture the pigs, masonry to build the GLH, and eventually mysticism for monuments in new cities (since I don't expect any early religion, I need some way to expand city boundaries). Then try for a slingshot with meditation > priesthood for the oracle. After all that time I figured a CS slingshot would take too long (somebody else would build the oracle) so I'd go for Metal Casting instead.
Spoiler excessive detail on subsequent history :
In the midle of the first CW pass I saw another hut so switched directions to get it right away, missing the coastline to the east at first. Just afterwards I saw the potentially scary "Christianity / Super Barb theocracy" messages but I'd already read TMIT's note to KK about "don't worry, be happy" so I didn't freak out. When I reached the pass 3NW 2W of Washington (original settler location) I met Vicky's warrior, suggesting the path NW would be less fruitful than SW. Even without this I might have noticed mountain and water to the west and might have decided that the fastest way to continue the CCW was to backtrack SE to the other pass.

I also got "the German civilization has been destroyed" that same turn -- hey, those Super Barbs are tough!

I ran into wolves with the English warrior right behind me. Take a chance that 1.8 out of 2 was good enough, or heal and let them get ahead of me if they continued SW? I decided to take a chance until I got to a woods anyway, and lucked out. Got a hut with a near-useless map out of it.

The scout finished on turn 24 just after Washington hit size 2, so I started a worker. The warrior wound up taking a long time to explore the peninsula, fighting animals but achieving Woodsman II for it, so by the time he was back to the pass the scout had all the territory to the north up to the mountains, so I figured it was OK to scout NW of the first pass towards English territory. The same turn I saw the outline of England I also met Louis, who approached from the west, convincing me that exploring further West was a poor idea.

Next turn (39), the worker finished and I started on the second workboat. The French were heading north, but I decided to follow them through the woods (where I'm faster, though the English might well have already been there) a bit and return via the pass N of the marble. Sure enough, shortly thereafter I found an English scout to the west of the mountains, and figured I should head back to protect my main city. I should say I'd never have left the city unprotected that long, after finding a warrior, had I been on a higher difficulty than Noble!

"A great man attempted to broker a peace between the French and the Super Barbarian Empires." That worried me: obviously the French were on my continent, and I thought the Super Barbs were on some other one. Maybe somebody popped a hut on my continent and unleashed some barbarians? Would those be part of the Super Barb empire?

On turn 48 the worker finished irrigating the corn, and I set him to chopping a second worker followed by a settler. Hills before grasslands, because I could mine the hills after chopping and I wasn't likely to work the grasslands until they were cottaged many many turns from now.
Turn 51: the Super Barbs are #1 in culture, and I'm the worst.

Turn 52: done with pottery, so time to figure out sailing versus AH. With chopping a worker before a settler I figure I might not be setting out a second city before Washington can arrange to start a lighthouse, so I went Sailing first. Once the city grew to the happiness cap (5) I whipped the granary (5 turns became 1), then maximized production (zero growth) for 6 turns to build a 2nd-city warrior and start the lighthouse while the 15 turn "cruel oppression" unhappiness wore off.

So, here's a dotmap for the moment the first-built warrior appears, so I can figure what direction to send him and the settler that should be ready soon:
Spoiler dotmap :


With a Trade Route Economy it's a good idea to put a lot of cities on coastlines, so I've focused on those for the most part. Red is a reasonable place from which to work the gold (for better commerce), light green for the bronze and marble (though doomed to remain small because of the lack of food), and brown to block Vicky and get the 2nd gold and 2 sugar, with the pigs for food. Unfortunately the latter two aren't coastal.

I thought for a while about the peninsula to the SW. Dark green was one idea for a 2nd city, focusing on production: 2 food resources, horses, a plains hill, and tthree grassland hills (besides the one the city occupies). I worried whether I might be contending with Vicky for the cows to the north, though. 1SW to the forest loses the cows, 1 PH and 2 GH, but gains the sheep -- a low-production, high-food city with lots of grassland tiles. But it also cuts off the food for the yellow city, which also has a reasonable amount of grassland plus one of the beavers, for an extra happy, which could be important early on to grow bigger cities (but to be done after the gold gets mined). Also, there are two more beavers, for trading, just to the south of the one within the yellow BFC.

I think I'd go brown, dark green, light green, red, yellow, then the northern cities.

Cities farther north are much more speculative. They're all coastal
  • Black has 2 food, too much sea, and low production -- but it would let me bridge my cultural boundaries to the islands to the NE if those turn out to be useful.
  • White has the stone, but also dye N, sea NE, and rice NE-E. Much too far away until CoL courthouses, Currency, and GLH for trading.
  • Orange has the cows, sits on a PH, has sea to the NE, and only one grassland that's farmable before Civil Service.
Spoiler post-2050 advance knowledge :
The choices are easier after we know where the iron is.
Spoiler some questions on mechanical details :
  • A chop just finished this turn; production gives basic production 15 (5H+10F), 30 from chopping, 5 from overflow, total 50. The settler has 2 turns left (85/149 now, 135 next turn, 150 after that). I could whip for 2 pop now, saving 2 turns on the settler and gaining some amount of overflow I can't figure out. There are 2 turns left before the last of a previous unhappiness from oppression wears off. Should I whip or not? I'm inclined to not, but I've also heard that +1 unhappiness and a 2-pop drop means this the ideal time to whip).
  • Minor question re the yellow city: does a fort at F give canal access to the western ocean?
  • A couple of cities, particularly brown and red, land on forests. Is it worth chopping these before settling, to give a small boost to Washington (nearest city)?
With the first settler almost done, there are four grassland forests left to chop around Washington, and two plains forests (less useful). I figure I'd use them for settlers in combination with whipping, but am not certain how many it's reasonable to get that way. I'm wondering if it's better to put those off until after Mathematics, to maximize hammers? I'm reluctant to whip to too low a population lest I lose too much production on the critical early wonders (GLH and Oracle).
 
Here's my next part, and I need some advice before I move forward.

Spoiler :
I built up my army of Choko--erm wishful thinking. I built up my army of Crossbowmen and set out to attack the English at my boarders.

Spoiler :


Eight Crossbowmen in the BCs. Not bad! My economy is...well, I'll recover, but it'll get worse before it gets better.

I walk through London, York, and Coventry no problem. Coventry was size 1 and never reached size 2 so it was instantly razed. Luckly I had that left over Settler so I settled over the city ruins.

My initial stack was small, and I didn't think I could take Canterbury so I asked for peace and snagged a tech. By the time 10 turns were up, I had more than enough Crossbowmen to take the city, so I redeclared and finished off the English.

Spoiler :


I kicked up my Science up and used the war funds to quickly research Currency. However, I got a surprise. I ended up popping a Great Engineer, and I'm thinking of using him for a Golden Age.

Here's a shot of my empire right now:

Spoiler :


My alternate would be to settle him in Boston, my Military city, and produce wealth for a while. Right now if I use Boston to produce wealth, I can kick my science up to 30% and be in the green. I'll net 67 Beakers and +5 gold per turn before settling in Boston. That'll probably go up to +8 or +9 gold per turn after I settle the Great Engineer.

Now I know that a Golden Age will be a LOT better for my empire right now, but that settled GE will remain for a lot longer after the GA ends.

Just so you know, my current plans are to build up a ton of War Elephants (8 > 6) backed by Catapults and take over Asoka's empire. He thinks he's my friend, but he owns the Jewish Holy Shrine, the Pyramids, the Temple of Artemis, and The Great Wall all in one city. This will correct my economy.

Next I want to tech straight down to Guilds, and build up a bunch of Knights (10 > 8) and take over the world with Knights. Somewhere along the lines I'm going to grab Code of Laws.

Anyways, what should I do; settle and build wealth in Boston, or pop the GA?

By the way, I'm confidant I could recover from the economy either way, but I really do like the long term effects of a settled great person, especially with the Pyramids just over the next boarder.

Attached is the save.
 

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@Kesshi:
Spoiler :
I'd probably go for the GA. Since you are already planning war vs Asoka that will help your economy, the GA can make that happen quicker. Of course I rarely settle specialists if there's a useful immediate alternative so I could be biased. :p


Settings:
  • Noble Diff / Epic Speed
  • Choose Religions & Random Personalities on
  • Unofficial Patch 0.21 & BUG Mod 3.5+
  • Chuggi's Terrain and a remnant or two of Blue Marble in the interface.

The rest of the game (1200 AD - 1834 AD):
Spoiler :
At the end of the last report, Asoka was gearing for war -- and it was war with England. Asoka declared in 1265 and Vicky got Pericles to join on her side in 1270. As my focus was settling the islands and teching towards rifling & communism, I stayed out of it. Communism was needed for State Property because I expected high Colonial maintenance from the islands and high regular maintenance when I started taking over the continent. And rifling was one of two key military techs (along with Steel) that would be needed for the war machine.

I did, however, give in to "reasonable" tech demands such as backwards Bismarck asking for Drama or Pericles asking for Music. It was all an effort to keep people friendly. The war only went about 15 turns and the net result was one city changing hands (Newcastle to Asoka.) Peace was signed between Greece and India about 10 turns after that with no territory change. After the war, Vicky started regularly asking to become my vassal but I kept refusing since she was the first war target. Nothing personal -- she was just in the way and London had a handful of wonders.

In terms of tech, Vicky was making a run at Liberalism (I had popped 3 Great Spies -- 2 were settled and 1 built Scotland Yard so I could see everybody's research without touching the commerce slider) but I could get it faster so I went for it. I wound up taking Nationalism and building the Taj Mahal. After that I grabbed Printing Press and detoured to Military Tradition before getting Chemistry, Banking & RP during the Taj GA. Next up was Steel and then finally SM & Communism. Vicky had gone after Economics and the Corporation and Asoka was headed for Astronomy. But because the GLH traderoutes & Colossus commerce were fueling my economy I was staying away from those latter two until SP was established and the war was starting. After Communism was in, I grabbed Biology and then the tech direction was to head towards Democracy, Railroad, & Assembly Line.

During the run up to Communism, I had to close borders with both Vicky & Izzy when I saw galleys arriving near Atlanta. I was pretty certain those were settling parties and I was determined to own the island chain completely. While I couldn't yet afford to entirely settle the biggest island, I had settlers ready nearby for when I could. The loss of trade routes hurt some, but it would've happened anyway as this was the part of the game where most of my rivals had gone into Mercantilism. Once Communism came in, though, I immediately changed into SP (and from OR to Theocracy) and settled the remaining cities. Then I reopened borders with my neighbors. At this point the game was nearly decided (although long from technically over). Despite some "holes" I had a huge tech lead and enough commerce so that the gap would only widen.

I used the Communism free spy (and another popped) to infiltrate Vicky to steal some techs. She would have traded them, but why buy when you can take? :devil: I stole Economics from her immediately and Constitution shortly after. I would also steal the Corporation once she was almost finished. The war started in 1710 and it was a squash. I had Accuracy & CR-2 cannons softening her up, CR-2 maces doing most of the damage (to be upgraded to Rifle after CR-3) and both Cavalry and Rifles supporting. All this running against pre-gunpowder renaissance defenders. All my other neighbors except Asoka were Friendly and Vicky hated Asoka so I wasn't expecting her to be able to bring in any help. However, I did sign Pericles to a vassal agreement first just in case I needed to protect my flank. The big prize was London which fell in 1722 netting a half-dozen wonders:


And England was eliminated by 1738. After healing up and getting into position, War was declared on Asoka a dozen turns later. He also did not yet have gunpowder, although he did have Astronomy. However, almost his entire Navy was concentrated in one single city:



That's 18 Galleons and 14 Caravels -- but only 2 possible exit points. So I parked a pair of destroyers (1 drill 2 and 1 unpromoted) on both plots just to see if he'd try and break out. I'll let Autolog tell the story:
Spoiler :
Other Player Actions:
While defending in Indian territory at Lahore, Destroyer (30.00/30) defeats Indian Galleon (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (30.00/30) defeats Indian Galleon (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (30.00/30) defeats Indian Galleon (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (22.80/30) defeats Indian Galleon (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (27.60/30) defeats Indian Galleon (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (22.80/30) defeats Indian Galleon (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (20.40/30) defeats Indian Caravel (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (27.60/30) defeats Indian Caravel (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (27.60/30) defeats Indian Galleon (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (24.90/30) defeats Indian Galleon (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (20.40/30) defeats Indian Galleon (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (20.40/30) defeats Indian Galleon (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (20.40/30) defeats Indian Caravel (Prob Victory: 100.0%)
While defending in Indian territory at Lahore, Destroyer (20.40/30) defeats Indian Galleon (Prob Victory: 100.0%)

Nearly half the ships suicided against one of my Destoyer pairs. Both were left with over 20 strength and next turn were promoted (to Drill 4 & Combat 3 respectively) to return to nearly full health. He didn't try that again.

Since Asoka was larger and had more units the going was a little slower, but I was even stronger as my CR3 Maces (and previously upgraded CR3 Rifles) were now becoming Infantry. I had also added a Machine Gun or two to each stack just for flavor. India was eliminated in 1810 and I was closing in on domination. So, I healed up again and repositioned my ships and went after Nappy in 1818.

For much of the game Izzy was a voluntary vassal to Napolean. But her possession of the Christian shrine (and Vicky's demise) had her as the top AI tech-er (and the only one with Rifles.) As a result, she decided to set out on her own and she had also remained Friendly with me the whole time so I could go after Napolean without her getting involved. Nappy had Musteteers, but by now my siege had become Artillery and nearly all the CR3 troops were Infantry so the outcome was never in doubt. The only surprising thing was that Pericles (still my voluntary vassal) finally made a military impact and was able to capture Orleans with a little stack of siege & maces. After blowing halfway through French territory, I figured I had enough land and Capitulated him, finding myself less than 1% away. Next turn, one of the small recent captures went out of revolt and popped a border and it was truly and finally "Game Over."



A final look at Washington, the overall empire, and the graphs & numbers:



Final thoughts:
I normally hate seeing the vast mountain ranges and plains that Tectonics produces but the map really wasn't a problem here. At least it wasn't a problem for me with the GLH/Colossus doing the early work. The AIs though really fell behind. Rifles & Cannons vs Longbows... Infantry & Artillery vs Musketeers... Destroyers & Airships vs Galleons & Caravels... yeesh. Maybe I need to move up a level on this kind of map.

Also I guess SuperBarb did his job since Bizzy & Sally were the bottom of the AI barrel but the mechanics of minor civs sure are strange. Both Vicky & Bizzy got Great Mediator events and I actually bribed Asoka and Izzy into making peace with him once they got Astronomy so that they wouldn't get a foothold on the other continent. I forget what I set to Asoka but Izzy only wanted like 75 gold.

Oh, and since this was played under Random Personalities, I went back at the end to see who everyone was.
  • Izzy had the personality of Kublai Khan
  • Vicky the wonderhog had the ironic personality of her mortal enemy: Asoka :D
  • Asoka the aggressor had the personality of Louis
  • Nappy the high-EP-spending zealot had the personality of Justinian
  • Peri had the personality of Bismarck
  • Sally had the personality of Boudica
  • Bismarck had the personality of Hatty
  • And either Minor Civs don't get randomized or the extremely unlikely happened as SuperBarb was indeed Shaka.


Thanks for the game, TMIT. I normally stay away from Tectonics (and had never seen something like the surprise) so it was pretty interesting. I'm also starting to better understood the power of the GLH.
 
@dalamb

Spoiler :

You're off to a good start for the TRE. In my game (Monarch/Epic) I settled my 2nd city at lightgreen (to build the Oracle there instead of Washington), but you might want to consider settling your 2nd city above darkrgeen, 1 tile below the spices and move the darkgreen spot to 1 tile above the sheep. Settling 1 tile below the spices gives you west-coast access as well.

Metal Casting from the Oracle is a good choice, because you will be able to build cheap forges and you have gold for extra happiness. After settling your cities consider building the Colossus as well (need forge), as you will be working a lot of water tiles in your coastal cities with cheap lighthouses.

I'm not that good at mechanics, but chopping before settling on forests tiles feels a bit like loss of time, mainly because you have to send your worker out. I rather build roads if the worker doesn't have anything else to do.
 
Monarch/Epic

85 AD - 970 AD

Spoiler :

After building The Great Library, Parthenon and Moai Statues, I decided to start build up an army. I made sure I generated a 2nd Great Merchant before building The Great Library, which I used to bulb Civil Service. CS enabled Bureacracy, irrigation spreading and Maceman, which I all needed. I teched Machinery. After that I teched Construction-Engineering-Compass-Optics, mostly for Trebuchets and Harbors and Caravels (trade routes and circumnavigation).

I just finished Engineering when I was blindsided by Victoria as she attacked Chicago with a naval invasion of 2 swordsmen and an axeman against a sole archer (badly defended outer city)
I sent 4 macemen up there to reclaim it later:



This meant I didn't have time to build trebs and I made a risky move, by attacking London with maces only. I was up against longbowmen on a hill and Chichen Itza! I did manage to take it with 8 macemen and a couple of crossbowmen:



After that it became east to take the rest of the English empire. Asoka joined the war against me, so I decided to not to over-extend myself and sued for peace, which netted me Philosophy from Victoria.

I'm on the patch to Liberalism now and have a comfortable (military) tech lead. I think I'll finish off Victoria soon:



I'm considering building National Epic in London to generate Great Prophets for 2 shrines (Confucianism and Taoism).



The Heroic Epic would be good in Philadelphia for a future naval army:



The GP gene pool has become polluted in Washington, but at this point any great person will do:



Now that I have stone (near London), I'm building another civ-wide wonder in New York. New York is finally growing again because of some chain irrigation I laid down:



I have a rather strong military tech lead and if I feel up to it, I could go for some more maces & trebs wars:



Most of the known world is Buddhist, so I'm thinking Free Religion (Liberalism), but when you are powerful, you don't have to be liked... how typical, playing as America ;)
 
@Fierabras:
Spoiler :
I settled my 2nd city at lightgreen (to build the Oracle there instead of Washington)
There are definite advantages to accessing the copper earlier; I may have been too paranoid about wanting to block the English early.
you might want to consider settling your 2nd city above darkrgeen, 1 tile below the spices
That's a really poor-food spot; +2F from the cows, +1F from farming one grassland and +1F for a plantation on the spices. It does let you work the gold and two grassland hills, gives west-coast access as you say, and it nicely blocks the pass instead of using guerilla II archer on a wooded hill.
move the darkgreen spot to 1 tile above the sheep.
I think I tried that one one earlier attempt and had trouble because of low hammers -- but on second look it seems like a reasonable cottage city, with three grassland cottages to work initially and more as you chop the forests (which might be needed early on for a bit more production after the horses and the one plains hill). I'd been hoping for a canal of forts next to that city, which would chew up those grassland tiles, but maybe canals work outside of a BFC? in which case it could go further south after the 2nd expansion.
 
@dalamb

Spoiler :

I agree that it's a food-poor city, but there is something to be said for early gold too. More importantly, it denies those grassland hills for the English.

I misplaced my southern city (I placed it left from the sheep), because it's cottages only, but no hammers.

I don't know about the canals as I've never tried that before with forts, but with low hammers, it wouldn't be a good naval base either way.
 
Previously I posted a 2050 BC dotmap (Noble, Epic), but Fierabras' comments led me to think about a completely different dotmap.
Spoiler alternative dotmap :
Fierabras proposed putting a city west of the western gold, under the spice, blocking one path from the British. I recalled that TMIT mentioned something about "blocking off the AIs" so I wondered what would happen if you took blocking those three mountain passes as a primary requirement? What you get is something like the following; the pass-blockers are in three shades of blue to the west.

A city is better than a fort for blocking Stacks Of Doom, since it can have walls, a castle, and cultural defence. These aren't great cities, and probably can't grow very big, though the southernmost (light blue) gives gold access fairly quickly and has other merits Fierabras pointed out. You can still get attacked by sea, but that's harder for the enemy than just building a stack and lumbering towards you.

Having planned those cities, some central cities shift. In particular, you don't need to sit a city on the southernmost of the two silks to get that western gold. It might shift northeast a bit to the new light green city, which takes both wheat and pigs for growth and has a plains hill and the marble (shared with a pass-blocker) to work when it needs production.

This leaves the lousy red location for access to copper. If a worker mined the plains hill immediately NE of the city that would give good production to build a monument or other cultural building reasonably quickly to to pop the border to get access to the copper. Food is lousy; if I'm figuring correctly, which I'm probably not,+3F from farmed corn +1F from farming the grassland to its north allows working the copper (-1F), the spice (-1F) and a plains hill (-2F) so the city can't usefully grow past size 5 until Civil Service allows farming the plains. It's just something that gives access to resources and nothing else, just like the pass-blockers do that and not much else.

I ignored the north, which still looks much the same, and the southwest, where I've show Fierabras' suggested placement but could also go with something closer to my original.
Spoiler post-2050 NC information :
The island to the east is mildly intersting. It can access the cows, gets 3C from each water tile, but has iron to the E-NE to give some production that might get the Moai Statues built before the end of the game...
I don't think either dotmap has a really good production city -- lots of hills with food to let it be worked. Maybe 1E of the wheat; before CS, wheat and pigs and one farmable grassland give +2F+3F+1F allowing working the copper (-1F5H) and 2PH (2x -2F4H) and a plains forest (-1F2H) along with the city square and two food squares for another 3H, total 18H at size 7 before multipliers. The trouble is, you have to wait for a border expansion before you can work the high-hammer tiles, which, without an early religion, means building a monument for something like 23 turns, then waiting 10 or 15 or so turns for culture to build up, before you can mine the copper; it feels like a very long time so early in the game!
 
@dalamb

Spoiler :

You are right about the red location. Without early border-pops (Creative trait or Stonehenge), it doesn't quite work. I still think I got my city-placements right in my own game (with exception of the brown loaction, which I screwed up). The green spot, but 2 tiles north, is the best location IMO for early production.

Blue and red are very mediocre next to each other and if you are going to build TGL, then you want coastal cities and for that the spot NE next to the cows is good.

To clarify I'll post my screenshots from 85 AD. It doesn't really spoil too much more, so I guess you can safely have a look at them:

Spoiler :






If you want more cities, I would suggest settling on the bottom silk resource, for a decent in-between city (although with some overlap).

 
Tectonics hampers the AI a lot
I am second in score and first in tech on Prince after CS
I got Colossus in 3 turns after whipping forge and chopping 3 forests :)
 
Long-time lurker, first actual game-related posting.
Noble, epic, 1982 Space victory.
The unusual things:
Spoiler :

1. played the entire game without spending one single turn at war. I neither declared nor was declared upon. (Believe me, I was tempted several times when that b***h next door was stealing my research, too) I did stomp some barbs (ordinary, not super) but I don't count that as war.
2. even though no war, I spawned 3 great generals (1 with Fascism, 2 with privateers) I got 1 privateer to 26XP and squirreled it away so I could build WP, and even got another one to 50XP! (a personal best for me for any unit)
3. I also played the game without spending one sigle turn in any state religion (even though I founded two (Conf and Tao))
4. I generated a boatload of GM, 2 GE, 1 GA, 2 GS, but not one single GP!

I want to thank everyone who has had a hand in creating this series (and the LHC, I play those when I can) and participated in the discussions of the games. You have helped me improve my game a lot over the last few months. I've also read with great interest many of the succession game threads, which are entertaining and very informative.
 
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