Standard Emperor on Continents Plus as Arabia.
Cultural Victory on Turn 376. So as opposed to Spain, this game I went for pure Tall CV as Arabia (I know so cliché). And by Tall I mean tall, just 4 cities and a puppet.
Its amazing how different this game was from last. Last game I talked about how unbeatable the AI was militarily. But in this case the AI was up against its worse nightmare. I was in the north section of the map so all I had has water on the bottom and a narrow stretch of land on the west side....which with 2 citadels and 2 forts was just an unbreakable wall. The AI certainly did try, Morocco (west) and Japan (south) both took turns trying to take me down, but my defense was ironclad (literally late game I had ironclads
. Then the AI passed a travel ban, Morocco kept trying to pillage my TRs...they certainly gave it the old college try. But the raw power of Arabic tourism could not be denied.
A few notes:
Happiness: I had 100% Global Happiness the entire game, I think I was 97 happy / 50 Happy something late game. So....very happy. Tall I think should have a big advantage in happiness, but this was a bit much. Keep in mind, that is with lots of specialists as well.
New Tourism TR Mechanic: This was a great game to show off the new TR mechanic (TR to any civ gives tourism to all civs), and I put it to good news. My enemies worked very hard at pillaging my TRs, so I had to be sneaky, and put them in off the way areas that my small navy could support. It worked well, even though I didn't finish every TR I finished a good number, and it kept me competitive in the game.
Diplomats and Influence Levels: I feel that diplomats (the spy not the CS unit) should get the same reduction as spies for influence. Diplomats are mainly used in CV anyway, and honestly the reduction would actually be more useful to them, as it gives me the ability to shift diplomats across several civs and make political deals.
Cruisers: Still 2 range, is that a bug or was that just not in the version...I could have sworn it was.
Cultural Victory on Turn 376. So as opposed to Spain, this game I went for pure Tall CV as Arabia (I know so cliché). And by Tall I mean tall, just 4 cities and a puppet.
Its amazing how different this game was from last. Last game I talked about how unbeatable the AI was militarily. But in this case the AI was up against its worse nightmare. I was in the north section of the map so all I had has water on the bottom and a narrow stretch of land on the west side....which with 2 citadels and 2 forts was just an unbreakable wall. The AI certainly did try, Morocco (west) and Japan (south) both took turns trying to take me down, but my defense was ironclad (literally late game I had ironclads

A few notes:
Happiness: I had 100% Global Happiness the entire game, I think I was 97 happy / 50 Happy something late game. So....very happy. Tall I think should have a big advantage in happiness, but this was a bit much. Keep in mind, that is with lots of specialists as well.
New Tourism TR Mechanic: This was a great game to show off the new TR mechanic (TR to any civ gives tourism to all civs), and I put it to good news. My enemies worked very hard at pillaging my TRs, so I had to be sneaky, and put them in off the way areas that my small navy could support. It worked well, even though I didn't finish every TR I finished a good number, and it kept me competitive in the game.
Diplomats and Influence Levels: I feel that diplomats (the spy not the CS unit) should get the same reduction as spies for influence. Diplomats are mainly used in CV anyway, and honestly the reduction would actually be more useful to them, as it gives me the ability to shift diplomats across several civs and make political deals.
Cruisers: Still 2 range, is that a bug or was that just not in the version...I could have sworn it was.