I have to guess that you mean the Moai statues. You can build 2 national wonders in your capital, for example Moai and Oxford. The Palace does not count as a national wonder here. On the other hand, Forbidden palace counts as a national wonder so you could have only one other in a city that has FP.GL, Maori in capital (Can I do that, and also buld Oxford there, or is Maoi+Palace already the national wonder limit?)
My latest attempt got the Great LIghthouse in 1960 BC.
I played it out to 100 BC (a bit sloppily), and at 100BC I have:
9 cities (2 on Islands)
32 populations
168 bpt @ 100
95 bpt @ break even (55%)
GL, Maori in capital (Can I do that, and also buld Oxford there, or is Maoi+Palace already the national wonder limit?)
Tech wise, I have Currency and MC, both nothing else.
I pesonally am planning on using 2 fog busting Quench, combined with cultur borders, and hoping to deal with the 1 or 2 barbs which will span inbetween.
At Jesusin:
I prefer plan 2 to plan 1.
Commenting on plan 2:
I like moving city 3 1E. It reduced maintenance a bit, and gets fish in the first ring (helps health a bit earlier, since cap already has crabs). I am actually planning to settle this as my second city. With a WB made in the capital, it gets started up quicker and provides a happy (I will whip a terrace for the border pop.)
I also like splitting city 4 into 2, one each on the north and south coast. With GLH, both cities shoudl be profitable. One gets fish in the first ring, and the other gets stone in the first ring.
I played 45 minutes on test map until 1AD (supersloppy mode, so sloppy I forgot to assign scientists to get an Academy) and had 11 cities (3 on islands), 46 population.
Bpt ~220.
Thanks for this. No-one asked earlier when I asked for advice on how to get GLH ASAP. Ind trait will help for sure.I played 45 minutes on test map until 1AD (supersloppy mode, so sloppy I forgot to assign scientists to get an Academy) and had 11 cities (3 on islands), 46 population.
Bpt ~220.
So let's isolate the cause of your slower start:
I whipped settlers and overflowed into buildings, 1 Settler into GLH too, so I had 2 cities when GLH was built around 1960BC.
Tech path Fishing, Mining, BW, Sailing, Masonry and so on.
Opened with partial build of worker until Fishing, then WB, then worker built mine on sheep and prechopped forests for Lighthouse, settler and GLH.
You also don't need many workers. 3-4 are sufficient. You don't need roads except to connect resources.
Fogbusting isn't a problem and you can do with 2 fortified quechuas (you can add one more to the west if you feel jinxed). Cities are the best fogbusters, so expand quickly. Remember, also, that you don't need military in cities below happy cap.
I hope any of these tips were of help.
Edit:
@Mylene
Squeezing a settler before GLH wouldn't be possible if HC didn't have IND trait.
As for settling , I'll be as brave as Conquistador63 and I'll share my thoughts. I am divided between two plans.
Everybody: I'd appreciate your sharing your thoughts/criticism about them.
True, 4 turns make a huge difference but still not 14 population. I built HG. Strong wonder.
In second sloppy attempt I got 13 cities and 230 bpt with GLH, ToA and got 2 Great Prophets.
However, I took a lot of huge risks with barbs, just to see where it can go. Something unadvisable in real game. There is no point actually playing this anywhere farther than GLH since in Real game, you may have a contact and that will change almost everything.