Due to the huge public outcry for a third Home School, I've decided to come back for one more round and show a Culture Victory. I don't want some easy isolated culture win, so I'm playing on a Panagea map. This will force me to play the diplomacy game to keep the AI's off of my back. So it's a Standard-sized Panagea, with Low water level and a Solid coastline. The speed is Epic, and I'm playing this in BtS version 3.13, with Bhuric's unofficial patch of the patch. I had a lot of suggestions for a leader, and I decided to choose Huayna Capac of the Incas. HC has a lot to like for a Culture win. First, he's Financial and Industrious. Financial is always nice and goes well with my strategy of a cottage-based culture win. Industrious is obvious - more wonders quickly. He also starts with Agriculture and Mysticism, so I can grab one (or both?) of the early religions. His UU is the Quechua. The Quechua rush is a well-known tactic, since they're effective against Archers - the most common early defensive unit. Most likely, I won't do an early rush. In fact, I want to see if I can play this game totally peacefully. If I'm boxed in like the last game then I'll have to bust out, but if I can acquire 10-12 cities through peaceful REX, then I may not declare war for the whole game. That doesn't mean that the Quechua is useless to me. It will actually be very useful. If I want to key on the early religions and wonders, then I won't be able to research military techs like Bronze Working, Iron Working or Archery. The Quechuas will be necessary to hold off Barbarian Warriors and Archers. They'll be more than enough to do the job until I can get better defenses in place. HC's UB is the Terrace, a Granary replacement that provides +2. My love for the Granary should be known by now, I think it's one of the most important buildings in the whole game. Every one of my cities will have a Granary, so the bonus culture is perfect. The Terrace is also nice when you're on the warpath. Since the Granary is not a culture building, it will often be left when you capture an opponent's city. When the city passes to your control, the Granary turns into a Terrace. Now you have a culture building to quickly pop your new city's borders! Very nice. OK, so I've rolled up a start and here it is: Um, wow? This start might actually be a little too good. The Plains Hill will give me an extra hammer right away. I start with Agriculture, so I can start with a Worker and still research a religion right away. I've got Gold for early happiness and insane early teching. I've got a mysterious Grassland square that could be Horses, Copper or Iron. I've got 2 rivers that could link my early cities. Good times all around. There's no question about settling in place. My early techs will probably go Polytheism -> Mining -> Masonry -> Monotheism. After that will depend on what's around and what I need. As I said, I'll start with a Worker. He'll be able to Farm the Corn and Mine the Gold. After that...? Well, I'll cross that bridge when I come to it. But that's more than enough to justify Worker first. If I can find early Stone or Marble, then I'll kick out a quick Settler for some even cheaper wonders. I'll start the game tomorrow and post the beginning save after round 1. Stay tuned!