kryszcztov, we mean exactly what we say - Civ4 was designed to try and make sure that there are multiple paths to success that are all viable. You can follow different strategies and be successful at any of them if you know what you're doing. In practice, some strategies will work better in some situations than others, but there is no one strategy that will be the best for all settings. Or at least that's what we tried to do!
(0) 1050AD Sirian has admonished me to make use of our religious sentiments to build a thoroughly theocratic economy. Markets? Bah! We shall cast out the money-changers from the temple! The glorious Cuban lands will be funded through the tithes of the faithful.
More seriously, this game will be a great chance to showcase just how much money you can really make using religion. Temple of Soloman is already providing 6 gold/turn, and we're just getting started! I will have some fun with missionaries and see what I can do in 10 turns. Also need to start building some Jewish temples (so cheap!) and monasteries since they will also provide money under the Spiral Minaret.
(1) 1060AD Havana builds a Jewish missionary, starts work on National Epic. Let's get some more Great Prophets cranking! Going to take 11 turns, so should finish right at the start of Sirian's round. Santa Rosa builds Christian monastery, starts Christian temple so it can keep growing.
City founded on "red" dot on North Island - it's called El Rojo.
Hindu missionary fails to spread religion in Madrid (ack, already one bad dice roll on religion on my turn!)
(2) 1070AD San Roberto finishes its lighthouse, goes to work on some Jewish missionaries. I'll slip a monastery and a temple in there shortly as well (hey, we won't always be in Organized Religion, and the buildings will give us free gold too!) I have better missionary luck in Matanzas:
It's not building an Islamic missionary, as I immediately swap it over to a Jewish monastery. Must keep spreading the faith! The hydra's tentacles shall infiltrate our entire civ... Santiago to courthouse. Any city costing 4 or more gold to maintenance definitely should get one. Also, we'll want a Forbidden Palace in Santa Rosa down the road.
(3) 1080AD The hydra extends its clutches some more!
Appropriately, that Buddhist missionary came from Hydrata! I have it start on a forge (Sirian, did you intend for this town to be one where we whip for production? I didn't see any notes to that effect, so I'm going to start building it up.)
Meanwhile, our axe pops the hut in the east, killing the warrior in the process. And what do we get? More barb warriors pop from the hut! Axeman cuts them down easily. Hey, so that hut was, like, getting free experience, right?
(4) 1090AD Saint Bob finishes a Jewish missionary, who heads to Guantanamo. It starts on a Jewish temple (getting close to the happiness limit). Caesar would be willing to trade his techs with us, but we have nothing to trade away except Divine Right (and he can't offer anything worth that much).
(5) 1100AD Vicky demands that we cancel our deals with Caesar. Obiously I decline, but our relations with Vicky will drop that much further. Good thing we're only a couple of turns from Feudalism and longbows! Sierre Grande founded on one of the yellow dots in the north next to the tall peak. Since the last couple cities we founded still lack defenders, I'm going to swap Matanzas onto military and concentrate on that for a while there. Heaven knows we need to strengthen our defenses. (And with all these cities we've founded... wow, our finances just cannot get out of the red! Banks plus more shrines will be when we turn it around.)
(6) 1110AD Matanzas finishes its Jewish monastery, starts Archer. One thing I'll also mention on the side here is that usually the science boost from monasteries is trivial (+10%), but with us controlling no fewer than SIX religions, we can build significant numbers of them and get a real boost to science. Heck, even an Academy is only +50% to science. Six monasteries beats that! Down the road, we can use this to our advantage quite a bit. Of course, you do have to have six religions in a city to get that to work, so we may end up burning a large number of missionaries on failed conversion attempts. The hydra in Havana has already eaten two missionaries as it is!
(8) 1130AD Discover Feudalism, start research into Machinery. We're heading for Guilds and Banking next, those are clearly the top techs for us. Havana's borders expand again - we've hit 5000 culture in the city! Matanzas continues with military production, San Roberto back to work on spamming Jewish missionaries. Sirian, it will be your call as to whether to turn science off to upgrade some archers to longbows. For the moment, I plan on simply building some new longbows instead of paying for upgrades (after all, our finances stink!)
(10) 1150AD Hinduism spreads on its own to Sierra Grande. San Roberto builds another Jewish missionary. And, well, that's about it. A quiet set of turns, really. We're making progress towards digging our way out of financial debt, but with another half-dozen set of towns to found still, we won't be running 90% science anytime soon. Of course, on the plus side we'll be unbelievably strong down the road.
Watch out for Vicky, she'll attack if she thinks she can get the drop on us. I suggest using Matanzas for military for the immediate future, and going with your suggestion of pumping missionaries from San Roberto. Once Havana finishes the National Epic, we can let it grow to a bigger size to pull in some more tiles.