just played this out a couple times using the test map, so different AIs some trades might not be applicable.
62: Alphabet (traded and got Myst, Arch, Animal Husbandry, Sailing, BW in 2 trades)
66: Polytheism, Library (cue Archer), Mansa traded Iron Working for Alphabet (I don't think this has happened before, could be irrelevant in the real game)
At size 6 (max happy), I wasn't able to use 2 Scientists without -1 growth and not compromising production of Archer (at 3 turns now) too much. 38 Beakers was the best I could do (crab, crab, marble, fur, 2 x Sci). Lit takes 7 turns. I have no issue with -ve growth, but does anyone else (food is currently maxed).
69: Archer ... I'm going to vote for building Scout (instead of 2nd Archer) because: The worker-exploration is highly tempting, but now we've traded Alpha we can Pasturise the Sheep + Cow, build our roads and be ready to chop for GL asap. We can't do any of this if worker explores
71: Scout (cue Archer, swapped crab for stone to finish in 2 turns rather than 3 which immediately lines us up for GL - started chopping a forest which will finish on first GL turn, alternative is Obelisk in the same timeframe).
72: Great Engineer! Built into City (swapped stone for crab, +3 hammers from Engineer keeps Archer/Obelisk to 1 more turn)
73: Literature! (traded Lit for Meditation + Priesthood, and was able to trade Maths not sure if dooable in real game) (next tree: Code of Laws > Civil Service for Burocracy), built Archer (GL next!), was only able to trade for Monotheism & Meditation (some civs had Maths + Code of Laws but wouldn't trade).
Options to build GL:
8 turns : crab, crab, stone, marble, fur, farm +1 growth (won't grow), +2 GP, 36 Beakers
9 turns : crab, stone, marble, fur, 1xscientist, -1 growth (should not reduce size), +5 GP, 38 Beakers
12 turns: crab, crab, stone, fur, 2xscientist, -1 growth (will almost reduce size), +8 GP, 36 Beakers
I went 12 turn option with the plan to chop 2 forests, and I think max GP is vital for OCC!
80: Great Library (cue National Wonder... +16 GP currently, +100% will be killer!) // to build GL in 7 turns - 2 chops (I 1 hill and 1 grassland), swapped crab for extra production for a couple turns, food reserves very low but constant max GP!
REVOLT: we now have the options of Rep, Slavery + Organised Religion. 2 of these will make 1 turn, all 3 is 2 turns revolt. Happiness is an issue, so while we have the growth for Slavery we'll probably find the unhappiness from it being the issue in city growth over the loss of Pop. Test game I still don't have any religions but sounds like we have options in the real game and +25% production is super!
85: Code of Laws
So... whyaddya think ?