PaulisKhan
Physicist
Here's the current strategy as I see it (these additonal starting techs have definitely changed things up).
Electricity slingshot and run mills under environmentalism for most of the game.
Grow capital to size 20 asap (keeping in mind the need to build settlers and workers)
Find a good grassland/floodplains city with food that can support 16+ cottages, mature cottages and eventually build oxford (I believe this will prove more efficient than doing it in the starting city, although the eventual placement of oxford will depend on the situation in game)
I'm assuming that our empire will soon be large enough for FS to outweigh Bureau.
War/Rex our way to just under the Dom limit at a sustainable rate, while trying to maximise metal resources.
Make sure to pop a GE in time for mining inc.
We may want to consider keeping a GProph in had to shrine the major religion when we capture/found it.
something to consider: large cities mean big trade routes which can make the GLH even more powerful than normal, obviously this will be somewhat map dependent, but we need to keep it in mind (an extra 2 matured cottages per coastal city that dont require citizens to work them is not to be laughed at).
lessons learned form hard experience: Disproportionate amounts of effort tend to go into the last few turns of these types of game, when really it is the decisions made at the start that determine the outcome. If we can keep our economy intact and run at 100% research for most of the first third of the game, we stand a good chance of winning this.
I know that I was recruited for my experience playing space race games and all that experience tells me that it's the teams with the best civ-economists that will be the most competitive.
Electricity slingshot and run mills under environmentalism for most of the game.
Grow capital to size 20 asap (keeping in mind the need to build settlers and workers)
Find a good grassland/floodplains city with food that can support 16+ cottages, mature cottages and eventually build oxford (I believe this will prove more efficient than doing it in the starting city, although the eventual placement of oxford will depend on the situation in game)
I'm assuming that our empire will soon be large enough for FS to outweigh Bureau.
War/Rex our way to just under the Dom limit at a sustainable rate, while trying to maximise metal resources.
Make sure to pop a GE in time for mining inc.
We may want to consider keeping a GProph in had to shrine the major religion when we capture/found it.
something to consider: large cities mean big trade routes which can make the GLH even more powerful than normal, obviously this will be somewhat map dependent, but we need to keep it in mind (an extra 2 matured cottages per coastal city that dont require citizens to work them is not to be laughed at).
lessons learned form hard experience: Disproportionate amounts of effort tend to go into the last few turns of these types of game, when really it is the decisions made at the start that determine the outcome. If we can keep our economy intact and run at 100% research for most of the first third of the game, we stand a good chance of winning this.
I know that I was recruited for my experience playing space race games and all that experience tells me that it's the teams with the best civ-economists that will be the most competitive.