@Soirana, thx. We're starting a more relaxed game (quick-speed immortal conquest) in the regular SG forum, in case you change your mind about team play.
@classical_hero
Gandhi had close to 20 cities in our game... How do you figure you were safe from having him large? I did see LC's comment in another thread, but I'd rather have a 4-city Gandhi declare on me, than a 20-city one.
@Team, some thoughts on the game:
I compared openings with desert hill / in-place teams, and it looks like we expanded pretty well. Our first six cities are on roughly the same dates as XTeam (though we had already lost one of them

). It's impossible to compare with MW, since their game is just plain better all around, but I think our initial tactics and tech path were valid. In particular, I think our initial city locations were very sound. Despite not using slavery, we were behind only MW (by a lot), in terms of putting 5 cities down. This is because the desert hill capital didn't have the chopping power ours did, I think. Part of the reason our city locations didn't hold more of an edge, is that the north fish site ended up having 2 extra fish (which, tbh, could have been expected), which made it a great city despite overlap with in-place. IIRC, a major reason I liked our city locations initially was to have 3 good cities instead of 2. Letting Gandhi go was a big mistake, though. Seems other teams managed to claim the Vijayanagara spot and really squeeze him in. In retrospect, we may have also rushed to the Novgorod site too much, as we already gave up the Vija site, and knew Gandhi would settle there next. In fact in another game (US maybe?), he didn't even settle Novgorod after they took away Vija. Yaroslavl' first might have been better, to get a faster payoff on all the specialists.
Hard to compare past the loss of Rostov, since I figure we would have expanded onto islands starting with the Yekaterinburg settler and continued with further expansion, and would have been somewhat faster to Oxford and later techs as a consequence. I'm wondering if our tech path (Lib Const - rush Oxford - bulb to Comm) was any good. Communism is the real landfall, I feel - so rushing straight to it probably beats early Rep, as MW demonstrated (though Libbing it like they did is quite a stretch)? Seems some other Lib dates were slower, so a SM sling followed by Communism might work better? It's a bit bizarre that we made such a big deal of rushing to Constitution, and then whipped away all our specialists the moment we adopted Rep. Maybe there was no need for Rep until about 1700 AD, when we had our cities fully grown with infrastructure up.
We got to Rocketry ahead of both US and Smurkz, but later than WD and Misfits - go figure. There were some major (in)efficiencies in how different teams played the war phase.

Honestly, we didn't have a plan for the war even as we were playing through it, let alone in advance of Rocketry.
I still think the obvious major mistake was not dealing with others: Gandhi, barbs and other AI's. We seemed to think that the initial slowdown of Gandhi was enough (maybe it would've been but for the loss of Rostov, as we might have subsequently beat him to the western islands), and we probably got too comfy re: barbs because of the landmass being so effectively spawnbusted by us and Gandhi. IIRC, prior to the galley that took Rostov, we only saw a couple of barb warriors and one axe - giving a false sense of security? Our original test map had a large isolated landmass, whereas the actual game had an easy to spawn-bust landmass + a developed barb continent, so very different feel.
Re: team play - I think we need a merciless team captain. Someone needs to crack the whip and keep us to a reasonable schedule in the future.

shyuhe?