Okay, here's some comments on things people said over the weekend.
I played out the pyramids game (that I posted a few posts ago) a little ways, beelined astronomy. Things are looking okay.
-Still somewhat behind the AI in tech, but catching up with trades and I believe faster research with the specialists.
-Militarily very weak, depending on drafting stage to catch up with that.
-Vulnerable if we have a close AI in the short term in the real game.
Yep. The 3-wonders approach is predicated on being fairly isolated. That increases our need for fast tech, and gives us some breathing room in which to prioritise it.
I ended up having to build several triremes for barbarian galley protection.
Yep, that's essential in a many-islands scenario. We need to remember that they can't enter ocean in our culture borders, so we can retreat there if needed. Also, they prioritise attacking over pillaging (unless maybe they're already on the pillage-able tile), so you can often run the galley around an island keeping ahead of the barb galley until you can hack it off with a trireme. Or duck in and out of a city likewise. Of course, if we had had work to do with our galley, we might have had to offer (defensive) combat. The earliest barb galley I have seen is T131. Mostly I start seeing them in the 140s.
Great people/research
I switched to pacifism with caste system after a whipping courthouse phase. I popped 2 great scientists 1st GS was from the 2 clam city which got an early library. 2nd GS was from the capital (some risk of Great engineer with the pyramids). I got a great merchant from a side city running merchants (probably could have afforded to run scientists since I was getting some gold from trades with the AI)
I'm not trading Astronomy to the AI, seems like something we want to keep as a military advantage if possible.
I got beat to music and the free Great Artist by 1 turn
I got an academy in the capital with 1 GS, and 1 GS partially bulbed Astronomy.
The Great Merchant waits to do a trade mission with the AI.
Another use for random Great People is a Golden Age at the time we switch to Nationalism. Presumably you had that in mind with Music (else wouldn't something else be better?). We might have some vigorous whipping under Police/Vassal/Slavery/whatever/Theocracy before subsiding into our long-term endgame civics.
City management
The happiness and health issues are significant if our real game start is as sparse as Griff's III test game (I should have taken out the huts too, but they only gave me ~50 gold so far, I did take out the fish on the eastern shore for the whole game)
I stopped actively growing most of the cities with pacifism & caste system switch over, other than what they could grow with their good food (mostly seafood) resource tiles. Slowly built up the specialist population you can see in the save.
Possible useful insights for the real game
-With all the AI so far away an early-ish Forbidden palace or Communism might be something to shoot for.
-Balancing trades with the AI so we can catch up to them but don't accelerate them too much will be a delicate dance.
-Whipping early courthouses I think pays off, in reduced maintenance and free espionage
---However espionage will possibly be very expensive unless we more our capital closer (and build the Forbidden palace near original starting location) or gift chain a few cities so get a city close to us with our culture for massive espionage cost discounts.
-We are vulnerable if we switch to Caste system early since we sacrifice a lot of production to maximize the benefit from the pyramids. And workshops aren't that great until we get Chemistry and/or Guilds and/or Communism.
Agreed on all points. The camera flying seems to suggest we'll have more access to forests than in Grifftavian's test game. That's good, because we can still get some hammers during the caste phase. Caste certainly needs all the

bonuses it can get.
You mentioned building 6 swords to deal with barb cities. Early on, I think there is much to be said for dumping a warrior on a city site any time before the settler arrives. Defogging the site so no city spawns is much better than losing a sword or two to take it. We only need to farm a level-four miltary unit in the late stages of the

-push.
I just completed another test run and got a later Oracle but had Granaries and Lighthouses in both cites, 2 settlers and 1 LESS forest chopped. What got sacrificed was WB#4 for exploring.
At this point, I think we need to define our priorities.
How fast do we want to settle city #2 and future cities?
How fast do we really need the Oracle?
How soon do we want WB 4 to explore?
I think the latest evidence is that a fast city #2 is the best approach. Oracles have to be targeted before T100. I've made a few reports of AIs in the range T91-97, but more often they're later.
Is that Oracle in Elba or in Wrist? If we think Elba is eventually the GP farm, then do we want oracle there to concentrate the GPers points, or not there to keep the gene pool clean?
I'm not too fussed about a clean gene pool. A Great Merchant can be saved for a trade mission, or used to bulb Paper, or used for a Golden Age. A Great Engineer will pop our Globe Theatre (this is an elephant in the room - even running post-Guilds Caste with two 1

3

workshops and the two mines, Elba will take more than 30 turns to finish this sucker). A Great Prophet is not much use at all, unless maybe we pop Confu or Tao. However the start-of-the-art tests games build the Oracle in a city that will hopefully never pop a Great Person.
Working on BW>Pottery approaches, as I think we want the early granaries AND the Oracle if we can get it.
I think early pottery solves our "do we sacrifice infrastructure for oracle" question ... if we can still get Oracle.
Yep. My 3-wonders T94 Oracle built only a granary before the Oracle.
T 94 Oracle is better than anything I have achieved. I am doing something wrong with the WB start, as I can't get that Oracle faster than T 105. Maybe do Oracle only in Wrist, no prior building is the key? Or get it (the city founding) earlier, with worker support.
I found Wrist shortly after Pottery, and build only the Granary. An MP, a monumnet and a lighthouse would all be nice, but they do not speed up the Oracle.
Meanwhile I have whipped Elba to the ground to get out a worker fast. Tile improvements are now critical for a fast Oracle with maximal growth. Elba regrows building its granary, planning a galley next to get the off-island mines working, then a forge for a 3-wonder run.
At about this time, Wrist only has corn+nets+PFH as useful tiles to work, so I juggle tiles when Wrist is at size 2 and 3 between the two cities so that Wrist gets to size 4 just as PH is due, maximizing the number of

on the granary but below 45. Then a 2-pop whip flows up to 44

onto the Oracle. Extra food at this point is OK.
It is also important to get the northern GHmine up before the PFHmine, because the former is +2

/turn, the latter +1

/turn. It doesn't matter how fast we get the lump of 30! Note that the worker should move onto the GH tile the turn before Elba pops the border.
During the Oracle, Wrist again juggles its tiles (mostly working corn+PFH) to grow to size 3 when the Gmine comes up, and to size 4 somewhat before the target date (spreadsheeting will be key - I've been guessing and reloading if I wasn't quite right). Most of the

go on the Oracle at size 3 working corn+Pmine+Gmine. Of the 225, I get about 35-40 from overflow in, 30 from the chop and 44 from the final 2-whip. The other half come from the 7-8

/turn we get at size 3. At size 4, I'll work a citizen (or two!) and lose food if that'll get us to the Oracle whip-target (181, IIRC) a turn faster. We have a granary for a reason.
I note that when fishing comes in, it takes 3 turns of working the plains hill to complete the warrior ... has anyone tried that out? Or is there so little need for the warrior that it isn't worth the three turns?
I've never wanted an MP during the Oracle run in Wrist. Once it has its three mines up, a warrior is 2-3 turns then. Much better deal.
Looks like we have a quick path to the Oracle. So if it is Oracle in Wrist, then what, Forge in Elba, GE to bulb mids, and then whip collossus where?
I've been putting the Colossus in Elba, because that's where I have the forge. Wrist is busy building exploring workboats. A forge there is too big for its value under the time pressure we have.
Do we get CoL and then go into ORel for building bonuses on the wonders?
We won't have time to spread it and use it.
My only concern would be that we are behind on expansion and exploration with this plan. I think we might be able to delay the Colossus a bit and instead whip a settler or 2 into it instead of whipping it directly. That might provide the best balance between expansion and research boosting wonders.
Indeed. I have sacrificed on expansion, on the theory that fast expansion can choke us off before we even get to CoL. My uploaded 3-wonders runs also skimped on exploration, which we will need to do properly in the real game. The galley is mildly useful in this regard, and I had a few workboats do a lap of an island before returning to become a net, but there weren't any fire-and-forget workboats.
The devil advocate seems to be missing, so I'll play that role briefly. What could we do by T151 if we didn't build any wonders? Massively expand and whip build cheap courthouses to deal with the maintenance of lots of cities? Find a small continent with a some killer city spots and begin a bureaucracy capital?
Roughly we'd have had 225+750+375 = 1350

into about 7 settlers with supporting workboats, workers, galleys, triremes. But who thinks we can support about 11-12 cities, even if we can find the sites fast enough? How is that scenario going to tech MC (triremes), CoL (courthouses) and Currency (trade routes)? Perhaps someone can Worldbuilder 11 cities, with the inner half with courthouses and see how fast they can tech Currency.
Also, said bureaucracy capital will take time to move the palace (and will that be central enough?) and time to build and grow the cottages.
Do we need some more test comparisons? The direct build pyramids gets the pyramids slightly later than mabraham's most impressive GE-built route, but it does have a few more cities and those cities have a bit more time to develop.
A game without wonders but courthouse instead might be worth making... I guess I'll give that a go just to be thorough.
Good idea.
So Elba gets forge, makes the GE, bulbs mids (is that with no invested hammers?), and then whips colossus?
Yep, that's what I've been doing.
Seems that Wrist could whip a forge and get started on colossus before Elba makes its mids, if we thought that was useful.
A good idea. I've not been too fussed about the Colossus. It's a nice pick-me-up as we grow and whip before Caste, but since it goes out with Astronomy, it's not what we're running the game around. Colossus in Wrist also makes for a higher chance of an inconvenient Great Prophet.
Alternatively, Wrist could be the source of our expansion teams (ships, settlers, troops).
That's what I've been using it for.
Of course, I see Wrist working the farm and one net so it has good food. Are others doing differently?
I juggle the tiles according to who's regrowing, and who's building something of higher strategic importance. So Wrist gets priority during the Oracle, Elba gets it during the forge.
One advantage to getting the wonders is that we deny them to the AI ... is that worth slower expansion initially?
That's hard to answer definitively, but denying useful wonders to the AI seems to me like it has to be useful for us.
2 cities is still better in my opinion even if copper is there.
Yep - and the copper will improve our Colossus. Not settling on it doesn't gain anything if we've already settled in place - unless that south-east GH is settleable.
OK great.
A couple of things I'd like to reiterate:
Sailing = Lighthouse. We are Organised. Lighthouse is half the price of a granary.
Yep. But a granary returns well over twice the advantage of a lighthouse, which I think is enough to offset the longer time before the advantage accrues. For example, during my fast Oracle runs, Wrist sometimes only works one food tile - that might as well be the corn.
Code of Laws = Courthouses. We are Organised. Courthouse is half price. Surely CoL is more valuable than Currency, and possibly even more vaulable than MC as far as choosnig the Oracle tech? Though, MC->Forge->GE->Mids is still attractive I'll admit.
I've tried to get Maths+Currency out before T150 and don't go close. Maths is nice for the chops onto the Colossus, but that's a bit "meh" really. That aqueduct for Elba is not to be sneezed at, however. We may be in desperate need of

(though a harbour is not far off!). For the moment, I agree we should prefer CoL for courthouses and caste access.
Also, you want early MC to get some triremes in many scenarios.
@R1 - go to .ini file and set fullscreen mode to 'no' or 'ask'. Then use a spreadsheet

Works for me at least, on a reasonably average laptop.
Yep. I use a crappy old laptop on the desk next to me. It can browse forum and run an editor for notes. Perfect. Spreadsheet if desperate.
Edit: I'd also like to add, that IMO a 4th WB for exploring is non negotiable. Exploration is very important.
Yep. However getting it out pre-Oracle delays the Oracle by about 5-6 turns. This will be a tough decision.
Are we exploring a radius around us, to fine new homes, or in long rays away from us, for eventual circnav, and to find other civs? Which has priority for that one boat?
I think the first boat should go long. The galley has a few windows for radial exploration. A second boat can do a circle around us to fill gaps. Then we judge.
I think we can delay an exploratory workboat since the Oracle plan is cutting close to the dates that the AI get the Oracle.
I think we can get a 4th workboat maybe with a 20 turn delay and still do the 3 wonder plan by T151.
And an getting Code of Laws with the Oracle just so can build courthouses isn't a good enough reason to choose it. Because by the time we want/need to build courthouse we could have teched it ourselves. The Oracle---> metal casting --> GE ---> Pyramids & Colossus is just too good to justify choosing Code of Laws to found a religion.
edit: even though lighthouse are cheap, testing seems to show that we can put off the lighthouses in favor of the granaries and still get better results
Agreed on all.