Rhye mentioned that the Netherlands still needs a Strategy Guide. I used my own recent experiences and the many helpful tips in
this thread to make a very general discussion of the Dutch Historical Victory.
Unlike many other civs, whose UHV conditions can often be met only with some very narrow and mutually exclusive strategies, the Dutch have conditions that can be met with a wide variety of tactics. Basically, as long as you know what you're trying to do, you stand an excellent chance of getting a Historical victory. So, I didn't prescribe any particular research-build-settle path in the guide. I just laid out the basics and mentioned some of the various tactics the player can use.
Comments, corrections, and suggestions welcome, of course.
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The following Strategy Guide is intended for AD 600 starts.
Overview
The Dutch spawn after the Vikings, Spanish, French, Germans, and English, but before the Portuguese. They appear with a few techs that will be new to their neighbors, but they will not have much room to expand on the continent itself. This can put them at a somewhat of a disadvantage later in the game, after the French, English, et al, begin leveraging their larger empires into faster research speeds.
But that's okay. When going for a Historical Victory, the key is to expand overseas, not in Europe, and to do that you only need a few key techs up front.
The Dutch UHV conditions:
1. Have the most extended map of the world in 1600.
2. Be the first to found a city in Australia.
3. Secure or get by trade 7 Spices resources by 1775.
It is most important to note the manner in which the third condition is calculated. To meet it, you do not need to actually draw Spices from the resources you "secure." This means you do
not need to build roads and plantations on those Spice resources. It is enough to put a city on the same landmass as the resource and bring it within your cultural borders.
Because the Dutch goals require you to found several settlements in widely dispersed corners of the globe and to have a large map, you need to prioritize getting Optics (for Caravels) and Astronomy (for East Indiamen). After that, it is little more than a race to explore and settle the world by the time limits indicated. This is not difficult.
There are many tactics to use in going for a Dutch Historical victory. In what follows I will lay out the basics while noting places where different tactics can be employed. Most of the alternatives are drawn from the RFC subforum at civfanatics.com
Amsterdam
Amsterdam is a rich location—with a Fish, a Clam, a Wheat, and a Cattle square within its fat cross, it has the potential to grow very large. Health and happiness, not food, will put a limit on how large you let your capital grow. But it is not necessary to absolutely max it out in population. A size of 13 or 14 can be quite sufficient for winning a Historical victory.
To offset Amsterdam's production weaknesses, you can build Workshops on available land tiles and then run Caste System and Bureaucracy as Civics. (The former is available at the start, but you will have to research Civil Service to get the latter.) Alternately, you can ramp up food production even further with Farms and generate Great People who, as super-specialists, can provide hammers and other benefits.
Your continental base is very small: you will probably be squeezed in closely by Hamburg. There is a chance that Hamburg will flip to you early on; there is also the chance of conquering it early with your starting Crossbowmen. (There's also the chance that it will not have been built.0 If you take Hamburg early, you can use it for extra gold and production; if you take it late, you can raze it so as to give Amsterdam maximal room. You also have an early Settler that you might put in Denmark. That second city will add land to your European base, secure a Pig resource, and put greater cultural pressure on Hamburg.
Against these possibilities, you need to consider the tension with Germany that would result from a war for Hamburg, and the cultural tension with the Vikings that would come from settling in Denmark. While it is certainly possible to survive and even win wars against your neighbors, such wars at the very least can be a major distraction from reaching the Historical goals. Moreover, it is quite easy to get a Historical Victory without ever taking Hamburg or settling in Denmark.
That's because Amsterdam itself is remarkably powerful. It will quickly grow to size 12 or larger, and when you bump up against the health and happiness ceilings, you can turn off growth by hiring specialists. This means that the city is a terrific Great Person farm that you can run in whatever manner suits you. Each player has his or her own preferred GP style, and Amsterdam is a lovely playground to indulge yourself.
Going for Wonders in Amsterdam is a debatable strategy. There is much to be said for getting Notre Dame and maybe one or two other Wonders early on. Against that, though, is the opportunity cost of adding smaller, non-Wonder buildings. Also, if you like to plan your GP production you may not like unwanted Wonder modifiers interfering with the odds of generating the GP you are aiming for. In any case, it is quite easy to win a Historical Victory without building a single Wonder.
Do remember that a Castle can generate an extra trade route.
The Empire
After Amsterdam is up and running (which will hardly take any time at all), you will need to turn your attention to getting your empire going.
Besides Optics (and its prerequisite Compass) and Astronomy, there are a number of techs that will be highly useful: Civil Service will enable the highly efficient Bureaucracy civic; Gunpowder will give your cities more protection and help deter aggressors; Paper will enable map-trading; Chemistry can improve the output of Workshops. Beyond these, it is probably best to tailor your research as circumstances require. You are unlikely to get Steam Power and Dikes, though, long before you win the Historical Victory.
As the Netherlands is small, it is generally a good idea to stay on good terms with your neighbors. This primarily means the French, Germans, English and Vikings. A little judicious tech gifting early on can earn you points. You can also win points by staying on top of tech developments in other countries and trading for what you need and what they want. A strong defense will deter them from treating you badly. If you're willing to pay the price, an early conversion to Theocracy can help keep the ever-aggressive Isabella off your back and keep your defenses strong.
When you spawn you will have two Settlers. One will found Amsterdam. What to do with the other one? If you don't use it for a city in Denmark, you can send it to Australia, build a city in Africa, or do an early settle near a Spice resource.
The last is probably the least good idea, unless you build in India as a staging area for attacking the Khmer later in the game. There will be time to grab Spices later in the game, after you have Astronomy. If you send the Settler to Africa, you have two good locations. On the northeast coast, you will find Iron, Ivory, Wine, Horse, and Sheep (though the latter run some risk of falling under Spanish control later in the game). In the southeast, near Madagascar, you can find Sugar, Gold, Gems, and Iron. This location, however, is close to Native cities. The units these produce can be useful for generating a Great General if you have good protective units properly stationed, but they are a nuisance or a danger otherwise.
If you send the Settler to Australia (which you can reach with your Galley), you again have the choice of settling on the northwest or southeast coasts. In the northwest you can find Gold and Fish, along with two Iron and two Gem resources; in the southeast you can find Silver and some very fertile countryside.
Settling in Australia (especially the northwest) will give you some badly needed resources
and meet one of your UHV goals; it will also act as a happy staging ground for settling in the Spice islands of Indonesia. Africa, however, will provide a quicker return of resources. Probably there isn't a wrong answer to the question of which you should settle.
(There are also two Spices and several other resources that can be found in southern Persia. You can try taking these, if you don't mind having Saladin as a neighbor.)
Once you have Optics, you shouldn't miss the chance to visit the Aztecs to try to get the Adventurers spawn. You can use that army to conquer the Aztecs (and thus secure a Spice resource); you can transport it off for use elsewhere (in southern Africa, for instance); or you can gift it to the Aztecs for use against your European rivals when they show up in the Americas.
Once you have Astronomy, don't forget to switch to Resettlement.
UHV Conditions
1. Australia: This might seem the most dodgy condition to try to meet, as you have no way of knowing if or when one of your rivals might blunder onto and settle Australia while you're distracted elsewhere. Often, though, the other civs are slow to find and settle Australia. While you shouldn't let this goal slide too long, you don't have to lunge for it right away. If you don't use one of your starting Settlers to colonize Australia, you should probably wait until after you have secured some of the more important Spice locations before sending a Settler down under.
2. Map Quest: This is probably the easiest goal to meet. After getting Optics, you can build between two and four Caravel-Explorer pairs and send them off to sweep out the various continents and oceans. (Be sure to pop every goodie hut you come across.) Before you start exploring in earnest, you can trade your map for that of your rivals so that you are not exploring redundant space, but after that you should guard your map jealously. Instead, you can add to what you know by buying maps from your rivals for between 5 and 50 gold coins at a pop. It is an especially good idea to make one final round of map purchases on the turn before this condition is to be met. That way, you will have much of what your rivals will have discovered, plus the discoveries you've made and not shared.
3. Spices: Spices are mostly clustered in the East Indies and the West Indies. The first is an arc stretching from Indochina through Sumatra and Java to New Guinea; the second is an arc stretching from northern Mexico through Cuba and down to the northeast coast of South America. In addition, there are Spices in Madagascar, southeastern India, and southern Persia.
The greatest priority should probably be on the Spices in South America. There are two there, and the Portuguese will try to take both almost as soon as they get Optics. If you do go for those Spices it is probably a good idea to plant two cities down there instead of one (though both resources can be grasped in one city's fat cross)—one of your rivals might try snagging one of your Spices by building a city right next to it. Cuba's Spice is also easy to get, provided you get there before Chichen Itza's cultural boundaries expand to take in the island's one buildable spot. (Ignore the one other Caribbean spice; it's impossible to get that one before Biology.)
If you dawdle, the Khmer will slowly expand to take the Spices in the east. The great prize in that region is New Guinea, which has two Spices that can be taken with one city. Java is also fairly easy to get, provided you move more quickly than the Khmer.
The above locations will give you six of the seven Spices you need. For the last one, you can simply take whatever locations are still free. The Spice condition will probably be the last goal you reach, and building the last city next to a Spice will likely trigger the Historical Victory.
In order to meet this third condition, you should probably count on needing at least three East Indiamen. These are cheap to upgrade from Galleys, so you can anticipate the acquisition of Astronomy by saving your two starting Galleys and building a third.
If you have doubts about getting all seven Spices, you can hedge your bets by trading for one of the Spices you need. If you do, be sure to trade for it before you get access to your own Spice by building a plantation on your resource(s). (Again, it is not necessary to build a plantation on your Spices in order to meet the third Victory condition, but you can work them anyway for the benefits they bring.) You can pick up extra Spices from other civs, though, if you vassalize them first.
You also shouldn't overly worry about fighting a war to get a seventh Spice. If the city you conquer is right next to the seventh resource you need, it will fall inside your cultural boundaries as soon as the city exits disorder. Depending on the city size, then, you will win the game only a few turns after going to war, which will likely not be enough time for your enemy to regroup and strike back.