MutilationWave
IDDQD
Yeah the reefs were plentiful, so were crabs for tons of extra growth. God of the Sea is also a big winner. I had the capital fully expanded and all buildings built as quarters while working all but four of the remaining tiles. The worked tiles on land were all tropical forest, boosted by Mundo Perdido. My production buildings were all +3 adjacency from wonders.
This is why I push food so hard. I make sure the first IP I befriend is expansionist and take +4 food on food buildings. Then I prioritize food and warehouse buildings, taking any bonuses I can that apply to food buildings or warehouses. If a settlement isn't going to work a single rough tile, it still gets the related warehouse because all those yields for 220 gold is a great deal.
I did scout the entire map, and befriended almost all the IPs. Building your monuments on coast for the extra 1 influence doesn't seem like much, but it adds up because you build monuments so early. I had an overabundance of military IPs, so I chopped three of those to help get wonders up. I barely had to trade due to Tonga getting free trade routes from befriended IPs. That's how I got crabs
The biggest difference here I think was only having one neighbor on my large island, and boxing her in so early. She languished with one city forever and I had it surrounded by slingers, then archers, fortified just out of range of her walled tiles, destroying everything that wandered out and getting commander experience in the process. I had her on farm essentially, using relatively few units due to archipelago map.
I learned I need to be more careful with my wars with such a soft civ like Tonga. I say soft because their gold output sucks. I can't just buy a bunch of units to get me out of trouble (or into it).
This is why I push food so hard. I make sure the first IP I befriend is expansionist and take +4 food on food buildings. Then I prioritize food and warehouse buildings, taking any bonuses I can that apply to food buildings or warehouses. If a settlement isn't going to work a single rough tile, it still gets the related warehouse because all those yields for 220 gold is a great deal.
I did scout the entire map, and befriended almost all the IPs. Building your monuments on coast for the extra 1 influence doesn't seem like much, but it adds up because you build monuments so early. I had an overabundance of military IPs, so I chopped three of those to help get wonders up. I barely had to trade due to Tonga getting free trade routes from befriended IPs. That's how I got crabs

The biggest difference here I think was only having one neighbor on my large island, and boxing her in so early. She languished with one city forever and I had it surrounded by slingers, then archers, fortified just out of range of her walled tiles, destroying everything that wandered out and getting commander experience in the process. I had her on farm essentially, using relatively few units due to archipelago map.
I learned I need to be more careful with my wars with such a soft civ like Tonga. I say soft because their gold output sucks. I can't just buy a bunch of units to get me out of trouble (or into it).
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Shortly after I capture the first Treasure Convoy, which he manages to capture back, which I then capture again - unlocking a very welcome and surprising bonus - 1 extra movement for naval units!
