I know I've left you waiting far too long, but here it is, at last. We're going to rush for stealth as quickly as possible - excluding some rather unusual early warmongering. First video: http://www.youtube.com/user/Wainyciv#p/a/u/0/RNIIcr_8ZJs The Great Library iron rush is arguably just as good a use of the GL as the Philosophy -> National College rush, if you're planning on doing some very early warmongering. Tech order: Pottery - Writing - (possibly one tech of your choice, likely AH or calendar or masonry, if you have time) - Mining (flip for masonry) - Bronze Working - Free Iron Working. Policy order: Liberty - Settler - Free production (if still building GL, which you likely will be - will save you a turn) - Worker - Representation - Meritocracy Build order: Warrior - Monument - Granary (may interrupt for GL depending on whether you'll be able to recoup the turns of production lost by finishing it, for instance through growing faster or reassigning citizens to higher-production tiles without starving) - GL - (Library, if GL fails, so you still get IW somewhat quickly) - Warrior spam - (Water mill?) - National college Second city build order: Warrior spam - Library Steal a worker from a city-state around turn 20, when they come out. Check and see which city-states are protected in advance, by clicking the declare war button for each one (don't declare war obviously). Don't settle your free second city too close to an AI, except maybe Gandhi. Defending it early on is not pretty. I've learned this lesson far too many times. If you are attacked early (<30), rushbuy a couple of warriors. If you are attacked slightly later, you'll likely have a few anyways, but rushbuy more as needed. Archers are an unnecessary luxury. Speaking of luxuries: sell enough to have ~500 gold by the time iron working rolls around, or slightly afterwards (you do have to improve the iron mines after all). Upgrading 6 swords (a common number, assuming a 6-iron deposit or 3 2-iron ones) costs 80 x 6 = 480 gold. If you're short on iron, get a couple of spearmen. If you're really short on iron - well, I won't spoil anything, but watch the video Always remember to check to see if the AI has iron, even though this is not a cheap proposition (45 gold per unit, for 30 turns). Your target, on deity, should be one or two good (operative word) non-capital cities. You likely won't be able to take the capital with just swords (but maybe with legions). You only want to cripple your first opponent, and get some juicy terrain and a few workers. Don't be afraid to take large losses if you think you will be able to take one more city. On any lower level, you're laughing. Take a capital. Heck, take two! Carve out a nice empire for yourself. Of course, up to immortal you can fairly consistently take a capital with a generic archer rush, so take your pick of strategies. (note: soronery has shown a good guide to an 8-archer rush on deity here, but my experience has been that it's a crap shoot unless you're Babylon) It's almost mandatory to go for swords (or some other form of early-ish conquest) in a deity game since you don't have enough breathing room otherwise, with everyone expanding so quickly. Traditionally the free liberty settler is placed on top of a 6-iron mine, but I find you can generally scrape together enough iron from near the two cities you do settle, plus buying a few (America is great for buying up iron tiles). It's fairly rare that you'll get 6 iron in a defensible, productive city location, and not really worth delaying your second city until IW for. Snarzberry has done an excellent overview of the Stealth Bomber rush here. There's not much more to say about that part of it. Stealth bombers own. P.S. I'm posting this in the strategy and tips forum because I'd like to discuss the merits of the GL iron rush, i.e. specific build, tech and policy orders but also general effectiveness compared to, say, founding 2nd city on an iron deposit, archer rush, etc. Feel free to discuss the particulars of this game as well, if you'd like.