I've got about 10t now until we have enough beakers to finish education and the liberalism bulb opens up. I've settlers out for all visible good city spots. So this 10t is mostly about growing, which requires a few more workers, and putting up infrastructure, which requires spreading my religion.
I shouldn't count on landing the Taj Mahal because without marble I won't be able to 1t it. But I should be able to get about 500h in on the first turn, so I'll have a very good shot at it. It should be possible to adapt my plan to get all my GP out in 1 8t golden age from the Music Artist.
When I throw the golden age, I'd like to save gold and focus on getting 6 Universities and Oxford up. I'm not sure how realistic that is without slavery, so I'll check it out. Meanwhile I shoot out 1 GS and 2 GM in Pacifism, for an Academy and double bulb of Constitution.
When I turn tech on I have two options; the Military option - tech Gunpowder and Military Strategy for Cuirs and drafted Muskets, or the Economic one - go to Guilds and Banking for Mercantilism. I'm leaning toward the military option but if the targets look too tough I should keep the economic one in mind. I'd really like to finish the golden age in Merc but again, I'm not sure how realistic that is. When I get to Military Strategy I'll want to do a lot of whipping which would surely affect my tech rate.
I'd still be generating great people - probably just focusing on Merchants, except for the Oxford/Academy city that goes scientists(and engineer pollution is generally good). Merchants can run trade missions to keep me teching with my research multipliers, they can also bulb Banking and Economics which could be useful. Scientist bulbs are unfortunately blocked by Printing Press, which will be a pretty useless tech for me until I want to go for Liberalism. If get too many scientists though, I can just bulb it. I'm thinking we could manage something like 3 Merchants, with a Scientist and something non-scientist to be completed after the GA, that can be combined for GA number 2.
GA number 2 would probably be focused on Scientist bulbing around Communism and switching to a hammer economy.
We are almost beelining Cuirs with this strategy(Constitution being the only unneccessary tech, but it's bulbed and might be important for our tech rate), so hopefully there would be a good target. I need to keep Astro in mind too, if the water becomes more important than it currently looks I can change that way.
I shouldn't count on landing the Taj Mahal because without marble I won't be able to 1t it. But I should be able to get about 500h in on the first turn, so I'll have a very good shot at it. It should be possible to adapt my plan to get all my GP out in 1 8t golden age from the Music Artist.
When I throw the golden age, I'd like to save gold and focus on getting 6 Universities and Oxford up. I'm not sure how realistic that is without slavery, so I'll check it out. Meanwhile I shoot out 1 GS and 2 GM in Pacifism, for an Academy and double bulb of Constitution.
When I turn tech on I have two options; the Military option - tech Gunpowder and Military Strategy for Cuirs and drafted Muskets, or the Economic one - go to Guilds and Banking for Mercantilism. I'm leaning toward the military option but if the targets look too tough I should keep the economic one in mind. I'd really like to finish the golden age in Merc but again, I'm not sure how realistic that is. When I get to Military Strategy I'll want to do a lot of whipping which would surely affect my tech rate.
I'd still be generating great people - probably just focusing on Merchants, except for the Oxford/Academy city that goes scientists(and engineer pollution is generally good). Merchants can run trade missions to keep me teching with my research multipliers, they can also bulb Banking and Economics which could be useful. Scientist bulbs are unfortunately blocked by Printing Press, which will be a pretty useless tech for me until I want to go for Liberalism. If get too many scientists though, I can just bulb it. I'm thinking we could manage something like 3 Merchants, with a Scientist and something non-scientist to be completed after the GA, that can be combined for GA number 2.
GA number 2 would probably be focused on Scientist bulbing around Communism and switching to a hammer economy.
We are almost beelining Cuirs with this strategy(Constitution being the only unneccessary tech, but it's bulbed and might be important for our tech rate), so hopefully there would be a good target. I need to keep Astro in mind too, if the water becomes more important than it currently looks I can change that way.