We join our empire on the horns of a dilemna. Without factory adjacency bonii, how will our poor free traders wring value from the meager lands the gods of Capitalism have given them? The answer: grow. Grow and grow and grow.
In order to grow, we need amentities, housing, and food. Here's how we're going to obtain them.
Amenities
Liberalism: +1 to every city that has at least two districts. That's +1 to Columbia Exchange, Tradewinds, Common Market, NAFTA, Silk Road, OPEC, BP, Hudson, Market Peak and Madrid. East India will join the party on my turnset as well.
Retainers: Scouts are ridiculously cheap. Like 30 production cheap. And they only cost 1 g/t in upkeep. We can get a flat +1 amenities across all of our cities with Scout Stand-up Spam
Zoos: +1 to every city. I took 5 zoos to cover our empire. You could possibly do it in 4, but I'm not convinced that it's possible to get both the south-west and east coast in a single zoo. I'll build the arenas on my turn set and research the tech so that Gaspar can immediately knock out zoos on his.
Housing
Lighthouses: At just 100 production, lighthouses are a cheap +1 housing/+1 food for our bigger cities. I'm going to have every city that can bang one out in 6 turns (basically all of the big cities) do so.
Farms: I suspect the main focus of this turnset will be farm spam. I tried to fully plan farms for our empire, but I ran out of pins. Suffice it to say that I'm going to try and build 3-4 farms for each of our big cities. At +244 g/t we can buy a worker every 2 turns, and with our biggest cities churning out a couple we should have the 8-9 workers required for the project in no time. I'm going to go civil engineering before zoos so that we can start putting the occasional farm on hills.
Neighborhoods: Our eventual long term source of housing. +6 housing is good! We won't get here in my turnset, but we'll get here soon.
Food
Did I mention the farming project? Lots of triangles will be completing all over the empire for mad foodz. Lighthouses + amentities will also give us much needed boosts here and there.
Aright. And with that, let's begin!
T160
We start by buying some silks from Harald, bringing 4 of our biggest cities out of unhappiness.
Next we grab a great merchant, and pop him to bring Seoul into our Suzenarity. Our tech jumps up a little. We then spend the 200g that the merchant gave us to instant-change policies. Our empire is in a happiness crunch! You can't expect me to wait half my turn set to get out of it! Retainers instantly makes another 3 cities happy.
Next, we change our tech priorities. We want astronomy now, please. Market Peaks will take a long time to build its university, and gettting the eurkea for colonialism will shave 3 turns off zoos. Tech route: Astronomy -> Gunpowder -> Metal Casting for defense. Civics route: Civil Engineering (farms) -> Colonialism -> Natural History (zoos.)
I change all of our builds to begin scout spam. Here's what that looks like:
T161
After liberalism + Scout Stand-up Spam, our happiness crunch disappears into nowhere. All of our cities have > +1 happiness, most, like Silk Road, are sitting on +2 or +3. Yay for policies!
(Ugh - it occured to me that I should have bought workers last turn so they'd be ready this turn. Oh well.)
I start moving our crossbowmen east in case Tomyris tries anything. I ...uh... also take the liberty of naming a few.
T162
Basically impossible to move with Tomyris's swarms of units in our land. Why did we offer her open borders again? The next great merchant is the Toys merchant! I'm going to queue up a few econ buildings to make sure we get it.
T164
The housing crisis is being solved one farm at a time. Kinda amusing watching our free traders learning to live in kibbutz style farm housing, heh. As our amenity and housing caps dissolve, I begin to switch our cities onto the newly built farms and growth begins to throttle up.
T165
We get John Watt, who increases our factory bonii to +5, and builds a factory in NAFTA to supply the East coast.