So next up would be my tech route. Prepare for a rather weird tech path. The first time is always the beginning of the research the second the time of finishing it:
Mining T0 T10: Prereq for BW. And hey I could place a river mine while waiting for Agriculture later
Bronze Working T10 T25: Mainly for the copper position and to switch to slavery. The plan was to whip the first settler thanks to SPI and no anarchy into slavery.
Agriculture T25 T30: With wheat in the capitol and corn visible, this was required for the second city.
Animal Husbandry T30 T41: Required for the pig in the third city
Mysticism T41 T48: Prereq for religion path and oracle. And hey I needed some monuments still.
Polytheism T48 T54: Founding Hindusim (so important) and hey there was the Temple of Artemis. During research Oracle was already finished by Ramk, so I abandoned the plan to Oracle myself to Metal Casting. Still I kept pushing for Hinduism, which was a good thing in the end.
The Wheel T54 T59: Unfortunately I needed this to connect the copper resource and of course for Pottery into Metal Casting. If possible I would have avoided this for longer as the rivers provided trade connections.
Pottery T59 T64: Needed for Metal Casting. And hey you need cottages and granaries at some time.
Metal Casting T64 T81: I think it was a mistake to go for Metal Casting for the colossus. After the failed Oracle there was not moment in time, when I could reach Metal Casting for this wonder. But I think it was good that I still kept onward with Metal Casting. Forges were a very important early building for me and I made good use of lumbermills during the whole game.
Masonry T81 T84: I had plans to built Temple of Artemis and extra hammers were always needed for that.
Sailing T84 T88: It was clear that I needed it at some point for the islands. But the main reason here was so that I could start intercontinental trades with all the other players. This was very important as I was partly running a trade economy.
Monotheism T88 T93: Mainly to be able to swap into Organized Religion as SPI player.
Meditation T93 T97: More prereq bonus for Priesthood and I already had plans for a monk economy which wants monasteries.
Priesthood T97 T99: More prereq bonus for Monarchy and Writing
Writing T99 T101: Mainly for open borders to all the foreign players and international trade routes. Since those were so lucrative I maybe should have swapped Writing in early directly after Sailing.
Monarchy T102 T108: Mainly for serfdom. I was running low on workers. It was also clear by now that my economy would be setup slightly more towards farms and windmills. Oh and Heredetary Rule was also there.
Iron Working T108 T112: Wanted to know were iron is and use it. Also bring the gems into play for more commerce and happiness. Iron was also required for the future military line-up.
Machinery T112 T122: I wanted crossbows for my military adventures towards Lazteuq also better lumbermills. Also windmills and serfdom were a no brainer.
Archery T122 T123: Crossbows
Theology T123 T126: I was expecting a great prophet to bulb Divine Right. For that I need this as a prereq and hey more civics to play with.
Mathematics T126 T128: Prereq for Currency and some chops
Currency T128 T131: This one of the weirdest elements in my tech path I researched Currency after Machinery, Theology, Iron Working and Monarchy. This was an obvious mistake to research so late in a game were trade routes are so important. Most likely the biggest mistake. But I was aware of this mistake. I mainly delayed it just for shits and giggles and if I could get away with it. Thanks to the shrine I was able to that. Now remember that I wanted to play this game more casual and just try stuff. It was fun for the moment, but researching this way early would have provided me a stronger late game.
Horseback Riding T131 T142: I mainly dropped overflow research here from time to time, which explains the long research time. Prereq for knights.
Divine Right T135 T138: Got the prophet and partly bulbed this. Main goal was building the Spiral Minaret, which was an important wonder for me. I already head lots of religious buildings in place before I even started this.
Feudalism T138 T141: Mainly for Vassalage and some defense in longbows. Could have probably delayed for after Guids.
Construction T142 T144: Better movement and catapults for the upcoming conquest of Lazteuq
Guilds T144 T148: Knights to send against Lazteuq. With earlier Currency and some better focus, could have done it earlier and therefore better on the conquest itself.
Compass T148 T150: Prereq for Optics to get the circumnavigation extra trade route.
Optics T148 T152: Circumnavigation trade routes and some ocean exploration.
Civil Service T152 T155: Irrigate more farms and bureaucracy. Was it that important now? Maybe could have been delayed.
Aesthetics T155 T158: Prereq literacy
Literacy T156 T157: National wonders
Drama T157 T158: Globe theatre
Gunpowder T158 T162: Privateers for when I eventually get astronomy, but mainly so that I have some better defends to draft in anticipation of Nationhood. Oh and of course cuirassiers
Engineering T162 T164: I discovered Lazteuq galleons and wanted better movement for defense. Also pikeman but those were less important thanks to phalanx.
Nationalism T164 T170: Nationhood. Draft the globe theatre. Prereq for Military Tradition
Alphabet T170 T177: Needed for something as a prereq
Music Quickly sometime before Military Tradition: prereq
Military Tradition T171 T176: Cuirassiers to attack Lazteuq, which never happened. In the end I think focusing this now was a mistake as there was no way to gain on Lazteuq for now. Should have focused more economic trades.
Paper T177 T178: Prereq for Printing Press
Printing Press T178 T180: Money money money.
Astronomy T180 T185: Since my initial naval attack on conquest, Lazteuq gained the upper hand on the water against me. This was a mistake and instead of going for cuirassiers I maybe should have gone for astronomy to challenge him on the water.
Banking T185 T187: In preparation for banks into wall street in the holy city. And an important prereq for more economic techs.
Replacable Parts T187 T189: Serfdome economy
Rifling T189 T194: As a defense against Miguelito
Constitution T194 T196: Representation since I was running more specialist by now.
Education T196 T198: Universities into Oxford for the capitol
Economics T198 T201: More trade routes
Corporation T201 T203: MORE TRADE ROUTES!!! In the end I maybe
Steam Power T201 T208: Levees were a huge shift for my cities, but importantly a prereq for better units via draft from...
Assembly Line T208 T212: Draft infantry in fear of Miguelito. Also industrialization
Philosophy T212 T213: Prereq
Steel T213 T215: Avoiding scientific method as long as possible, while getting better on the water
Railroad T215 T218: Mobility
Combustion T218 T221: Avoiding scientific method as long as possible, while getting better on the water. Oh and hey nobody took Creative Construction yet, that could be nice.
Liberalism T221 T222: Prereq but also Free Religion for after Scientific Method
Scientific Method T222 T224: Needed at some point even though it crashed my monk economy
Physics T224 T226: Prereq
Electricity T226 T230: Repair some of the monk economy after scientific method
Artillery T230 T233: At this point conflict with Amicalola was on the horizon. Everything went into better military against him.
Flight T234 T237: At this point conflict with Amicalola was on the horizon. Everything went into better military against him.
Democracy T237 T245: Took longer because I sacrificed my huge gold income to modernize my army. Since I never could compete in production against Miguelito promoting the old stuff was a good way to get better military
Rocketry T245 T248: The plan was for Advanced Flight to modernize my 2 mover stack
Radio T248: The plan was for Advanced Flight to modernize my 2 mover stack