Turn 130: OK, back in the saddle again for this succession game. Everything looks pretty reasonable for the moment, although the fact that we are actually in THIRD place right now for tourism is a little bit concerning. Pedro of Brazil in particular is playing a nice game here, leading in almost every category in the rankings and only slightly behind us in score. I guess these AIs didn't get the message that they are all supposed to be terrible in Civ6?
We have way more culture than science - waaaay more culture than science. There are actually zero completed Campus districts anywhere in our territory. We're going to need to fix that, as there are some techs that do a lot to boost science. (In particular Computers, which doubles all sources of tourism.) The converse is that we have outstanding culture output, and we should be able to clean up the remaining cultural Great People without too much trouble. I'm more concerned about having enough "slots" to put all the cultural stuff into, one of the sillier aspects of Civ6's design.
I check diplomacy, and we have a chocolate resource available for sale. Saladin will pay a huge sum for it: 126 gold and another 12 gpt. We'll happily sign up for that. I also sign Open Borders, to boost relations and because Open Borders increases tourism output. We should also look to start sending our scanty trade routes to other civs once we really get the tourism engine going, as trade routes also increase tourism output. I sign Open Borders with Victoria, Tomyris, and Pedro for the same reason; we now have Open Borders with everyone other than Gandhi. I paid a few pennies (1 or 2 gpt) to get some of those deals, which is a pittance. Try to maintain Open Borders as much as possible to speed along our tourism.
In terms of research, I swap us over to Printing tech (10 turns), as that will double the tourism output from Great Works of Writing. That's where almost all of our tourism is coming from right now, and well worth grabbing. Afterwards, I think we should probably go for a Computers beeline, which may take the rest of the game. Not much else we want though. For civics, I will finish Colonialism and then go for Natural History. The sooner we start digging up those artifacts, the sooner we'll start producing relic-based tourism. The serious beeline to Cultural Heritage for the Heritage Tourism policy is also likely in our future plans.
I leave all current builds in place for now. We need more places to store works of art, and we need more production in the form of factories. Lots to build, as usual.
Turn 131: Finish Colonialism civic, time to change policies. We have good relations with our neighbors (and Gandhi won't declare war on us) so I did not spend the money to upgrade our archers to crossbows. I swap out the discounted upgrade policy (Professional Army) for +1 movement on units starting in your territory (Logistics). That one does apply to builders, and I'm a huge fan of it. I also drop the +2 Great Writer points card in favor of Aesthetics (+100% culture from Theatre district adjacency bonuses). We will clean up the remaining Great Writers with ease, and Aethestics will make a big difference in our culture output. (It ends up being worth about 10 culture/turn, not bad.) I'd like to swap in something to boost science, but we have zero completed Campus districts, which means none of the options will do anything. Heh. Maybe we can return to that in the future.
Start research on Natural History civic (6 turns). Otherwise this is a pretty quiet turn.
Turn 132: Iron Chef hits size 10 and boosts Civil Service civic to 99% completed status. I'm going to finish that civic because I want the policy that grants +1 amenity for cities with a garrisoned unit. We can pull our archers back from uselessly running around in the tundra and get some military police use out of them. Iron Chef finishes its workshop, goes back to complete its Campus district at a cheap 3 turn build.
Turn 133: Civil Service finishes, back to Natural History. I swap out the Great Artist policy for the one with +1 amenity per garrisoned unit (Retainers). Now watch this: we get the boost for Natural History by having an archaeological museum. I take our treasury and cash a large portion of it in to rush an archaeological museum in Need Food Pls, which just finished an amphitheatre on this very turn:
This will save us a couple of turns on our current civics research, and let us start building archaeologists to go explore those ruins.
Turn 134: Rice Bowl finishes its Industrial district, goes back to complete the Theatre district (only 5 turns). A number of our cities will need more housing soon; I like to use the policy that grants +2 housing to all cities with 3 completed specialty districts (Medina Quarter) but that's currently zero cities, so it wouldn't do anything.
Turn 135: Natural History civic finishes. We can now see the ruins sites on the map; Need Food Pls starts a very expensive archaeologist unit (15 turns). The capital will be able to help with that a little bit, as it starts an electronics factory. We're going to need more production to build some of this lategame stuff. We start the very long research beeline towards Cultural Heritage, which will take us through Guilds, Diplomatic Service, and The Enlightenment first.
A barb camp has annoying spawned inside our territory. We have archers closing in on the camp to deal with it.
Turn 136: Our Friendship with Brazil ends and Pedro will not renew it. We'll have to keep an eye on him... Start another archaeological museum in Chocolate River, as we'll need more places to house the artifacts that we dig up. Frosted Flakes starts an amphitheatre; the next player will have the choice on whether to build the art museum or archaeological museum. Mostly a quiet turn.
Turn 137: Wheaties finishes its art museum, allowing us to wake up our Great Artist who has been sitting around for lack of Great Work slots.
Turn 138: Between turns, Pedro pops up and asks if we want to declare an official Friendship. This makes no sense because he rejected my offer of Friendship the last two turns in a row, but this is what we wanted, so I happily agree. We have no military right now and are playing farmer's gambit - being friends with mighty Brazil seems like a very good idea. We finish Guilds research, on to Diplomatic Service... which will take all of 1 turn to research. Our culture is rocking along right now at a very nice clip.
Turn 139: Printing tech finishes and we get a big boost to tourism: from 35 tourism/turn up to 59 tourism/turn. Doubling the output of our Great Works of Writing helped a lot. I set us to the Computers beeline, which only requires 5 techs in total. Unfortunately we probably won't be able to boost any of them; perhaps Electricity if we would get 3 privateers somehow? Probably not though. We also finish Diplomatic Service on the civics tree and move on to The Enlightenment.
Here is our current Great Work status. We don't seem to have enough works of art to be able to theme our museums yet; hopefully the next Great Artist will be able to fix that. Printing tech has doubled our Great Writings and they are providing the bulk of our tourism at present.
Because we have 6 envoys currently saved up, I drop 2 apiece into the cultural city states of Nan Madol and Vilnius. This gets another another 4 culture/turn in every Theatre district, and we have a lot of them. We'll want to remain the suzerain of these three city states if at all possible.
Turn 140: We end with a very quiet turn, nothing of particular interest taking place. Well, except that the culture from those two city states finally kicks in, and we are now up to 228 culture/turn.