This was an amazing map.
First of all it's flat and very long.
Second - it's on chieftain.
I started with blackclicking on both ends only to find two islands. Quick decision was made to build cities there and once radio is discovered - begin extensive internal trade.
Otherwise, chieftain AI is just not good enough to build sufficiently large cities early enough to offer any reasonable income from trade. Aside from a few early dye vans, I almost entirely skipped foreign trade.
Of course on chieftain things look differently, I kept forgetting about no penalty for changing production and almost no problems with unrest. Also AI was cool, they only build one city on my continent which I promptly subverted. Otherwise no wars, but I guess Great Wall helped with that and I could focus on growth.
Sending triremes, while navigation was still far from being discovered proved to be slightly problematic until I built the lighthouse. Around the mid distance between my main continent and the edge islands, there was enough ocean to prevent me from passing without sinking, in both directions. Since I was already stockpiling vans for wonder rushing, I rushed lighthouse and the obstacle was removed.
Once settled, it was a matter of growing and building improvements.
The main problem I encountered was with science. I simply had no reliable means of discovering radio fast enough. Like mentioned earlier, trade with Persians was of limited usefulness, with 200-300 gp for a route. Discovery every 3rd turn was the maximum I could get, even with my semi-SSC that had some below-average trade routes established with Persians.
Things changed around 1000 AD with the discovery of radio and rushing airports.
Vans flying between airports in the distant colonies (mainland was late building those due to lack of cash) proved to be a good idea, with non-demanded good averagin 1,5k gp per van. With 3 cities on each side, I could reliably transfer enough vans to ensure 1-turn discoveries and lots of $$$. Science and tax sliders went down and I entered a period of nice celebration in all cities, rushing of wonders, improvements and vans. Eventually, at the peak with all trade related improvements and max population, non demanded vans yielded 2,8-3k gold and demanded ones around 3,5-3,7k. I excluded my main continent from trade routes almost entirely and as a result faced the problem of no available commodities but that problem was usually mitigated by delivering non-demanded vans and thus forcing a switch in current routes. I have yet to familiarize myself with that paper about changing availability of trade commodities that someone wrote.
Anyway, I had a short period of two civ advances per turn but then I ran out of techs and focused on building Apollo Program.
Spaceship parts were mostly rushed with still incoming van gold and complete SS arrived at AC in 1431.
First of all it's flat and very long.
Second - it's on chieftain.
I started with blackclicking on both ends only to find two islands. Quick decision was made to build cities there and once radio is discovered - begin extensive internal trade.
Otherwise, chieftain AI is just not good enough to build sufficiently large cities early enough to offer any reasonable income from trade. Aside from a few early dye vans, I almost entirely skipped foreign trade.
Of course on chieftain things look differently, I kept forgetting about no penalty for changing production and almost no problems with unrest. Also AI was cool, they only build one city on my continent which I promptly subverted. Otherwise no wars, but I guess Great Wall helped with that and I could focus on growth.
Sending triremes, while navigation was still far from being discovered proved to be slightly problematic until I built the lighthouse. Around the mid distance between my main continent and the edge islands, there was enough ocean to prevent me from passing without sinking, in both directions. Since I was already stockpiling vans for wonder rushing, I rushed lighthouse and the obstacle was removed.
Once settled, it was a matter of growing and building improvements.
The main problem I encountered was with science. I simply had no reliable means of discovering radio fast enough. Like mentioned earlier, trade with Persians was of limited usefulness, with 200-300 gp for a route. Discovery every 3rd turn was the maximum I could get, even with my semi-SSC that had some below-average trade routes established with Persians.
Things changed around 1000 AD with the discovery of radio and rushing airports.
Vans flying between airports in the distant colonies (mainland was late building those due to lack of cash) proved to be a good idea, with non-demanded good averagin 1,5k gp per van. With 3 cities on each side, I could reliably transfer enough vans to ensure 1-turn discoveries and lots of $$$. Science and tax sliders went down and I entered a period of nice celebration in all cities, rushing of wonders, improvements and vans. Eventually, at the peak with all trade related improvements and max population, non demanded vans yielded 2,8-3k gold and demanded ones around 3,5-3,7k. I excluded my main continent from trade routes almost entirely and as a result faced the problem of no available commodities but that problem was usually mitigated by delivering non-demanded vans and thus forcing a switch in current routes. I have yet to familiarize myself with that paper about changing availability of trade commodities that someone wrote.
Anyway, I had a short period of two civ advances per turn but then I ran out of techs and focused on building Apollo Program.
Spaceship parts were mostly rushed with still incoming van gold and complete SS arrived at AC in 1431.