Full disclosure on the 1595 landing mentioned above: I followed Paul's OCC rules, but there were a few areas he didn't cover where I took advantages of quirks in the game.
1) Repeating trade commodities. Trade was seriously messed up in this game - Berlin kept demanding Beads for most of the game, although I sent them several Beads caravans. I rush-built one caravan per year for a span of about 200 years, for bonuses of 200-600 (mostly on the low end of that range). Roughly a break-even proposition in gold, but certainly a boost to my science.
2) Late-game warriors. I had several cities building warriors right up to the point when I traded for Feudalism. All of these were upgraded to musketeers or riflemen, at a low, low original price.
I'm sure I could have done better if I were a better OCC player - for example, I completely forgot to build a research lab, and didn't sell off my redundant improvements until late in the game.
1) Repeating trade commodities. Trade was seriously messed up in this game - Berlin kept demanding Beads for most of the game, although I sent them several Beads caravans. I rush-built one caravan per year for a span of about 200 years, for bonuses of 200-600 (mostly on the low end of that range). Roughly a break-even proposition in gold, but certainly a boost to my science.
2) Late-game warriors. I had several cities building warriors right up to the point when I traded for Feudalism. All of these were upgraded to musketeers or riflemen, at a low, low original price.
I'm sure I could have done better if I were a better OCC player - for example, I completely forgot to build a research lab, and didn't sell off my redundant improvements until late in the game.
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