Hello, tried Vox Populi 5.2.7. as someone suggested it handles happiness completely differently
Setup
Rome (15% building bonues if it exists in capital, conquered citystates treated as allies)
Continents
Standard size
Marathon (want to see my units in action)
Contenders in order of meeting:
Same continent:
China (early contender)
Zulu (early contender)
Germany (best friend for a long time)
Other continent:
Portugal (never met)
Russia (only briefly)
Siam (mayor contender due city state alliances, gold income, only found it out halfway)
Babylon (usually ahead in tech before Siam took over)
Difficulty:
Warlord (someone suggested lowering your normal difficulty)
Option:
Raging Barbarians (underestimated this, is really overkill)
Events (all kinds)
Won: Cultural victory at turn 1352
Policies: tradition, authority (to recover some culture during war), statecraft, imperialism, rationalism, autocracy
Good:
A lot more to do
More active AI (20+ armies)
AI will use large armies
AI will creep up everywhere
AI pretty times it wars to keep you busy. Make peace with one, get dow'ed by another
AI tries to spawn rebels
AI gave me good money because I had the larged military?
Siam had the citystates and used the World Congress to slow me down. Germany used the opportunity to gain Spheres of Influence
Bad happiness leads to revolts
Appreciating worker to create roads for wartime manoeuvres
Bad:
Raging barbarians spawn immediately after destrunction and stay a pita till you can guard the camps.
Happiness is strangely managed and can fluctuate heavily. Need tu use Avoid Growth
The events are sometimes too much, mostly the same hurricanes, floods, vulcano's. There are also some fun one's like the sport events organized in your stadium.
Story:
Had to try 9 times to get a good start without getting pummeled early by China, Zulu or Germany.
Start location: jungle area with access to sea (crabs & whales)
Pathfinder / Warrior could find some ruins to the South before the barbarians came knocking
Due a previous playthrough, I knew I had to found the second city Antium North right next to Old Faitfull for science
to stop China snowballing in tech.
My pathfinder survived long enough this time to find Marble and sugar.
Placed a city Cumae guarded by hills and a mountainrange
Nonetheless the Zulu's would mounted some serious assaults, leading to a loss on a previous playthrough
Zulu's went for the nearby Zanzibar. Halted them with a row of "friendly" units.
China and the Zulu kept attacking alternately.
Somehow managed to found a religion
Got some iron so I could build legions, but the most work was done by archers
Once the Zulu's and China somewhat stabilized the South was open to place some new cities to gain a lead in population
Turn 721 Siam invades my continent
Dared to place a City on a pretty good spot at the outskirts of the empire
Turn 729
Fed up China declaring war and conquered the most important cities.
Got a vassalage for the remaining 2 cities so they couldn't do a lot of harm
Turn 768
Zulu's got a safe place guarded with mountain ranges
Finally found a way around with ships.
Turn 774
Got bold and razed the lone Siam city next to my empire
Got lucky enough to get a beachhead on the other continent and found the remains of Portugal
Siam mopped up Russia
Had to make peace as my war train was running out of units.
Turn 828
Siam got another city near my empire in pretty the same spot
Siam started warring with Babylon, a good time to try to expand the beachhead
Turn 929
Conquered 2 more cities on the other continent. Lisbon had cacao
Wars in that age was terrible, the Siam had friendly territory bonus, anti-warmonger and their unique units:
Siam has an unique unit the Mop with indirect fire guarded with lancers. My field guns got shredded as they couldn't fire back.
Order: dig in with fusiliers and try to thin the enemy out with cavalry, till artillery arrives
Made peace
As soon Siam made peace Babylon saw it chance.
Made peace with Babylon, Siam started attacking Babylon and wiped them out
Turn 939
My vassal Zulu's found a free spot near my empire and founded 2 cities. Left them alone as they are way behind in technology
Turn 990
The artillery arrived, time to get those Siam wonders and luxery resources
Turn 1020
Can't make peace yet with Siam as it still controls the city-states
Time to integrate Babylon, Russia so only Germany remains independant
Turn 1038
The bugger Germany snuck in a spot to found a city interrupting a city connection, leading to the citadel wars to reclaim land
Turn 1070
Basically won, turned on growth -> big mistake. From happy to nearly revolting
Germany decided it was a good time to lauchn rebels at my capital to run amock the trade caravans
Turn 1100 till finish; gaining diplomacy favors of the remaining city states