I'll begin with my experience with cIV: I've beaten emperor three times (once each with Rome, the Mongols, and the Netherlands, I always play standard size, normal speed), but that was a while ago, so I"m rusty. I'd put myself in between emp and monarch for my current skill.
I will vote for Aztecs, since they're an interesting with plenty of fun gambits to pull.
So, a few questions:
1) How do you intend to work out the early scouting with ten turn segments? Early game scouting is critical.
2) Do you intend for this game to actually end, with a huge map, marathon, and 20 civs?
3) Do you have the excellent BUG mod? It's an interface mod, and features some very useful changes, so I'd recommend it if you don't already have it. I'd also recommend BULL, but that changes the DLL, so I can understand if you don't want to do that. Anyway, the download is
here for both.
Now, some observations:
Since we're at prince (AI doesn't start with archers), and we're playing marathon (slower speeds are conductive to war), I think a warrior rush would be a valid plan.
If we're Aztecs, the best early game plan I can think of before seeing the map is a Jaguar rush, especially at marathon. This means our tech tree should be a beeline to Iron Working, maybe after a worker tech or two. Then whip/chop out Jaguars en masse. After that we should go for Code of Laws, courthouses will be invaluable on this huge map, and we want to get our unique building's power to enhance our slavery.
Some beginner traps not to fall into:
Wonderspam. Wonders are often easier to steal than to build. Wonders should only be built when we are sure they will benefit us greatly, not on a whim. Or when we're going for failgold.
Buildingspam. Same thing. We should only build buildings when a good reason to, otherwise we should build units/wealth/research.
Not chopping. CHOP DEM FORESTS DOWN! Not only do we get 20 hammers, but also a place to build a future improvement. Those hammers can be used to build lots of workers, or speed a settler, or rush a wonder real quick. Or just spam units.
Not whipping. It's worth it more often than you think. Faster settlers/workers/units/essential buildings can be really useful.
Going for early religion. It's almost never worth it. Not only are you wasting beakers on mostly useless techs, you also have to waste a lot of hammers to spread it to your neighbors, or face severe diplo penalties. Not to mention you have to waste great people points on a great prophet to get any real benefit. It's so much easier to let the AI do it, then sign open borders with them, and then get their religion. You can even wait a bit to see how the religious blocs form, and join the most powerful one!
Not building enough siege. Collateral damage is insane. Use those catapults, and especially cannons. Cannons are crazy. Build lots.
Freaking out over overexpansion. Yes, it is possible to overexpand. But don't panic when our science rate is at 50%. As long as we keep our cottage production up and have plenty of workers, we shouldn't be worried until we're losing money at 0% science and that isn't going to change soon. The extra land will pay off in the long run.
Not building enough workers. This one is essential. We should always have AT LEAST 1.5 workers per city, 2 per city if there's a lot of jungle to cut.
And most importantly: We need to have a plan, and stick to it. We can't win without a plan. We must work toward goals. What those are will be worked out in due time, but we will need them.Honestly, I'd like one of the big roles, but I can't decide which. I think I'd do best as Keeper, but I trust Mr Person to hold down that fort. Sorry Myroc, but I'd like to run for alchemist. The tech tree is essential, and, to be frank, I'm not a fan of your plan.
A balanced approach will not win us the game. My plan would be to beeline a Jaguar rush early on, fill in a bit (math, alpha, currency, any other worker techs), then beeline Philosophy as some sweet trading material, then move to education, research almost all of liberalism, then research to chemistry, and pop lib to get steel, then cannon rush. If we can pull that off, then we've already won.
Of course, this is liable to change with the situation, but I think this is a good starting point.
As for great people, I'd go for mostly scientists, then use the first to either bulb philosophy, currency or the like, or build an academy in our cap, depending on how early we get it. After that I'd definitely bulb philosophy if we haven't yet, then bulb my way to lib and eventually steel, building an academy if we get any really good science cities. A golden age or two when the time is right, using the less useful great people. Golden ages are too situational to present a plan for them this early.
For state religion, I would wait to declare one until we have an idea of how powerful each religious bloc would get, and then choose the most powerful one. For maximum diplo bonus where it matters. If two major blocs form, I may even go no state religion until we can get free religion. What matters is making the powerful civs happy, and not pissing them off.
Hopy shit that post is HUUUUUUUUUUUGGGEEE. And I haven't scratched the surface of strategies. I think I'll go play an Aztecs game to get a better feel for them. I'll wait to vote for people until I see if anyone else runs against them. Please post plans of action if you intend to run for a major role. I'd also like to know any experience you have with the game, and what level you play at.
PPE:
We should become Muslims.
Muslim Aztecs.
No. Divine right is the suckiest tech in the entire game.
Remember:
Edit:
WHIP TIEM!