Deity Spaceship in under 200 turns - a brief guide

Martin Alvito

Real men play SMAC
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See attached thumbnails.

Settings: Standard Continents, standard rule set. Used Babylon. You could use the French and get the +50% GPP policy in Freedom if you don't have Babylon, but it will take longer. If you play flawlessly, the French probably can do it in under 200 turns. I botched several things in this game, and still finished on 196.

The approach:

1) Build cities three tiles apart, but don't go for pure ICS spacing. Plant where you can add Hills to the tiles you control. If that means 2 roads to hook up each city, too bad. In practice you'll probably run 1.7 to 1.8.

2) Don't build Settlers right out of the gate. Build four Warriors and rush your nearest neighbor. This gets you living space and a city. Annex the city and spam Settlers. Burn the captured city down when Happiness becomes a problem, replacing it with the last Settler it builds. Meanwhile, take the AI's peace deal. You should get any luxuries it has and all of its gold. Plan to run surplus luxuries as much as you can. You want to fill the Happy bucket for a Golden Age (GA) around turn 90-95.

3) ICS normally to Happiness cap, but save your SPs. You want to freeze your cities at size 2 early on. After Construction, get Writing and build a Library in the capital. Pick up Bronze and Iron if you need them to stay alive, and get anything you need to hook up luxuries. Then start teching Education. Once you max out your Happiness, build Colosseums everywhere. Buy two allies: a Maritime the moment it becomes available, and a Cultural ally.

4) Note that in the second wave of expansion it is highly desirable to have your cities that will end up producing spaceship parts NOT make Settlers. You only need to get to fifteen cities or so, then stop the expansion. Build Libraries everywhere. Bulb Education when it becomes available so you can start on the University in the capital, building them elsewhere as you can. Tech Compass.

5) If you used the Library optimally (staff when needed to speed up next tech), you should have a GS by the time you finish Compass. Bulb Astronomy for the Renaissance, and build a Caravel immediately (rush if you have the funds). Open Rationalism, Secularism and Freedom after your Happy bucket fills and the GA begins. Then buy another Maritime as soon as you can and grow to size 4.

6) Finding the other continent quickly does two things for you. You get Research Agreements free of the risk of a declaration of war, and you get cash. Take advantage of this for all it is worth.

7) As Universities finish up, fill the Library and the University with Scientists. This will get you through the Renaissance by the time the Research Agreements begin to complete. It will also get you the Great Scientists (GS) you need to unlock Apollo early and build it. Save each GS when you get it.

8) You can take the Scientists back out as each city produces a GS, and work on infrastructure. Since every city will be filled, each city will only produce a single GS. This is why it is desirable to have your production cities finish Universities first; they then produce the GS first.

9) What infrastructure? I build the following: Forbidden Palace (second Happy GA for building Apollo), Taj (complete it right after the GA bucket empties), Forges wherever possible (it works on Spaceship parts), Windmills, Factories. Permanent Science cities build Markets with the leftover population (you can get +2 Gold and Science with them under Secularism). You'll also want to build some siege to station in border cities. Mints are helpful in the cities that can build them (if possible, you want these cities as production cities).

If you have time, you can pop out Hagia Sophia and/or the Porcelain Tower as well. They're roughly equivalent for the Babs (+1 GS). The French definitely want Hagia Sophia.

10) Make sure that you time your research so that you can "select" not to take Metallurgy or Fertilizer with Research Agreements. To avoid unlocking those techs, you need to have completed a full turn of research on each in the turn before a Research Agreement ends. Switch away and research something you need after a single turn of researching one of those techs.

11) You should be clearing Steam Power and Biology around turn 140 if you manage your research carefully. Once you have enough Great Scientists, bulb to Apollo and start on it. The capital is usually the best spot. You will want to rush a Factory in the capital. Build them the hard way elsewhere. Connect your production cities to the capital with Railroads.

11) You now have 13 techs left (14 counting Railroads). Between Great Scientists, research the hard way and Research Agreements, you should burn through all of these by turn 175. As Apollo finishes, start on parts.

12) Use any Great Generals and any Great Scientists that pop after the tree is completed for Golden Ages to speed up spaceship construction. Build the Boosters in the three weakest production cities. Rush Spaceship Factories where needed, selling your gold per turn surplus if needed, and even your Science buildings if needed.

That's about all there is to it.
 

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Congratulations and thanks for the guide! Any chance for a screen of your empire?

Also, do you remember how many RA's you signed? I'm guessing you maxed them out?
 
Whoo! Just a matter of time before someone broke 200 turns. The funny thing is, we can get a spaceship in 200 turns but we can't manage to get 10 size 20 cities in 200 turns.
 
Thanks! Clear screenshot of empire added. You can see that I have the Science cities just building silly things that won't finish before the game ends.

I signed 9 RAs. I should have re-upped with Cathy on turn 141, but didn't. I failed to realize that I had a gap in GS points, and that I was going to end up a tech short. That cost me five turns, IIRC.

I'd have signed with the Aztecs and China, but I was constantly at war with one or the other from turn 110 on.

The production cities here are Shushan, Dur-Kurigalzu, Nippur, Babylon, and the two in the lower right corner that didn't fit.
 
Nicely done. It's amazing how fast the tech can go in this game.

How much random luck would you say is involved in getting this to work? Did you have to restart a lot to get a good map, or will it work with any map? And how often does the 4 warrior rush work- I was trying that last night but I kept dying. I had better luck using 2 warriors and a bowmen.
 
10) Make sure that you time your research so that you can "select" not to take Metallurgy or Fertilizer with Research Agreements. To avoid unlocking those techs, you need to have completed a full turn of research on each in the turn before a Research Agreement ends. Switch away and research something you need after a single turn of researching one of those techs.

Are you sure that works? I know I have received techs I'd been researching for several turns before, even one that I was due to finish that turn. Did they change that?
 
I think you need some luck for under 200. Three things went very right on this map: all of those Hills, only three civs on my continent, and Monty next door. Luxuries that I could improve on the beeline sped up the Happiness bucket quite a bit, as well. Not sure how many turns that GA was worth, but it helped. Marble in Babylon was also strong. But my initial continent was seriously luxury poor. I only had Marble, Whales and Gold in all of that territory.

If all you have to do is flip the non-capital city, a Warrior rush is quite easy. Build four Warriors to go with the initial one; that's five. Locate defenders and lure them out from three tiles away (out of range of city shots). Then invade from five different directions. You may lose a Warrior or two, but it's well worth it. Sending fully healed Warriors with a heal promotion ready to go definitely helps cut down on the casualties.

If you wait too long, Walls will go up and you will have problems. But you should be able to get a single city well before that happens.

Are you sure that works? I know I have received techs I'd been researching for several turns before, even one that I was due to finish that turn. Did they change that?

It's been working consistently for me. I suspect that you will get techs you have been researching if the tech tree bottlenecks and you have therefore worked on all available techs.

It appears that the overflow now goes onto a different tech that the computer selects if the agreement gives you a tech that you were researching.
 
I like how the game went so fast and you have so many cities tons of tiles are still unimproved. Railroads and mines > TP's of course, but it still looks odd :)
 
The only tile improvements I built were Mines, Pastures, Quarries, Lumber Mills and a Well. Food comes from Maritime, and Hammers > Gold. Sheep are decent for this approach if you can get them in quantity somewhere.

The Science cities are only working two tiles. Each has a Market that is filled.
 
So do you guys think some of the early wonders can flesh this tactic out for lower difficulties(emperor)?

I'm thinking of playing egypt and trying for stone henge+glib+oracle to get a leg up on tech and a head start on +50% from deomcracy.
 
I notice you have a lot of hills in that screenshot, way more than I normally see. I guess hills help a lot in getting the production necessary to do everything fast.
 
You're going to do strictly better by building the cities. Stonehenge is effectively worth 500 Gold not spent on a Cultural ally. The Oracle saves some time if you use it on Liberty. The Great Library isn't great here, because this waits a while to go up to Medieval.

But any of them require you to invest two Settlers worth of Hammers into them. You'd be happier making the Settlers.

Honestly, the number of Hills you see is overkill. I didn't even bother to improve quite a few. If you've got three per standard city (including tile sharing after cities finish Unis), that's plenty. The one thing that those Hills enabled was Wonder spam. That helped, but you could live without it. I didn't get the second Happy GA with the FP because I bought the second Maritime too soon, and that would have picked up quite a few turns, especially for a player hurting for Hammers.

But I think your intuition is correct that Hammers are the constraint.
 
Extremely interesting that you don't ICS endlessly and that your final science is 500. I have more cities and more science but much later launch date. Most critically, you launched before the AI have the technology and units to launch an inter-continental invasion. I won't micromanage like you do but I think I could launch under 300 turns using your strategy.

Again, excellent!
 
When and how do you get workers and how can you do this early ICS without getting declared on?
I tried this on immortal, stole a worker from my neighbour as soon as I found him, then killed him with 4 warriors when I finished building them (since he only had a capitol). The problem was that I obviously couldn't raze, and that the 2 other opponents on my continent declared war on me around turn 70. At that point I couldn't really defend myself, but more importatly I couldn't trade with anyone, so I had no gold.
 
Most critically, you launched before the AI have the technology and units to launch an inter-continental invasion. I won't micromanage like you do but I think I could launch under 300 turns using your strategy.
I'm not really sure the AI has the brains to do an inter-continental invasion. It's a bit better since the patch, but still pretty awful.
 
What size do you grow your cap to while spamming warriors? is it better to just stop it size 2 and swap to a hill for faster warriors? or is it better to let it keep working food to grow as large as it can?
 
Congratulations on the strategy and the optimization.

You've shown the major flaws of CIV 5.

*GS and specialists are too strong
*Early city spam doesn't have any disadvantages, especially no problems regarding gold or science (in CIV4, you were completely crippled after a REX and needed time to recover)
*Warrior rush shouldn't be possible on high difficulty levels
*Capping cities @ low populations is better than waiting literally one million turns for a 20+ city, seriously big cities need a major buff
*Military techs can be abandoned because the AI is stupid at war
*Too much gold available, either for overpowered city states or for rushbuying, you don't even need trading posts at all because you can milk the AI for cash or just build more cities

Sad face :(
 
I'm very impressed, but I am left to ponder a little. Doing this with a DLC/bonus civ leaves me wondering at the fate of strategy gaming in general. The more DLCs and mods proliferate, the more our shared gaming experience starts to diminish a little as everybody begins to do their own thing. Forums like this become slightly less useful when they fill up with strategies that can't be done by everyone...

I don't pass judgment on it, but I think it's one of those things that gets overlooked with our 'new ways are always better than old ways' mentality.

Anyways, back on topic...

You mentioned building siege units to help keep border cities safe, but I don't see any in your picture. It looks like you only have a Knight and an AA gun (people really build those?) guarding your whole empire. Did you sell off your army at the end of the game to get extra cash? How did the military situation play out for you in this game after you attacked your first opponent? Presumably they wanted revenge at some point...
 
When and how do you get workers and how can you do this early ICS without getting declared on?
I tried this on immortal, stole a worker from my neighbour as soon as I found him, then killed him with 4 warriors when I finished building them (since he only had a capitol). The problem was that I obviously couldn't raze, and that the 2 other opponents on my continent declared war on me around turn 70. At that point I couldn't really defend myself, but more importatly I couldn't trade with anyone, so I had no gold.
Martin mentions that he took a non-capital city. So you are waiting for your first victim to build their second city while you are getting your Warrior army ready.
 
Martin mentions that he took a non-capital city. So you are waiting for your first victim to build their second city while you are getting your Warrior army ready.

On deity they start with 2 settlers, so no waiting involved :) you just need the army.

E66, about DLC concerns, it does worry me a bit, but I guess we're lucky for Civ5, since someone quickly made a mod that functionally replicates Babylon.
 
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