Want Advice for Speedy Science and Growth for Venice:

Also, no advice for getting the governors off flat 2-food water tiles and onto valuable specialists? I thought for sure someone would know venice well enough to fix this ******ed problem. Will try selling lighthouse (if that is possible) tonight and report back. I doubt even these governors can be dumb enough to choose 1 food over 5 science, 1 production, and 3 GS points at half-food and half-unhappiness. I mean, just the half-food buff makes it the equivalent of 1 food. Come on! :mad:
why don't you lock the tiles you want to work yourself?
About the RAs - I always keep forgetting, that Venice has low science by default, so that might be right, who knows.
 
All right! Game finished, and even faster than I'd hoped! I launched the spaceship on T290 on the dot! :) I shaved a lot of turns off by doing several things:
  1. I saved my scientists as I recently learned in this forum that scientist appreciate in beakers, especially if your science has gone up recently as they keep a running average of past turns. I was still thinking they were fixed like pre-patch and had not heard of the change.
  2. Also, I took the 25% of CS allies bpt tenet in the patronage tree and allied the world. This brought in a modest amount and an extra 250 bpt maybe.
  3. Third, I finally figured out how to get the venice puppet governors to work all the specialist slots. I should've done this years ago. Turns out--and this is something I just learned--just like Tabarnak said, if you send each puppet a food ship the governor starts randomly working specialists instead of flat water tiles. This might be because food is no longer short or something, but all I had to do was send that food ship and every puppet immediately moved all their +2 food water tile citizens to specialists just like I'd been wishing they'd do for years. In hindsight, I probably lost 2 possible scientists not doing this early-game, maybe more.

For the scientists, to make sure I finished in the minimum time possible, I saved them all till the last possible turn (pre-calculating their effect of course to make sure I didn't wait too long as they were rapidly appreciating in beaker value) And started burning them at T286. Just as I'd calculated, my 4 end-game scientists exactly completed all necessary tech with the current tech rate by T289 (the last 4 techs to the engine) and I bought the last part. Then launched T290.

There was a lot of end-game waste queued up as well. I had been doing everything science possible because I wasn't sure exactly what turn I would get it down too.

Queued up I:
  • Completed the ISS T291 for a 2nd tier victory giving me a free RA-like boost and 5th scientist to burn (to late though) ;)
  • I also had an RA finish on T291
  • I had a 2nd RA finish on T292
  • I had a natural scientist that would've finished about 5 turns after completion as well.

Two turns after the launch I was 2 1/2 techs farther along from all the additional boosts. ;)

It was close on natural scientists but I couldn't get a 2nd natural one. Just 1, 1 faith bought, and 2 from hubble which I all saved till near the end. I checked before I completed hubble to see if I was gonna screw up the 2nd natural one, but it was queued to finish about 3-4 turns after I the set launch date so I finished hubble and went with 4.

Here's some pics of the last few turns, things ramped up fast as I bought CS, let my capital grow, and sent food ships to my puppets.

T252: Just finished satellites and entered the information era
Spoiler :


and...dragged into war by a Defense Pact:

I ignore the war, send other AI to fight each other and wait out 10 turns. Iroquois pillage 1 route and that is it. They don't care about me and I'm fine with that 410 gold and I have another boat feeding my last puppet


T275: 15 turns out by my calculations from victory.
Spoiler :
War has ended and I'm watching the world descend into anarchy. I don't care. I just make sure my RA partners like me long enough to finish by sending routes and coddling them. Then as soon as the RA is over I ignore them. I actually gave Celts free extra luxuries I had just so they would've jump in during the Iroquois war as they were getting pissed.

my scientists are sitting around waiting for the end all over.

I send a food ship and like magic all the specialists get worked, it happened everywhere, every single specialist...*slaps forehead* This after trying everything else all game. I'll definitely do this earlier next game and just learned a new trick for manipulating puppet governors.



T290: VICTORY! HOUSTON WE HAVE LIFTOFF!
Spoiler :



Venice the Beautiful. Lower pop then I usually get, but I also had a lot less time to grow it this game. I finished a bit quicker than a normally do.


T292:
Spoiler :
2 turns after launching all my wasted boosts and RA's come through along with ISS, I signed them as quick as possible, but didn't know that I'd shave off so many turns so they ended up ending right after launch. 2.5 techs farther along I have this: most of the atomic and info age finished in just about 40 turns!


didn't do too shabby for only 4 turns of building! No chance on first though, but I'm already launched at this point. This is 1 turn after launch. :)




Fun game. In hindsight, my main mistakes were:
1. not knowing how I could force the governors in my puppets to work science specialists reliably
2. Not exploring as quick as I could. If I'd not waited so long to get caravels out those end-game wasted RA's and maybe a whole other set could've been signed and completed. It was at least 30 turns after caravels I waited as I had a lot queued up with filling routes and holes in my infrastructure.
3. I delayed some National wonders and buildings that would've helped me and chased 1 or 2 wonders I should've let alone. None of them were devastating to lose (I made sure) but that's hammers I could've used to put out earlier trade ships or build some of the things I got behind on like production buildings. Didn't get those up immediately.

My hypothesis about why governors move off flat water to specialists upon receiving a food ship, with no other changes is that Apparently the governors work water when they sense growth is slowing down but you still have plenty happiness as they like to keep growth going. They seemed content to work specialists when I didn't have a lot of happiness, but as soon as I stockpiled some, I saw them work less and less science and production specialists, sacrificing the science ones first and moving to +2 food water tiles. I watched the transition and was mystified at the time and frustrated at them as I was ready for my puppets to be done with growth and just work all the specialists (they had enough citizens). Sending a ship speeds growth back up so they then switch to the more valuable specialists. Makes sense. I'll do this immediately all game if I play venice again and should see more scientists and better end-game beakers as well. :)
 
why don't you lock the tiles you want to work yourself?
About the RAs - I always keep forgetting, that Venice has low science by default, so that might be right, who knows.

They are puppets bro. My main struggle was figuring out how to manipulate the puppet governors to work specialists. I finally figured out a way but not until almost end-game. Read my post for the solution. I bought them buildings, grew them beyond all useful tiles. They were working flat +2 food water tiles and giving up science specialists and stuff.
 
I have to try this strategy in my next Venice game.

Is anyone aware whether the MoV from Liberty policy is truly free great person or bonus great person thus increasing amount of points needed for next one?
 
I have to try this strategy in my next Venice game.

Is anyone aware whether the MoV from Liberty policy is truly free great person or bonus great person thus increasing amount of points needed for next one?

They all increase the bucket.
 
They all increase the bucket.
Unless you can pop a natural and a "free" one concurrently, and that probably only works for ones which are automatically awarded (such as the Optics MoV).
 
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