One City Challenge - Purity; Tips and Tricks!

Turn 59

My siege worm ran away to the southwest with a sliver of HP. :mad:
Will have to hunt it down later.
Can't remember what the reward is for the quest to kill one.


Launched my Solar Collector that I got from my 1st resource pod on turn 48.
Realized that it gives me +20% to Energy if it touches a city, so moved it slightly for maximum Energy.

Tried to use the extra Energy in some diplo deals.


Only managed one new deal with the African Union because Open Borders is valued so highly.
Trading 10 Energy per turn for 1:c5science: per turn was refused. :cry:
Was still able to renew my deal with the Kavithan Protectorate mid-turnset.
Same deal as the one I got with the African Union.
Spoiler :





Built a 2nd Trade Convoy, Laboratory, and Repulsive Fence this turnset.
Both trade routes are along the coast away from alien nests, so they should be ok until the "Reverse the Polarity" quest shows up from the Repulsive Fence and make my trade routes immune to Aliens. :cool:



Triggered the Quests to get:
+1:c5food: from Vivariums
+1:c5culture: from Old Earth Relics
+1:c5science: from Laboratories

Various stations landed and one really good one for me did too.
I'll try and hook up to it as soon as my culture station route finishes if I can.



Finished the tech Genetic Mapping, and it raised my Purity to Level 2. :D
So it definitely gave me 12 Purity Points.
Spoiler :



Received a 6th Virtue and chose Scalable Infrastructure for +15%:c5production: to wonders.
This triggered the Tier 1 Synergy Bonus so I was able to pick a 7th Virtue for free and I chose Cohesive Values.
Not that great, but it's on the way to better things.
Spoiler :



Here's my city as it currently is on Turn 59.

Spoiler :

It just started Genetic Design which got a head start from an earlier excavation.
Genetic Design unlocks the wonder Ectogenesis Pod which gives all farms +1:c5food:
It also gives the city it is in 3:c5food: and 3:c5production:

Currently building the wonder Gene Vault which gives +4:c5food:, +1:c5culture:, and +10%:c5food: each turn.
Thanks to my city size and mines, I can build it in 8 turns too!
Chopping that forest might even get it a turn faster. :)

And finally, my 2 scouts are doing work on some Derelict Cities.
One is doing 10 turns in miasma, so will have to stop and heal at some point.
Spoiler :
 
Turn 70

Here is a picture of the wild Wild West as of Turn 59.
Lots left to explore.



Pan-Asian Cooperative made a demand and I told them NO.
Not sure if AI in this game hold a grudge. :hmm:
Figured it was better than lying.

Am #1 in score now :D
Tried to sell my Open Borders for something, but no one would give me anything for it.
Are Open borders good for anything?
I'm thinking it is mainly to let scouts find trade route paths to cities.
The AI need to send trade routes to my city and give me even more :c5science:!
My borders are too small for any AI scout to need my open borders to find a path to my city.
Spoiler :





Built Gene Vault and a shiny new Explorer #3.




Finished teching Genetic Design.
Started teching Computers because Ectogenesis Pods will finish just in time to start my Spy Agency.
If the Ectogenesis Pods were building slower, I'd take 3 turns to tech Engineering for a chance at Titanium.


Here is my current Economic and Military Overview.
Notice my units costs 1 Energy Maintenance now and not 0.5 Energy.
Not sure what Unit Supply means. :confused:
Spoiler :



My most important decision of the turnset involved a trade route to a station.
The AI was also trading with Lalibela and it is now TIER 3 already!
So +10:c5culture: per turn if I trade with it.


Spoiler :

I ran the math and realized I'd reach my 10th Virtue and my Free Technology from Franco-Iberia trait before finishing Robotics that opens the way for Nanotechnology. (A giant sized outer rim tech with an amazingly cheap growth wonder building)
I could do the trade route for +10:c5culture: per turn anyway and use my Free Technology on Cognition and +5:science: per turn Academies.
Or I could do a science/energy trade route and use my Free Technology on Nanotechnology.
Ran some more math with spies and it would just take too long for them to steal enough science to get Nanotechnology in a good time.
So went with the science/energy trade route and will do the +10:c5culture: per turn again on the next go around :)


Picked 10% worker speed from Recycler Building Quest instead of +1:c5food:
Getting academies done 1 turn faster and terrascapes done 2 turns faster is worth it to me.

Also got +1 population from the Derelict City excavation! :cool:

Spent most of my surplus Energy buying another desert hill and a forest river plain.


And finally, here is my city as it stands on Turn 70.
Size 10 and quickly building Ectogenesis Pod :)


Spoiler :


Gonna attach the game again at this point in case anyone wants to look.
 

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@Nateck - Thanks! I'm crossing my fingers all goes well :)

Turn 79

The Slavic Federation, my only valid trading partner because I still haven't gotten "Reverse the Polarity" yet from my fence to protect my convoys from Aliens, has GONE TO WAR. :run:
Thankfully, not against me. :p



He DOWed Kavitha Thakur who was expanding northeast up to his southwest border.

I declined to join him, but didn't click "how dare you", so then my Cooperation Agreement with Kavitha Thakur bites the dust. :sad:
Spoiler :



No more Energy for :c5science: deals with her once my current one runs out.
Thankfully, I still have one Cooperation Agreement with the African Union to my southeast and he loves to trade me :c5science: for my Energy.



What a pirate! :eek:
.....Ok I'll take it. And 2 more deals just like it.


Scout got me +1 Population again from another Derelict Settlement.
I'm pretty lucky with them this game!
No more artifacts for me to dig anywhere else that I know of.
Will keep searching.

Had a chance to connect a trade route to the +10:c5culture: station again, but declined.
Would have gotten free tech in 18 turns using it, and I need 20 to open up Nanotechnology.
Will switch trade route to it next time.

Got my 8th Virtue. 2 more gets me a Franco-Iberia Free Technology.
Picked Networked Datalinks.
It pretty useless for a person with just one city, but it leads to better things.
Got +10%:c5culture: at least because it was my 5th Knowledge Virtue.
Spoiler :

Finished the Ectogenesis Pod :D
It will be a huge boost to my city growth.




Also teched Computing.
Will do Engineering->Robotics next.
Started a Spy Agency. Should be done in 6 more turns with a forest chop.

Here is my city currently on Turn 79:

Spoiler :
 
Turn 92

Still no "Reverse the Polarity" quest. :confused:
Built the stupid fence way back on turn 59.
It's starting to bug me.

Kavitha Thakur came crawling back for another Cooperation Agreement for some reason, and I happily accepted.
Spoiler :


My scout went through the war zone and found another Derelict Settlement in a miasma.
Hilarious that a Chinese Settler is right there in the no-mans' land. :lol:
Will take some time to get a full hp scout there with another excavation kit.




Couldn't figure out why my :c5science: per turn went up suddenly.
Checked around and an AI has finally sent a trade route to my city :D
+3:science: for free woot! :dance:
Spoiler :

Then I couldn't figure out why my :c5science: per turn went down suddenly turn 85.
I dipped into unhealthiness. :sad:
Totally worth it to get Spy Agency done as fast as possible.
Losing the +10%:c5science: bonus for being healthy and getting -10%:c5science for being unhealthy only lasted 4 turns.
Spoiler :



Got my 9th Virtue and picked Memeweb.
Just as useless as the last pick, but finally about to reach the good stuff.
Spoiler :



Teched Engineering->Robotics this turnset.
Not one Titanium was anywhere near. :cry:
Will tech Cognition next for Academies and pick Nanotechnology as my Free Tech on turn 102.



City built Spy Agency, Cytonursery, and started Gene Garden.
Amazingly, I got the Cytonursery quest right away and picked +1:c5production:
Will build Autoplant next and hope the +1 trade route quest doesn't take as long as my "Reverse the Polarity" quest is taking to show up.
Sent my 3 spies to the 3 civs closest to me. Africans, Slavs, and Chinese.

Here is my city as of Turn 92:
China has a trade route going through my city heh.

Spoiler :



No one better start a war with me! :cowboy:
I've got weapons even more dangerous than nukes :nuke:
 
Turn 102

I clicked next turn once and a flaming meteor crashed into my scout. :eek:
After screaming like a little girl, I realized it wasn't the opening salvo of a dreaded war, but a shiny new Crashed Satellite. :)



9 turns later it yielded a nice 80:c5production:


The Slavic Federation and the Kavithan Protectorate continued their ugly war by both asking me to join.
I declined both their offers.
The African Union has a lot of little tanks running around to my southeast, but is still Friendly with me even though I'm his only logical war target. :hmm:

The spy reports have come in from the Slavic, African, and Chinese capitals.
Nothing too alarming.
Spoiler :





Slavic Federation is teching Alien Biology and the African Union is teching Computing.
Not sure why it shows the Pan Asian Cooperative not teching anything. :confused:


Got a huge quest from excavating that crashed satellite.
The Solid State Citizen questline!


Cool, a free Purity level!
What do I have to do?



Found a settlement?!
I... can't do that. [pissed]
This is a one city challenge. :twitch:
Will have to let this Quest rot on the vine uncompleted...

......**Why is the Suicide Emote in the civ forums gone?**


City didn't finish any techs this turnset.
Still chugging away on Cognition.

Cancelled one of the expensive African Union trade deals trading huge Energy for 1:c5science:
Needed the extra energy to start buying more tiles for Academies to be built.
Did manage to buy 1 plains tile cheap.

The city built Gene Garden, Autoplant, a 3rd Trade Convoy, and started a Network.
Built the extra Trade Convoy because I got back-to-back terrific Quests.
Spoiler :



Had to wait 41 turns for "Reverse the Polarity", but only 1 turn for +1 trade routes from Autoplant.
I'll take it! :D

Used the 3rd trade route to get a fat connection to the Kavithan Protectorate for +8:c5science:/+8 Energy.
Spoiler :

My 10th Virtue showed up in good time thanks to my renewed +10:c5culture: from a station trade route.
Picked Learning Centers for +2:science: to all Academy tiles. So good!
Spoiler :


Since it was my 10th Virtue, Franco-Iberia trait gave me +1 Free Technology.
Picked the biggest one possible, Nanotechnology.



It unlocks the Exodus Gate, which I can build at Purity 13 to win a Promised Land Victory, the Purity Win.
It also unlocks an amazing building (not wonder) called Nanopasture that gives 30%:c5food: retained after city growth and a Quest that gives +10%:c5food: bonus when it triggers.


Here is my city as it currently appears on turn 102:

Spoiler :

Plan on finishing the Network and starting 2 Workers followed by the Nanopasture.
As long as I complete it before growing to Size 15 it shouldn't matter if I delay it a little.
Need two extra workers to start building 4 Academies at a time every 9 turns.
 
Turn 113

The Kavithan-Slavic war continues, seemingly forever.

Asked the African Union for a Cooperation Agreement again but they declined.
Then the very next turn...



Uhh sure!

Also found out that Open Borders with Friendly civs are much cheaper than with Neutral ones.
Spoiler :



Signed Open Borders with Kavithan Protectorate to reach the Derelict Settlement.
This is going to cause a HUGE diplomatic incident.
Fully 3 civs will complain about me excavating there.
China might even Declare War over it.
But for the chance for +1 population, I'll risk it. :mischief:



Also found my 4th Derelict Settlement way down south in some miasma.
Will take a while to excavate.
Spoiler :

Spies are finally giving results.
2 of them stole 500 Energy for me.
The 3rd will hopefully steal some more in a few more turns.

Got a Spy Questline going.
I think it gives a Free Spy if you complete it, so I'm definitely trying to get it done as fast as possible.
Spoiler :

Cognition and Physics were teched this turnset.
Can finally build +5:science: Academies :)
Started on Ballistics.



That might seem like a strange choice, but believe me the next Virtue +7:c5culture: per wonder is extremely strong.
I'm going to try and build the two cheap wonders Stellar Codex and Panopticon purely for the +7:c5culture:
I plan on filling out the whole Knowledge tree, so 18 Virtues will give me +1 Free Technology and 20 Virtues will also give me +1 Free Technology.
So will certainly pursue big culture.
Ballistics and Defense Grid also unlock 2 strong city defense buildings, the Rocket Battery and Defense Perimeter.
Those buildings will make my lone city much much harder to kill.
Will try to squeeze Alien Science in there to unlock the Xenomass improvement which unlocks the Cloning Plant building from Genetic Design. It is a strong growth building.

Not sure what to spend my newfound Energy on.
Probably buy a couple cheap tiles and save the rest for when I go Negative Energy per turn.

City built Network, 2 Workers, and started Nanopasture.
Plan to start Stellar Codex next.

Network Quest appeared and gave me +1:c5culture: from the building.

Solar Collector finally ended its great run. Will miss its free Energy.


Here is the city as it currently stands T113:
Constructing 4 Academies. The -2 Energy per turn upkeep gonna suck :)

Spoiler :
 
Turn 126

There's a 3-way war going on right now, and I'm not in it. :king:
The Slavic Federation took offense at the Pan Asian Cooperative settling a city in the middle of their war zone with the Kavithan Protectorate, and made their feelings clear with bombs, bullets, and rockets.



Nheit Tinh took a massive air barrage along with a token ground unit or two for about 5 turns before being conquered by the Slavic Federation from the north.

Wish there was a way to see who is at war with whom on the diplo screen. :hmm:
I tend to forget after 30 turns if the wars are still going or not.


My scout netted my city it's 3rd +1 Population reward in a row from a Derelict Settlement.
Had to give 70 Energy and trade Open Borders with the Slavic Federation to get him heading home.

I thought all 3 civs would protest my excavation near their borders, but only 2 did.
I promised to never do it again :mischief:, and this time I didn't take any diplo penalties that I could see.
Pan Asian Cooperative is still a bit mad in the diplo screen from when I told them I'd excavate no matter what they said.



Ugh, 4th place in score now.


Spies reported what the following civs are currently teching:
Kavithan Protectorate - Tactical Robotics
Slavic Federation - Computing
African Union - Biology
No Counter-Agents present in any cities yet.
One spy managed to steal me 250 more Energy.


Got my 11th Virtue and picked Monomyth.
It is +7:c5culture: per Great Wonder and will be key towards getting up near 20 virtues eventually.
Spoiler :

Completed the Stellar Codex.
A big science and culture boost.




Teched Ballistics, Alien Sciences, and Defense Grid.
This unlocked 2 Wonders and a Cloning Factory once I improve Biomass.
Spoiler :

Annoyed that I don't have the option to build an Observatory or Holosuite, but you need Firaxite in your borders to get those buildings.
The Holosuite in particular is very nice because its Quest Option gives +1 Free Virtue.

Tempted to tech Communications next and try to build a Command Center to get a Free Spy from the Quest, but it's a fair amount of research and doesn't unlock any Purity techs.

The 2nd half of the game here is basically a rush to get Purity 13 as fast as possible. :crazyeye:

I decided to start teching Bionics because Institute gives +1 Free Technology from a Quest choice and then pursue Biology->Vertical Farming for +1:c5food: for farms.
Will use the Free Tech whenever it comes to pick Social Dynamics.

Spies when they steal Science will get a turn of research on Human Conservation or Tactical LEV.
They can get 25% of a tech if the steal Science succeeds and those are some big ones.


Bought a couple more tiles, but since I am Negative Energy now I'm going to save any future Energy I get.

Built Nanopasture, Stellar Codex, and Pharmalab.
Pharmalab Quest came up immediately and I picked +1:health:
Starting building a Panopticon purely for the +7:c5culture:
Making the 2 Wonders a priority because I don't want the AI to get first.
This is a step below Apollo after all.

Here is my city as of Turn 126.
Has 6 Academies now and a whopping 96:c5science: per turn :D


Spoiler :
 
This is important enough to deserve its own post.
After building the Nanopasture, the city was 1 turn away from growing.
I was expecting the food bucket to be 40% full when the city became Size 15.



Size 14 City, 283.8/288:c5food:
With a growth rate of +16.5:c5food: per turn, on the following turn there should have been 12.3:c5food: overflow.

Then you add in the food retained after growth.
10% from my 1st Virtue Frugality.
30% from my just completed Nanopasture.

40% of 288 is 115.2:c5food:

Add together 115.2 food plus the 12.3 food from the overflow, and the city should start the next turn at Size 15 with 127.5:c5food:


Here's what it actually had:



Ya, 53.2 :c5food: :mad:

So! I thought it over.
Maybe the bonuses don't add, but multiply.
0.9*0.7=0.63 which means 37% of the food is retained instead of 40%.
0.37*288=106.56:c5food: not counting overflow

Still more food than what I got. :cry:

Ran some more math and it seems that much like the Granary in Civ 4, it only starts counting the food accumulated after the building was built.
So 10% of 288 is 28.8
30% of the 4.2 accumulated before overflowing is 1.26
Overflow is still 12.3
28.8+1.26+12.3=42.36:c5food:

Mmm, a lot closer to 53.2 food, but still not exact.
Sigh, will pay more attention the next time the city grows.
A full growth while the building exists should narrow down the possibilities.

It's possible the food being retained starts ON the turn the building is built.
17.4+4.2=21.6*0.3=6.48
Then maybe the food retained bonus counts for the food bucket after a city grows?
10% of 323 is 32.3
32.3+6.48+12.3 = 51.08:c5food:

Bah!


**Edit**
Copied from a later post here:

There still appears to be something wrong with my Nanopasture.
Here is my city before and after a city growth from Pop 17 to Pop 18:
Spoiler :



389.03/399 before and 116.07/440 after.
With +26.29:c5food: going into the food bin I'd expect to see 16.32:c5food: overflow.
With 40%:c5food: retained after city growth from Nanopasture and a Virtue, I'd expect to see 0.4*399=159.6:c5food: retained.
16.32+159.6=175.92/440.

My food retained should be 160:c5food: but I'm only retaining 100:c5food:! :mad:
And the building existed the whole turnset this time.
I did get 2 free pop growth though.
Maybe I'm retaining the food bin from Pop 15 instead of Pop 17 because of a coding error?
40% of 329 is 129.2:c5food:
Nope.
Bottom line, the Nanopasture is only acting like it retains about 15% of food after growth, not 30% like it says.
The +10%:c5food: from the building quest is working as it should.


**Edit 2**
Copied from a later post here:

Once again, my NanoPasture was a dud.
Here are the before and after pictures of growing from Size 18 to Size 19:
Spoiler :



426.93/440 before and 134.33/483 after.
Considering there was 37.4:c5food: growth, there should have been 13.07 overflow.
134.33-13.07=121.26:c5food: was retained after city growth.
That is 27.56% retained if the food bucket was 440, or 25.1% retained if the food bucket was 483.
The NanoPasture still appears to be yielding roughly 15%:c5food: after city growth, not the advertised 30%.
I'll take one more look at this issue if my city ever unlocks a further 10%:c5food: retained after city growth from a building or a tech.


**Edit 3**
Took at look at the Nanopasture one final time here.
 
Turn 137

The Slavic Federation made peace with the Pan Asian Cooperative!
Their war with the Kovithan Protectorate continues.

My scout has gotten a look at the Slavic Federation juggernaut.
Spoiler :

Hmm, didn't know Xenomass could be such a strong tile.

The southern scout has also finished the 4th Derelict Settlement, which has once again given me +1 Population!
So my 16th and now 17th city population has come not through growth, but luck. :lol:


My trade route to the +10:c5culture: station ended once again.
I've been keeping a close eye on Adept Blue seeing if the AI would trade with it enough to reach Tier 3.
And now that I don't need :c5culture: as much thanks to 4 wonders, it finally did!



+4:c5food: and +6:c5science: is just what I need right now.
So I established the trade route and wouldn't you know it lasts like 28 turns. :cry:
The Lalibela route averaged 16-18 turns.
Maybe the farther away a city/station is, the longer the trade route to it lasts?

Whatever the explanation, the massive wars going on to my west are really screwing up my incoming trade routes.
African Union sends me one once and a while, but I'm not getting 3 or 4 like I usually do most games, and I miss the free 15ish :c5science: and 15ish Energy. :sad:


The Nanopasture Quest finally came in.
+10%:c5food: is simply an amazing bonus!
Spoiler :

Gene Garden Quest offered up +1:health: which I also took.


Finished the Panopitcon before any AI.
A nice +8:c5culture: boost.
Will by my last Great Wonder for a while.




Got both my 12th and 13th Virtues this turnset.
Picked Metaresearch Methods and Information Warfare.
10% reduced research costs for leaf techs and 1 Free Spy are both very strong.
Since it was my 10th Knowledge virtue, I also received +10%:c5science: :D
Spoiler :



Spies had an interesting time.
One stole 500 Energy. I guess Special Agents steal twice as much as Agents?

The other failed to steal Energy.
And it was a massive failure!
That was the spy doing the spy questline Operative Extraction to get another Free Spy.
I have to do the steal Energy mission again to get enough intrigue in the city so I can do the steal Research mission and complete the quest.
So his failure cost me 18 turns from getting another spy. :mad:

One Special Agent succeeded in stealing Research.
I made sure to spend the turn before researching the biggest thing I could and ended up getting 25% or 731:c5science: towards Tactical LEV. :crazyeye:
Spoiler :

The new spy from Information Warfare Virtue caught a break.
There is a foreign city that already has 2 levels of intrigue in it.
That means after he does the Establish Network mission to level up from Recruit to Agent, he can perform steal Research missions right away and skip the steal Energy one.
He will probably only steal 12.5% of a tech's science amount instead of 25% since he won't be a Special Agent yet, but I can research the rest myself.




On the research front, finished Bionics and started Biology.
Edging ever closer to Vertical Farming.




City built Panopticon and Cloning Plant.
Started the Institute which will hopefully offer up the +1 Free Technology Quest choice sooner than 40 turns.
Am getting awful close to -20 Energy per turn.
Should be ok once all the farms get +1 Energy from Vertical Farming.

Here is my city as of Turn 137:
Has 7 Academies now and is doing 116:c5science: per turn.
The :c5food: situation has improved dramatically with Adept Blue trade route, Cloning Plant, Xenomass tile, and +10%:c5food: bonus from Nanopasture.
Really like how +10% worker speed lets full hp workers build an Academy or chop down a forest in miasma and escape with 10/100 hp left once they finish.


Spoiler :



Gonna attach the game again at this point in case anyone wants to look.
 

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Planning on how to reach Purity 13 Affinity

I finally answered my own question on how to do this. :cool:

In my latest turnset I noticed that if you hovered the mouse over the left side of a tech, not the name up top or the buildings/improvements etc. on the right, it will tell you how many Affinity points the tech will give!



If you squint real close at the fuzzy .jpg, it says +25 Affinity towards Purity for the Vertical Farming technology.

Purity to level 1 took 11 points. (Got it with Cultural Burden quest reward)
Purity to level 2 took 12 points. (Got it by researching Genetic Mapping)
Purity to level 3 will take 13 points.

It is reasonable to assume that:
Purity 4 will take 14 points.
Purity 5 will take 15 points.
Purity 6 will take 16 points.
Purity 7 will take 17 points.
Purity 8 will take 18 points.
Purity 9 will take 19 points.
Purity 10 will take 20 points.
Purity 11 will take 21 points.
Purity 12 will take 22 points.
Purity 13 will take 23 points.

That means I currently need 13+14+15+16+17+18+19+20+21+22+23 = 198 Purity points.

Looking at the tech chart, here are the following rewards for completing each Purity technology:
Genetic Mapping +12XP for Purity (already got)
Alien Genetics +18XP for Purity
Vertical Farming +25XP for Purity
Biospheres +25XP for Purity
Civil Support +25XP for Purity
Servomachinery +25XP for Purity
Mobile LEV +32XP for Purity
Tactical LEV +40XP for Purity
Surrogacy +40XP for Purity
Industrial Ecology +40XP for Purity
Human Conservation +40XP for Purity
Seismic Induction +40XP for Purity
Hyperconductors +40XP for Purity

Only need 198 more :hmm:
That's 18+25+25+25+25+40+40.
Shoot, I can research the 5 easy ones and have spies steal research 7 more times now that I know the math. :love:
The Institute's +1 Free Technology can go towards opening up a +40 leaf technology.

BUT, the math assumes the Purity XP only goes up by 1 each level.
Maybe it is 2 each level at a certain point? :sad:
The more you learn, the better you can plan the next time.


Should I get 5 more Knowledge Virtues for +1Free Technology?
Or should I go with 5 Might Virtues and get Adaptive Sciences and Martial Meditations?

+20% Affinity XP per tech and +1 Free Affinity are pretty comparable to what +1 Free Tech can achieve.


**Edit**
Blast, Purity 5 costs 16XP, not 15.
What to do, what to do...
 
Turn 150

The South American States Declared WAR on the Pan Asian Cooperative.
Now there are 2 separate AI wars going. :D
The only AI not at war is the African Union to my southeast.



PAC capital Tiangong was surrounded by fissures and chokepoints and the South American States lost tons of units when Pan Asian Cooperative started putting units in the chokepoints.
The city launched attacks every turn blasting units 2 tiles away.

Renewed the Cooperation Agreement with the Kavithan Protectorate.
Also renewed some "Energy for +1:c5science: per turn" deals.

African Union made a downright silly trade offer:
Spoiler :

:lol::lol::lol: Not a chance!

Scouts have revealed almost the entire west side of the map.
Slavs are getting pretty big.



And I finally got an incoming trade route again.
+3 Energy and +5:c5science: for free!
Spoiler :


Purity 3 landed in my lap when a random Affinity quest appeared and completed itself. :eek:
Any idea what triggers these?



Game practically plays itself.
What did I do to complete it?
Spoiler :

Build 1 Old Earth Monument?
Ah, did that 100 turns ago.
I still think if the quest gives 14 Purity points and I needed 13 points to reach Purity 3, there should be 1 overflow.
Was at 0/13 and then I was at 0/14. :(

Near the end of the turnset, I reached Purity 4 by completing Vertical Farming which gave +25 Purity Points.

And wouldn't you know, there was overflow and now I'm 11/16XP towards Purity 5 :D
14XP to reach Purity 4 and 11XP more equals +25 Purity points exactly.

I hate that the next Purity level is 16XP and not 15.
Will it start going up by 2 each level now?
Or is this a one time increase and it will go up by 1 each level from now on?
Messing up my math on getting to Purity 13.
Maybe this unexpected free 13 Purity points from the quest will give me enough cushion so that I can continue with the 18+25+25+25+25+40+40 plan.


There still appears to be something wrong with my Nanopasture.
Here is my city before and after a city growth from Pop 17 to Pop 18:
Spoiler :



389.03/399 before and 116.07/440 after.
With +26.29:c5food: going into the food bin I'd expect to see 16.32:c5food: overflow.
With 40%:c5food: retained after city growth from Nanopasture and a Virtue, I'd expect to see 0.4*399=159.6:c5food: retained.
16.32+159.6=175.92/440.

My food retained should be 160:c5food: but I'm only retaining 100:c5food:! :mad:
And the building existed the whole turnset this time.
I did get 2 free pop growth though.
Maybe I'm retaining the food bin from Pop 15 instead of Pop 17 because of a coding error?
40% of 329 is 129.2:c5food:
Nope.
Bottom line, the Nanopasture is only acting like it retains about 15% of food after growth, not 30% like it says.
The +10%:c5food: from the building quest is working as it should.
 
Turn 150, Part 2

Post was getting too long, so I'm splitting it into 2 parts. :p

My Institute took only a few turns to throw up its amazing Building Quest.



Got me +1 Free Technology! :goodjob:

Went ahead and picked Social Dynamics for all its good buildings.
Some may wonder why not Bioengineering to open up Industrial Ecology for +1:c5production: to farms, but I need the :c5culture: and virtues more in my opinion.
Spoiler :

Spies managed to steal 25%? of Tactical LEV again for a cool +731:c5science:
Spoiler :

Clicking on the spies, I looked at what the AI are currently teching:
Slavic Federation - Swarm Robotics
Kavithan Protectorate - Nothing :???:
Pan Asian Cooperative - Alien Sciences
African Union - Servomachinery :eek: (Need to check if he will be getting Purity 4)
Still no counter agents detected.


Teched Biology, Vertical Farming, and started Terraforming this turnset.
The +1:c5food: and +1 Energy to farms is amazing. :yumyum:



If my 4 spies can steal enough :c5science: for Tactical LEV and Human Conservation (6 more successful missions), then I all need to tech to reach Purity 13 should be:
Alien Genetics
Servomachinery
Biospheres
Civil Support


Should take 41 more turns at current research rates.
That will be really cutting it close for the spies.
Takes them 18 turns to do a steal Science mission.
Hopefully there aren't any failed missions.


My 14th Virtue appeared and I chose Technoartisans for a modest :c5science: boost.
Spoiler :

City built Institute, Thorium Reactor, Miasmic Repulsor, and started Soma Distillery this turnset.
Been a pain cycling workers into the city to heal up from miasma, and one satellite should take care of most of it.
Should help later when I'm redoing tiles for more :c5production:
Spoiler :

Soma Distillery is nice because of the :health: boost and the Building Quest that offers +5%:c5culture:

Here is the city as it currently stands on Turn 150:


Spoiler :

9 Academies and lots of super farms.
Notice how the tubers and fruits/etc are no longer being worked because they are obsolete.
Bought a desert hill and now only 2 tiles remain to be purchased.
Not sure why city won't grab that oil 4 tiles north.
 
Great LP so far, keep it up.

It has been very informative: I love how you test out the food and culture mechanics. I might try for an Apollo OCC win, myself. I'll probably go ARC emancipation, though.
 
Turn 163

Curses!
The AI finally figured out how to screw me over a little.

All started with a Cease Fire.
Kavithan Protectorate stopped their war with the Slavic Federation on turn 150.
T153, I get a message from both these civs asking me that Pan Asian Cooperative was intolerable, and if I wanted to join them in fighting them.
I declined. :)
Turn 155, they DOW the PAC and now China is fighting the 2 biggest civs plus South American States still in a 3v1 war.
Spoiler :

Turn 156, PAC and South American States sign a cease fire, so I think it is gonna be ok.
But as it turns out, South American States had killed off all the PAC units, and then 2 very large neighbors surrounded the capital turn 160.



Very surrounded :sad:
I'm sure you know what came next.


Spoiler :

Noooooo!
My Steal :c5science: failed!
Now I got to move my spy to another city and start over from scratch. :cry:
A monster setback considering they can steal up to 750:c5science: for a tech.

The rest of the spies this turnset were a mixed bag.
One stole 731:c5science: towards Human Conservation while another failed to steal Energy.
Spoiler :

Even that failure is pretty large. Once again, the spy doing the spy questline to get me a free spy, failed to steal energy!
So my 5th spy won't arrive until I can wait 18 turns to steal energy and then another 18 turns to steal :c5science:
By then, the new spy will be too late to affect the game.
So only 2 out my 4 spies are doing the vital work of stealing :c5science: for the forseeable future. :mad:


Currently, I'm waiting on 2 building quests to give me some juicy rewards.
I've waited 26 turns for Cloning Plant to give me +10%:c5food: retained after city growth, and it still hasn't popped.
Also waiting 4 turns for Soma Distillery to give me +5%:c5culture:, but all I can do is pray.
Did manage to get +1:c5production: from Thorium Reactors.


Dropped the Adept Blue trade route for a 3rd foreign AI one.
Really starting to need more Energy.
I'd be positive right now, but one trade route has gone to zero Energy for some reason. :confused:




Once again, my NanoPasture was a dud.
Here are the before and after pictures of growing from Size 18 to Size 19:
Spoiler :



426.93/440 before and 134.33/483 after.
Considering there was 37.4:c5food: growth, there should have been 13.07 overflow.
134.33-13.07=121.26:c5food: was retained after city growth.
That is 27.56% retained if the food bucket was 440, or 25.1% retained if the food bucket was 483.
The NanoPasture still appears to be yielding roughly 15%:c5food: after city growth, not the advertised 30%.
I'll take one more look at this issue if my city ever unlocks a further 10%:c5food: retained after city growth from a building or a tech.


Got enough :c5culture: to unlock my 15th Virtue.
Chose Creative Class.
Spoiler :

It only ended up giving me 1 culture per turn, heh.
Only 3 more Knowledge Virtues to pick a free tech.
I'm not sure if I'll get it before my need to tech ends.


Teched Terraforming, Fabrication, and started Civil Service this turnset.
Terraforming is a pretty good way to add some production/culture to a bad tile, but costs 6 energy once it is built.
I'm only going to build a few on the 2 plains hilltops, the fungus tile, and maybe the desert tile once I get it.
Once Civil Service is completed, I can launch a Holomatrix Satellite for +2 culture on 7 tiles if I can buy some oil and floatstone from another AI.




Built Soma Distillery and started Bionics Lab this turnset.
Both will be a huge health boost for my city as it grows into its final size.
Thankfully I have a source of Resilin in my city radius, or I wouldn't be able to build Bionics Lab.

Here is my capital as it currently is on T163:

Spoiler :

It took 10 turns, but that Miasmic Repulsor cleared out all 7 miasma.
So nice to not have to worry about worker health so much.
What to build after Bionics Lab is a good question that I'll have to think about.
 
just note: you have to get a Lasercom satellite (Orbital Networks under communication) if you want to do a purity win.

also your lack of Titanium or Floatstone is going to be really hard on your military trying to defend 4 settlements (as well as crush any AIs that go for an earlier win)
 
just note: you have to get a Lasercom satellite (Orbital Networks under communication) if you want to do a purity win.

also your lack of Titanium or Floatstone is going to be really hard on your military trying to defend 4 settlements (as well as crush any AIs that go for an earlier win)

Oh! I forgot about that. :goodjob:

Yes, yes I will have to build one.
Getting positive cashflow to do a trade deal for oil will be more important than I thought.






Do you happen to know if I can build the Exodus Gate before researching and launching the satellite?
Or do I have to launch the satellite to unlock building the Exodus Gate?
 
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