Hi MD, going back to my initial question from page 1:
So, it looks like you didn't need Globalization to win the Diplomacy game (although it certainly made it safer). Was this a particularly good diplomacy game for you, or can you usually achieve a Diplo win before you would get to Globalization? Is any way to convince your allies to vote their delegates for you as World Leader (the way you can for other proposals)? or will they always just vote their delegates for themselves, even if they have no shot of diplo victory.
For culture victory, I understand that you didn't focus on it this game, but it still looked like you weren't that far off from that victory condition. Have you had success on Deity getting a culture victory (with raw tourism output + GMs) before reaching the Internet?
I'm just wondering if a win is possible with only middle of the pack science output (as if you are science leader you could always just as easily go for a science victory... making all this extra work with tourism / delegates pointless). Since, you could always win science victory with middling culture/tourism and middling number of delegates (even if you can't ignore them completely anymore as you could in G&K).
Thanks for the great video!
I was using the culture side as a backup plan to diplomacy, so did push it 'somewhat' (though not as much as I could have). More so than maybe what one would expect for a different type of VC. Keeping in mind that most of the culture and diplo key techs are intertwined, and the fact that world congress proposals boost culture on tiles, it's understandable to be able to push both if needed.
Globalization was basically 'needed' for an early Diplo win. The extra votes/Diplomat were actually required to ensure I had the right amount of votes to win. If I lost a few CS allies, then I'd definitely need the Diplomats. This particular game allowed me to mass up the influence on the CSs to the point where I could safely keep them while going to the diplomat side with my spies (Freedom has the best Diplo tenets). Only the autocrat (Assyria) could get tenets that benefited a diplo win, so all of those Order civs were going to have a very hard time keeping CS allies without mass gold spending/constant attempts at coups. They were thankfully kept busy on the war side. Had Greece or another major CS buyer been in the game, it would have been much tougher to get so many CS allies, in which case the Diplomats are definitely required and you may even need to lose a vote or two before you can win it.
Yes you can buy votes for the World Leader vote (I think I'm remembering that correctly), but you don't get 'all' of the AIs votes when you buy them. You only get their core votes. There is some game logic around when an AI would vote for someone else, but that'd take longer to explain.
This game also had less RAs than normal between AIs, so being 'top science' wasn't actually the case for me. I was up there, but it was more about focus and a few nice RAs (before the AIs decided to hate me) that pushed me that far (plus a GS bulb or two) towards Globalization.
So, 'can you win before Globilization' -- it's plausible, but at higher difficulty levels, I'd say less so. First you have to force the average era into the Atomic Age and then you need to have the vote timed out to start almost right away. In the case of the Porttugal game the average era switched to the Atomic Era shortly after the new proposals were put forth, meaning that I had to wait for that vote to happen and then wait more time for the vote. A quick Diplo win will no longer be about a super fast lone tech push with some gold tossed in there. The world has to be ready for it (or you can just kill the laggers
).
Getting to the Spaceship parts is actually a bit slower, depending on your empire size/relations with others. In this game, had I gone for more Rationalism, I might have made it to them before the vote, but it would have been close. The game shown is actually a lot 'slower', turn wise, than what people will likely see in future LPs and their own games. Mostly I was messing with the AIs to test some stuff rather than going for speed. But do expect that the sub 200 or even sub 250 speed games (standard speed/non-domination VC) will be a lot more rare or just nonexistent (unless people are constantly rerolling or messing with the settings).
As per Culture VC on Deity without the Internet -> You will generally always need it due to the doubling of tourism from the Internet being required to get a high enough tourism output to finish the game before someone else does. Though, an autocrat has other ways to win via culture
Finally got to watching it, but I don't think you announced what the promotion on Comanche Riders were
. You said they had 4 movement and said you'd look in the Civilopedia since that didn't sound right but never did - so I am guessing their promotion is an extra movement somehow?
heh, derp.
World Leader vote triggers when the median era of all civs reaches Atomic (from MD's video). So, I presume with all the leaking beakers and spies, it would be difficult for an AI to get a science victory before at least one round of voting, since that would require the AI to get all those information age techs before all other civs minus one even reach Atomic.
It's extremely hard to have the average age of the world be at the Atomic Era (so someone hitting Space with others not far behind) without at least 1 vote for world leader happening. Runaways notwithstanding (of which in the Portugal game there were none).