Chieftain Space Race Victory

dojoboy

Tsalagi
Joined
Dec 30, 2001
Messages
4,280
Location
Tanasi, USA
I swore I saw a thread on this topic a few weeks ago but can't find it now. Its what got me jazzed to try and reach space on chieftain. I was hoping to go back and compare my approach to what the thread offered.

My game was on a pangea map, standard size world. I crippled two cis (Aztecs and Indians) early on to increase my cities = increase in research rate. Building all the GWs was relatively easy, but my concern was getting those that would save me gold and increase my research rate. Since on chieftain the AIs are handicapped and do not build infrastructure rapidly, which hurts the human player re: trade deals, I used a number of my workers to improve terrain tiles within the other civs' territories, including laying down railroads. RoPs allowed this to occur unfettered. By doing this, I was able to trade techs for gpt deals up to 100 gpt during the later stages of the game (1800s), which inturn allowed me to max out my research. I was discovering techs in 4 - 6 turns. I played as America for the industrious trait and expansion trait (pangea map), which gave me 3 or 4 free techs at the start of the game from goody huts. I launched in 1926 AD.

Attached is a late game save for those interested. Its the mac 1.29 beta which is compatible w/ Civ3 1.29.

Save file.
 
Just to let you know. You can turn your science all the way up in cheiftain and not worry about losing units and improvements from lack of a treasury.
 
Originally posted by ballplayr412
Just to let you know. You can turn your science all the way up in cheiftain and not worry about losing units and improvements from lack of a treasury.

True, but w/ out gold you can't rush build improvements that increase the research rate. Rush building also provides a turn-advantage that increases exponentially.
 
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