A Touch of Nostalgia - a Purity Specialist Economy guide

GAGA Extrem

Emperor
Joined
Dec 24, 2008
Messages
1,589
UPDATE 18.10.2015: I have updated the guide after some additional testing.

Now that Rising Tide is out, it is time to explore new strategies. Here is one that I found particularly interesting: A Specialist Economy approach with the new AU trait.


The Disclaimer:
This is not the *fastest* way to win the game. If you want to do that, you'll need to go with a BE-release-like style city and TR spam (with either PolyStra or AF). This strategy is slower, but much less tedious because it relies on fewer cities. My best result so far was a T182 win without getting any of the OP artifact reward. Which means there is still room to get that timer down, I guess after some optimizations a good player should be able to finish games around turn 160-170. It shows that BE is actually getting close to make different strategies viable for a competetive game.

This guide will focus on an approach with 5-7 cities and Purity Affinity, because Purity is probably the fastest win condition for tall empires and it's techs synergize well with the AU trait. If you want to go Harmony you need to spam out a lot more cities (and in that case, you can just go and play PolyStra anyway). Supremacy is probably also viable (even more so if you have decent production), but for some reason it felt somewhat less consistent and dynamic to me.


The Setup:
Sponsor: African Union (because of the specialist bonus. The extra growth isn't bad either, since we will be in positive health past the early game)
Colonists: Artists (because the early culture will speed up our virtue acquisition and we won't have access to other early culture buildings)
Spacecraft: Electromagnetic Sensor (because artifacts and expeditions are *really* powerful in this version)
Cargo: Laboratory (because we want to expand fast and get our trade network up asap)
Planet: Your choice! I prefer Terran maps (because the allow for coastal starts and have large continuous bodies of water) and the Frigid biome (because of the awesome aesthetic and the passive aliens)


Planetfall:
You won't have much choice with your initial landing spot, but there is already some important decision making involved. If want to use coastal cities you should drop at the coast. If you want to fully focus on land, stay away from coastal areas to deny the AI the chance to deploy their navies against you. In general ocean cities seem like the way to go, given the lower unhealth and extra culture and TR yields. Just take into account that ocean cities are quite weak during the early and mid game - an AI surprise attack with several melee boats can easily be the end of your colony.


Technology:
The initial tech orders looks like this:

Ocean cities:
Chemistry -> Genetics -> Biochemistry -> Physics -> Bionics -> Robotics -> Nanotechnology (with the free tech from the Institute) -> Engineering -> Computing

Land cities:
Chemistry -> Genetics -> Ecology -> Physics -> Bionics -> Robotics -> Nanotechnology (with the free tech from the Institute) -> Engineering -> Computing

Mixed approach:
Chemistry -> Genetics -> Physics -> Bionics -> Robotics -> Nanotechnology (with the free tech from the Institute) -> Engineering -> Computing

These approaches unlock all essential buildings, improvements and resources to get you specialist economy going. With a fully upgraded AU trait you will get 15 science from each institute, which equals 7.5-5 academies. Considering that Academies take much longer to build now, you will have a small science advantage over the usual Academy spam during the mid game, despite taking longer to unlock Bionics.

The tech choices after that depend mostly on your current situation. If you run a mixed strategy you might want to unlock "Biochemistry" for the Water Refinery and/or "Ecology" to unlock the Vivarium. If you need extra health (mostly for a land or mixed approach), you should grab "Genetic Design" for the Gene Garden. If you have access to a decent amount of Petroleum and Titanium you should focus on "Orbital Networks" to get LaserCom satellites up for extra science. Otherwise get "Biospheres" to increase your growth ratio.

After that just focus on the techs that are necessary to win. "Transgenetics" is really good once you have filled up your Institutes and Nanopastures. With lots of Titanium tiles you should get "Fabrication", if you have lots of Floatstone flying around grab "Mechatronics" for the LEV Plant.

Just pick any combination of these techs to reach Purity 15 and all is fine. Good techs for the end game are "Planetary Engineering" for the Borehole, "Astrodynamics" for the Skycrane, "Organics" for the Biofactory and either Bioengineering or Synergetics if you have high Supremacy or Harmony Affinity levels.


Exploration:
Use your initial scout to grab Sunken Vehicles or Crashed Satellites near your starting location. These have the best chances to give you production, which you can use to build more Explorers or speed to speed up your early game builds. Once you have kick started your economy you should focus on Progenitor Devices and Progenitor Ruins instead. Both have the chance for a free Affinity and Progenitor artifacts. Try to grab as many of them as you can, since Progenitor rewards are exceptionally good. You either want -30% tech cost, +50% Trade Route yields or +100% virtue acquisition.


Virtues:
We open with Prosperity to grab the free colonist and the extra expedition modules, and then we switch back to Industry and grab 10 virtues there to boost our production capacities. The rest is tossed into Knowledge to boost science and reduce tech costs.

Example for the virtue order:
Spoiler :



Build Order:
Capital:
Old Earth Relic -> Trade Depot -> Trade Unit-> Recycler -> Colonist -> Laboratory -> Clinic -> Pharmalab

Second City:
Depot -> Trade Unit -> Recycler -> Colonist -> Old Earth Relic -> Clinic -> Laboratory -> Pharmalab

Other Cities:
Depot -> Recycler -> Old Earth Relic -> Clinic -> Pharmalab

The important part is to fit in 1-3 Explorers while expanding. It's best to use the free production from an expedition to rush these items within one turn. Otherwise you can squeeze them in while your new cities are building Depots (and a new Trade Unit would just sit around). Get Trade Units in time to use new TR slots asap and spam your colonist early to establish cities as quickly as possible. Also make sure to build enough Workers before you finish Bionics. In total you should aim for 5 (land-only approach), 6 (mixed approach) or 7 (ocean approach) cities early on. With an ocean approach you can in theory expand even further, but I'd recommend to not exceed 10 cities, since stabilizing health is quite important for AU.

An example how things should look around T50:
Spoiler :


Once you have constructed all basic buildings and your Trade Network is set up, switch your capital to Food Conversion and your other cities to Science Conversion. The plan is to get your cities to size 10 asap to get the extra Trade Routes and being able to fill the Scientist slots of your other buildings. If you have ocean cities, you might want to move them once after the basic buildings are done to grab some workable tiles (energy is best saved to unlock buildings in the capital).

In general all cities should have the following buildings before switching to conversion:
Depot, Recycler, Old Earth Relic, Clinic, Pharmalab, Laboratory, Cytonursery (only with a full-land approach), Water Refinery OR Vivarium (if you unlock their techs), Institute, Nanopasture, Thorium Reactor
Cytonursery, Dry Dock and Network are advisable, but keep in mind that they require 30-40 turns to pay back their investment, so it is okay to skip them if it is already way past T100.

The Institute has top priority as soon as Bionics is researched. Don't rush buy it, though, or you may trigger the Free Tech quest before you have researched "Robotics". The Nanopasture is also quite powerful, since it grants you a 10% food boost and 2 scientist slots. If you can, buy it in your capital to make use of your 25% cost reduction perk from Industry.


Trade Routes:
Use your first trade routes to boost outpost development and Depot construction of your outposts. Send the capital one to your second city and the one from the second city to all new outposts to boost their growth. If a powerful station drops nearby use your first capital route for it (as soon as the TR to your second city has expired). All newly founded cities should send their TR to the capital asap. Once you reach 10 pop in the capital send the new TR to any available station OR stop auto-renewing one of the internal TR to your capital and instead send from your capital to the city. Once your other cities reach pop 10 you can either spread them out evenly among the remaining cities OR focus all new Trade Routes at another city. The latter has the advantage that you can set this city to Food Conversion while you construct other things in your capital, which prevents disrupting the food income of the other empire.

Regarding Food Conversion: It affects the yield delta of trade routes, so by setting your capital to food conversion you can effectively feed all connected cities (we are talking about an extra 15-20 food per TR). This means all your other cities can instantly start using Scientist specialists and still grow at a quick pace.


Traits:
Your trait order is
Cooperative I-III -> Ambitious I-III -> Umoja (the AU trait) I-III
The military trait is up to you, if you even select one at all (might actually be better to save the capital to invest it in agreements or buildings for the capital).

AU has an easy time to acquire the required PC, mostly because the AI *loves* your trait agreements. Almost everyone will ask you for Pioneering Spirit and Social Safety Net, so you will get a lot of extra points early on. That allows you to max out all three traits by the time you finish Bionics.

The most important agreement you want is Student Aid (specialists consume no food), but sadly the AI seems to be a bit hesitant (at least on higher difficulty levels) to pick that trait. Thankfully it doesn't scale with relation level, so just don't need good relation to unlock its full potential. Other good agreements are Hutamas extra TR for the capital, reduced TR pop threshold and everything that boosts health, science and energy.


Improvements:
Use your free worker to improve resources and hills around the capital. Build farms when you have nothing better to do. Make sure that you build at least 8 more workers before you finish Bionics and use them to spam Biowells everywhere (If you plan on focusing your 2nd TRs in one city, give it priority instead). Biowells take much longer to build than farms, but the extra food and health is a great boon for your specialist economy - and unlike farms, you don't have to invest into additional techs (you can, however grab "Alien Genetics" to get an extra culture from Biowells!).

Once you have stabilized your health start spamming Manufactories around your capital. You need every last point of production to finish the Exodus Gate asap and the extra Hammers will increase production yield from the connected Trade Routes, resulting in slightly improved conversion.


Late Game:
Once your Exodus Gate is up you should focus on securing the Earthling Settlements. A neat change from RT is that they can now settle on coastal waters, so you have a lot more options for your settlement areas. Send settlers to the most distant spots first and settle the last ones as close to the Gate as possible.

If things went well and you got a good artifact reward and some free Affinity levels, you should be able to finish the game around T160-170. If you weren't quite that lucky, it might take up to T190 to win.

Example for a not so lucky game:
Spoiler :


Again, it is not the fastest strategy out there, but it shows how close BE/RT is to have strategic diversity within the factions. I guess all we need is a bit of a TR and Conversion nerf - and suddenly different approaches become viable.

Hope that guide helped you - enjoy building a new Utopia for humanity! :)
 
This is funny. I clicked on your name to check posts you wrote earlier about the specialist economy and you made a new guide a few mins ago. :eek:
 
Great read, thanks for posting! One question though...
...the inital tech order looks like this:

Chemistry -> Genetics -> Bionics -> Robotics -> Nanotechology (with the free tech from the Institute) -> Engineering -> Computing
Don't you need Physics before you can get Bionics and Robotics?
 
Once you have constructed all basic buildings and your Trade Network is set up, switch your capital to Food Conversion and your Other cities to Science Conversion.
Do you mean switching to conversion right after Pharmalabs, ignoring Lab, Nursery, Reactor, etc?
Also, what water-only buildings are worth building in (non-capital) water cities?
 
I have updated the guide. Fixed lots of typos and implemented my experience from some additional games:
(1) Ocean cities are clearly superior to land cities.
(2) It is advisable to focus all TR in the capital (and probably advisable to focus all secondary TR in another city).
(3) Changed and clarified some stuff about tech and build order.
(4) Suggested number of cities is between 5-7 (depending on land vs. ocean approach).

Great read, thanks for posting! One question though...

Don't you need Physics before you can get Bionics and Robotics?
Yes, I assumed it was a given that you take the shortest tech path there. Clarified.

Do you mean switching to conversion right after Pharmalabs, ignoring Lab, Nursery, Reactor, etc?
Also, what water-only buildings are worth building in (non-capital) water cities?
I added a small paragraph about that.

Water Refinery is essential for ocean cities, Laboratory is good, Nursery is okay in early cities, but not really needed for an ocean-based approach. Reactors and Networks are nice to have but not essential. I think the cutoff point for these buildings is around T120 or so, but it is also possible that the gains from early conversion (and thus quicker Institute unlock) is stronger than getting the buildings. Needs more testing.
 
Thanks for this detailed guide, I'm having a lot of fun trying it out now. Once thing I noticed is that you did not include the overpowered PAEN satellite. You can easily get 70+ health which nets something like an insane 20% boost to Science and Energy, and 30% (I think) to manufacturing.

There's basically no reason not to get it. You could swap out Biowells for Vertical farms saving huge amounts of cash, and insta converting all your farms; like I said health is simply not an issue with PAEN, in fact given the insane bonuses I see it as mandatory to get 50+ health in all games now.

Magnasanti? (the health bonus in Production) is hardly worth it now - better to get things from knowledge tree that convert health to culture and science. Also I think putting a magrail to where you're planning to build the gate will speed things up even more. I can't recall if the percentage benefits in this game multiply or add, but Prod Bonus * Health Bonus * Rail Bonus etc you can pump out even wonders in a few turns.

On thing I made a mistake on was putting a land-locked city - it reduces your trading options. There's a tech which makes trade units 'amphibious' but it did not seem to work for me.
 
Thanks for this detailed guide, I'm having a lot of fun trying it out now. Once thing I noticed is that you did not include the overpowered PAEN satellite. You can easily get 70+ health which nets something like an insane 20% boost to Science and Energy, and 30% (I think) to manufacturing.

There's basically no reason not to get it. You could swap out Biowells for Vertical farms saving huge amounts of cash, and insta converting all your farms; like I said health is simply not an issue with PAEN, in fact given the insane bonuses I see it as mandatory to get 50+ health in all games now.

Magnasanti? (the health bonus in Production) is hardly worth it now - better to get things from knowledge tree that convert health to culture and science. Also I think putting a magrail to where you're planning to build the gate will speed things up even more. I can't recall if the percentage benefits in this game multiply or add, but Prod Bonus * Health Bonus * Rail Bonus etc you can pump out even wonders in a few turns.

On thing I made a mistake on was putting a land-locked city - it reduces your trading options. There's a tech which makes trade units 'amphibious' but it did not seem to work for me.
Yeah I'm trying it now with the Pean satellite. It's insane. Every biowell tile provides +2 health. A 3 pop city achieves a surplus of health with 3 biowells. It essentially allows you to mass expand at no limit. The real is problem the that game ends before you achieve an advantage over an academy spam approach, but I could be wrong.
 
Thanks for this detailed guide, I'm having a lot of fun trying it out now. Once thing I noticed is that you did not include the overpowered PAEN satellite. You can easily get 70+ health which nets something like an insane 20% boost to Science and Energy, and 30% (I think) to manufacturing.

There's basically no reason not to get it. You could swap out Biowells for Vertical farms saving huge amounts of cash, and insta converting all your farms; like I said health is simply not an issue with PAEN, in fact given the insane bonuses I see it as mandatory to get 50+ health in all games now.

Magnasanti? (the health bonus in Production) is hardly worth it now - better to get things from knowledge tree that convert health to culture and science. Also I think putting a magrail to where you're planning to build the gate will speed things up even more. I can't recall if the percentage benefits in this game multiply or add, but Prod Bonus * Health Bonus * Rail Bonus etc you can pump out even wonders in a few turns.

On thing I made a mistake on was putting a land-locked city - it reduces your trading options. There's a tech which makes trade units 'amphibious' but it did not seem to work for me.
You have to rush Bionics to unlock the Institute for your specialists, so there is no easy way to grab the Paean early on. I guess you could burn the free tech from the Institute on Biology, but that means you have to compensate at least 2000 science via the health benefits - which I don't really see happening.

That means you have to grab Robotics next (so you can unlock Nanotechnology with the free tech). Once you are done with that your health should already start to stabilize from the Biowells and the question is if you will earn back the (at least) 900 science investment from grabbing Biology at that point - which, again, seems unlikely.

So the Paean is just OP because it has no resource requirements. Considering the opportunity cost you pay for unlocking it, it's actually not as insane as people might believe (at least as long as we have so many other sources of healht available).

That also means that Magnasanti isn't as useless as it seems to be. Granted, the 10% science from Knowledge is nice, but you are already close to that 10% production synergy bonus (which equals a ~5% science boost and might shave off a turn from the victory wonder). The other low tier Knowledge stuff is simply too weak to pay for itself at that stage of the game.

The amphibious TRs are unlocked by Planetary Survey and work just fine.
 
I just tried it, getting the PAEN is a detour as you say; however the production and science bonus you get is about 20% for all cities, can you still get 20% prod bonus from Biowell spam? The trouble is getting vertical farming as well - without it the empire wont grow.

The other interesting satellite I noticed was the Station Protector Sat, it doubles trade route income. Again it may be too significant a detour, I don't have BERT in from of me to check.

You mention getting the Lascom Sat and Solar , but that is also a 2000 detour for 15% Science per city and is mutually exclusive with the Solar Sat for another 2000 detour.

PAEN spam guarantees 20% boosts for everything across all cities with no need for solar or las sats. There are so many trade offs it's hard to tell!
 
You mention getting the Lascom Sat and Solar , but that is also a 2000 detour for 15% Science per city and is mutually exclusive with the Solar Sat for another 2000 detour.

Lasercom is needed for earth contact, so not really a detour for either gate VC. It is an interesting question how aggressively to pursue them for the science boost.
 
I just tried it, getting the PAEN is a detour as you say; however the production and science bonus you get is about 20% for all cities, can you still get 20% prod bonus from Biowell spam? The trouble is getting vertical farming as well - without it the empire wont grow.
[...]
Health is a non-issue past the early game with ocean cities. If you have enough workers you usually max out your health bonus once you have Magnasi from the Industry tree.

As for growth: Set your capital to food conversion as suggested and you get ~20 food for each city. Once the Biowells are up they can sustain the cities.
 
Questions for clarification:

1) When you say, 'Electromagnetic Thrusters', what did you mean?

I'm staring at the game creation screen right now and that's not an option. There's a "Tectonic Sensor" which reveals Petroleum, Geothermal and Titanium w/o the required tech, so I don't think this is what you're talking about. I imagine you're talking about "Retrograde Thrusters", which is the wider area selection for starting location and reveals more area around it.

2) In your build order for the capital, why build a trade unit prior to having a colonist? Won't that just sit around doing nothing, waiting for a city, as you mentioned?

3) Do you consume artifacts individually to time them with a unit/tech or save up 3 and hope to get lucky?

Otherwise really well written guide, going to try it right now and provide feedback. I can roflstomp the AI on the default difficulty but it's a slow win and I waste a lot of time deciding on a victory condition. Could use something more focused like this.
 
Questions for clarification:

1) When you say, 'Electromagnetic Thrusters', what did you mean?

There are some cross promotional features only available through buying (and playing?) Sid Meier's Starships. I choose to ignore them since my opinion of gameplay affecting promotions is less than favorable. See the bottom of this post for a list:

http://forums.civfanatics.com/showpost.php?p=13731107&postcount=6

I've heard some mention of ways to manually unlock these but haven't looked into that yet. Maybe Firaxis/2K will fix their blunder :) Or maybe they released the manual work-around and I am being unfair?
 
1) When you say, 'Electromagnetic Thrusters', what did you mean?
It's a starship unlock that unveils the location of all dig sites. If you don't own starships, you can just edit some XML files to unlock it.

2) In your build order for the capital, why build a trade unit prior to having a colonist? Won't that just sit around doing nothing, waiting for a city, as you mentioned?
You get a free settler from the Prosperity virtue, usually shortly before the Trade Unit is finished.

3) Do you consume artifacts individually to time them with a unit/tech or save up 3 and hope to get lucky?
Consume Old Earth artifacts with Culture yield asap. Save the rest to unlock the powerful Progentior wonders.
 
I tried an opening mostly based on your recommendations.

Chose PAC (poor choice so far, more below)
Standard/Standard/Apollo
Frigid/Equatorial
Engi/Machinery/Tectonic

First set of biowells are in place (2-4 per city) and give a very similar feeling to Paean/VF at this point. The next set will be done in a few turns. This is definitely more worker heavy, but building a few extra workers isn't that bad.

It wont be as fast as some other RT games I've played, mostly because of poor AI agreement options, not because this is any worse (it may be better). Money problems are solved by Estate Tax, but I would much rather have science boosts.

I went a little deeper into Prosperity than you suggest -> to Nature's Bounty. This meant the next three Virtues were in knowledge. Industry will be next. I also took health from agreements over Ambitious since I built 7 cities and want the extra happiness here.

Techwise I had to pick up Engineering earlier than you suggest to avoid energy deficit issues. I detoured to Alien Lifeforms to clear out the aliens from my land without aggroeing them (yet). I am not convinced by Bionics before Computing. A network or two + earlier spies might be worth a swap. I want cities to grow before filling Institutes anyways. Maybe I'm too hesitant to pull citizens off tiles early.

PAC is not great for Specialist Purity since most of the good Wonders are a little awkward to pick up. I haven't used the UA at all yet. Instant Memetwork and Benthic Auger will be nice pick-ups in a while.

to t100 (purple on Frigid is a little hard to see, sorry about that).

Spoiler :


 
I don't think it's worth bothering with speciaists outside of AU. Just Academy Spam or convert production instead.
 
Hm. Not sure if that's the case, myself. Academy Spam requires Cognition, lots of workers, and a lot of worker time. That's hammers and maintenance energy. Specialist Science only requires Science Specialist buildings, Student Aid, and the buildings. Notably, with INTEGR, you could conceivably buy all the buildings with Capital as soon as they're available and start Sciencing right away. Of course, with Al Falah, you don't even have to wait that long, but I also don't want to play Al Falah all the time.

It helps that Bionics gets you free tech (so you always want it) and Nanopasture helps you grow and has 2 more Science slots.

Comparison of setup has to be made. With Academy spam, you also need the Knowledge Tree Virtue, and you need a strong source of Energy, and you need an additional tech on top of Cognition to get that sweet +4 Science building. Which will still usually net you a negative food thing. And you may a separate thing need to grow your cities.

6 Science Specialists per city just needs you to buy the buildings (the tech is essentially free since they're essential) and have the Student Aid agreement. Output for this is comparably 2 food 2 science, 2 energy, compared to Academy's 2 food (maybe) 4 science.

So all those beakers, food and energy could be sunk into other things. The question is what?

Additionally, the key advantage of Specialist Economy is flexibility - you can turn whatever city to whichever purpose is necessary, including production, if you have the buildings. Granted, all Al Falah cities ought to be production-heavy anyway, but SE isn't an Al Falah thing.

Key in SE is food sourcing. At least some of that tech could go towards getting better Station Routes. It'd be nice to get Omoikane up if the dice roll that way.
 
Top Bottom