Here is what I think. Some strategies to make Chungsu deadly, and also comparisons to Arc. Sorry for any spelling issues or if I forgot anything important.
Chungsu has an espionage-based science snowball advantage similar to ARC, along with more versatility due to their water bias and possible coastal start. Some people could argue that their start bias is a slight disadvantage in that it makes you exposed to being attacked, when you are forced to settle on the water, and I would partially agree, but with a few measures, it is really not a big deal, and depending on the map this might even be quite beneficial.
Let us see how they can use their bonus to the maximum. For clarity this is for Standard Speed. I don't really know how playing for example on Marathon would work but I am pretty certain that playing on Quick makes Chungsu even better.
The biggest reason for which I make my case for Chungsu is that their bonus applies for the operation "Establish Network" too. Establish Network takes 5 turns traveling and 5 turns to complete, initially. Later these come down to 3 turns traveling and 2 turns to complete. This means that during the first half (~100 turns) of the game (where you will snowball) they have access to this alternative form of "Steal Science" operation that differs from the normal one by this:
- It is 100% successful instead of a max of 75%...
- Spies will never die doing it (not that this was a big deal, but all small things add up)
- Not percentage based - and, for the first half of the game, the technologies that you'll want to research are cheap enough that the 10-90 you get is meaningful, effective for those costing around 1000 science. Well 90 out of 1000 is almost 10%.
[5 spies - (2 base+3 Agency) establishing networks x 90 = 450 science each 5 turns from espionage alone. during the mid game. For the very endgame (researching the last few costly technologies like Hypercomputing - you can simply switch to Steal
Science when at that point the operation would be much faster or possibly steal Energy since at this point the quantity you steal is at least worth something. Please note that YOU DO NOT need any more expensive techs so the fact that you receive only 90 science / spy is irrelevant since that 90 science is already a good percentage of many of the techs. So ARC has no real advantage during the midgame anyway.
- There is another way to profit Scientifically from snowballing a bit faster in the early-mid game with Chungsu and that is getting a small elite army (for example 2-3 Countess + 1 Baron and use these to capture cities and raze them, and then take Spoils of War in the form of Technologies that you do not have. This is maybe a bit situational but I think this is something to be aware of doing with Chungsu whenever you are ahead in affinity compared to your neighbours. You do not want to capture cities, just boost your War score in order to take bigger spoils of war. You might not even want to capture capitals because you can't raze them, and they will raise your Technology costs.
Yes, until you level up the ability, the science we get from Espionage won't be very meaningful but it's still - something - compared to Arc that get -Nothing- at this point. And by the time ARC would come from behind and overtake Chungsu in Science, the game will already be well on its way to end, or, due to the snowbally mechanics of Civilization, the benefits Chungsu got until now help them well enough to remain ahead.
So let's list a few things that are necessary to make this effective.
1)
Do not go wide. Two cities are enough! More cities will raise technology costs and this makes the science from Establish Network less meaningful.
However, there's a problem. You WILL have problems with supply for a while...but you'll have to accept the production hit that comes with it. But not building tons of explorers (if settled on land), or tons of patrol boats feels wrong, so... simply try to compensate this as much as possible by having as much food and production in your cities as you can. Don't panic if you won't get too much infrastructure/population/etc in the beginning, as long as you don't allow others to outright conquer you, you're fine.
2)
Rush Computing. You have to do it, it's simply the best way to make your faction ability better. If you happen to have 1-2 artifacts that give big production boosts, you might want to keep them and use them to quickly get your 3 extra spies. It is a good use of them... otherwise building the Spy agency normally will take a lot of turns... Another idea is to keep 1-2 or 3 crashed satellites ready for being excavated right when you can build the Spy Agency. You have to decide depending on your map, conditions, etc, if you want/need another tech before Computing. For example you might want to first go to Chemistry in order to build Laboratory (for extra expedition) - depending on your Virtues choices. I try to get to Computing ASAP, and just take Engineering first, hoping for some Titanium. If on land and in desert zone, taking Ecology for the vivarium might also be worthwhile.
3)
Obviously get the character ability to lvl 3 and then go to Political - Subtle and boost it until you get the 3 turn travel -2 turn establish network times. If settled on water, first building the Old Earth Relic might be a good idea as aquatic gets culture boost.
4) If possible, get the
Covert Operation artifact bonus. Having it will be good during the game. The artifact system is another topic, obviously you will want to try and get all the good combinations but just a reminder here that if you are lucky with 1-2 Pristine production artifacts, using them for the Agency might be a very good idea. Also Sky Chitin is something I try to have in any game because it's just so good.... and also applies to Drones which is not obvious but it is very useful if you happen to have a few Drones. Also Sky Chitin works well with being Aquatic since you don't really need Fabrication for Carrier in order to keep your neighbor in check. If you need to move 1-2-3 tiles to reach important targets, Move city +Sky Chitin helps.
5)
Having a quick, small, promoted, elite army is maybe easier if you first build/buy the units while they are reasonably cheap. It's fun to see what 2 Countesses and 1 Baron can do while the AIs are still on affinity 3
.
6) Exploration efficiency is KEY. DO NOT FORGET TO SWITCH to highest cost important tech of your choice before taking Resource Pods because if you roll the reward that gives science, you get an amount that is proportional to the cost of your selected tech. ALSO SWITCH TO
CULTURE project before finishing any expedition that can award culture because you can receive like 3 times the amount by doing this. Until you have Computing, you will want to let that Science go into it, even if there is some other tech that you can switch to. This is because Computing is so essential that it wouldn't be worth receiving a bigger quantity of science into something else. But after computing... always watch out for it and put it into Communication or Artificial Intelligence, if possible.
7) If you focus hard on exploration and happen to have a lot of explorers doing nothing after finishing exploration, don't delete them yet - first take Genetics and Alien Lifeforms (after finishing Computing, of course), and use your
Explorers to leash a few useful alien drones or something. HOWEVER beware Drones can't pillage nests unlike other aliens. (this sucks!) Even Sea Dragons can be leashed. You can't leash colossal until much later but having a few Drones can be very useful for defense etc.
Thoughts on Virtues:
Might - My favourite tree. To think that I used to consider it the weakest when I first played civ be....I think that it's pretty much the best for Adaptive Science (Might, tier 2) to be ready when you will start to research the techs that give affinity. It is not something absolutely needed but it is surely helpful for victory to come faster. Whether you first take something else depends on the particular map.The combat boost against aliens is very much relevant and useful once you start fighting them as you should. For artifacts, science etc. Sadly there is zero real benefit in being friends with them.
Also, it is important to point out that having the option to take a virtue that gives affinity on standby, before a major push, is something very strong. Sometimes you only need just a bit extra affinity to get to some major unit upgrade - for example Countess 7+7 Purity/Supremacy. Starting a big assault with elite units on neighbours is very fun, too. I used to delay this policy for a lot of time but now I think one of the best ways to use it is to enable such a powerful push inside your neighbours. Using it for moving from affinity 12 to 13 is also strong, to upgrade those Combat Rovers to their final form (unless you have 8-8 ready faster, that is...)
Prosperity - I am not really a fan of prosperity, not with Chungsu or Arc at least. However if you start in water, you might really need that 3 extra expeditions that Prosperity allows. A way to try to benefit the most would be to simply build Patrol boats and keep the sites covered so that they don't get stolen. And buy explorers with gold whenever you have the required sum. And send them to dig. Those 3 extra will help. And of course there's the initial one. But with a land city, no, just build more explorers. Everything else in the tree isn't really that useful for a small empire of 2 cities.
Knowledge: Taking Knowledge in order to try and get another extra spy from the virtue tree is not something that looks strong to me. I've tested it with weak results. You have to sacrifice too many virtues for it. I'm almost certain that taking only Knowledge 2 (opener+ expedition science) and then doing something else with your policies, is better.And is something I sometimes do and the results are good. Computing comes much faster with this and the game snowballs after that.
Industry: Taking industry at some point during the game is useful. However it feels to me that it's not the best to take it immediately. But I will say this - it's a potent tree, requires maybe a bit of luck with Stations... but if the right Station comes up in a good place, there's lots of gold and other yields to be made...with the known combo of Station Sentinel + Profiteering trait and Alternative markets from Industry.But I wouldn't base a strategy with Chungsu or Arc for this combo. I prefer to take Industry in the last part of the game...
Pitfalls to avoid:
- Aliens... do not underestimate the risk of aliens running havoc into your terrain if you attack them too early, before you are ready to not care about them. Depending on how the game goes, I would try to leave them alone in order to not make them abandon Neutral Stance, and focus on exploration for a while. But each player must decide when it would be the right time for him to start attacking them. Surely one idea is to first be ready with Might 3 virtue that gives Science for them, and, if possible, to have Purity 2 for extra power vs them. I have lost 1 Apollo game that I was dominating ( was ahead like 6 affinity compared to next AI), because I neglected my capital and didn't think a single Kraken can take out my capital. I only had the capital and lost the game. I think it's the only game that I lost except the first few games played on Apollo.
- Do not stay too much without an army (explorers and aliens don't count). Sooner or later around turn 75-100 everybody will hate you on Apollo with this approach. And they will attack. Normally, you should be ahead already by some margin, depending on how lucky you were with explorers/pods/etc. If you don't have an army, it doesn't matter that you are 10 levels of affinity ahead, you can and will be crushed !!
If you are on Land, you don't need that much to defend, it's pretty easy.
The risk comes when you are at water, and you lack the units to defend. This is why you need to have some boats around. I don't think defensive buildings are needed (Rocket Battery or Defense Perimeter), but you have to be good at war. i.e know when to attack, how to position units, nurture units to veterancy (I try to never take instant heals)
Other important elements:
- After Computing and all the other important techs like Chemistry or whatever is needed for the particular case (Robotics if you have tons of firaxite, Alien Sciences if you have tons of Xenomass, etc) absolutely go for
Communications as next tech. It has 2 buildings that unlock spies, build or buy them asap. Same thing with
Artificial Intelligence which is less useful, having only 1 building.
Affinities and my recommended victories.
- With such a strong science push, it wouldn't be very hard to win
Domination victory so for people who like to do that this is a good option. If you want to do this simply rush affinity 7-7 Supremacy-Purity for Countess and take over the whole map with them. Later invest a bit in a few Carriers+ air to reach the inland cities faster, and send some land units to take over what the naval units can't reach.
-
Contact might be another option, because you usually find 1 part of the signal in some progenitor ruin, and the victory comes much easier having that head start.
-
Harmony is a bit awkward for Chungsu, I say this because Computing and many techs that are needed at the start of the game give you the other 2 affinities, it will simply be more natural to stay on the path of Purity and/or Supremacy. I guess you want to consider to go for harmony when you are lucky with some Alien Skeleton giving you Harmony XP, or when you receive some Affinity Quests that are easier or more convenient to solve by the Harmony choice. I am not saying Harmony victory is hard or anything, it's just a bit boring and also requires techs that you normally don't even need to bother with.
-
Supremacy - this is clearly the Chungsu favourite in my opinion since both buildings that award extra spies require Supremacy (Feedsite Hub and CEL cradle) so going for Supremacy victory feels natural and simple.
-
Purity - Purity is good to have at least for the lvl 2 where it gives you extra power vs aliens. And after that, getting it to 6 or 7 or 8 is nice in order to get important hybrid unit upgrades (like for the melee unit, combat rovers, gunships). If you want to win by Purity method that's your choice but you should already be closer and faster to Supremacy instead.
Thank you for reading and hopefully anybody can have fun using these strats. ! Happy new year!