Space Race Tips

Syiss_

Warlord
Joined
May 7, 2009
Messages
157
I've knocked out two space wins with Persia now (along with a number of failures), both on Emperor/Continents/Standard Map/Standard Speed. First attempt I won on turn 303 (1866 AD), second on turn 305 (1870 AD).

I like Persia for the space win because of the rockin golden ages. That extra boost of gold and production is critical for quickly building/buying up all that late game infrastructure (factories, solar plants, hydro plants, spaceship factories) and buying up city states for food/culture. With 100% longer golden ages (50% from UA, 50% from the wonder), I was able to stay in a permanent golden age from the about the 1400's all the way to the very end (triggered the start of it with happy faces, then kept it extended with Taj Mahal, Rationalism social policy, and burning non-scientist great people). Without the massive amounts of gold and production boost you get from GA's, I wouldn't be able to get all that infrastructure built in time, because once you hit Steam Power for factories, the game starts moving really fast and those structure require a lot of hammers. With the cash from golden ages, I'm able to buy about half the infrastructure, and use the rest on city states (I had 9 city states at Ally status by the end of my latest game).

I find that a few things are really key for a quick space victory. First, KILL (OR SEVERELY MAIM) YOUR NEIGHBORS! And do it early. There is basically NO chance that they aren't going to cause you trouble down the line if you don't. Either they get tired of you and declare war on you, or if they are too scared to fight you directly, then they will go on a rampage and kill every city state in sight, which is just as problematic. If it doesn't come down to war, you simply need the land anyways, and you won't be able to settle enough land on your own for a fast win (rex'ing hard in the beginning will undoubtedly cause them to declare on you anyways). In my second game, I went after Napoleon immediately since he's always a blood thirsty war monger, but left Lizzy alone. This was a mistake, because as soon as she hit longbows, she went and conquered 4 city states before I could muster up enough troops to shut her down. This cost me at least 10-15 turns off my victory time, maybe more.

Second, research agreements are important. Once you hit the start of your massive golden age and start raking in the dough, start making research agreements with EVERYONE. My second game (1870 AD win) should have ended much faster, but unfortunately Hiawatha had conquered EVERYONE on the other continent by then, and both Lizzy and Ghandi (on my continent) were too poor to ever make agreements with me. Some of the agreements would undoubtedly give me useless techs from the bottom of the tree, but I could have shaved off another 10+ turns at least if I had a few trading partners.

Third, great scientists are even more important. This is another area where I screwed up and it cost me a good number of turns in my second attempt. I only managed a total 6 great scientists. If I had planned it better I suspect I could have gotten about 8-10. Save these guys till the end, and use them to blow through the final part of the tech tree. First thing you do is get about 2-4 techs away from Rocketry, the pre-req for Apollo program (beeline it right after Steam Power and Railroad). Blow some scientists (and/or the final policy in the Rationalism tree, which gives two free techs) to get to it quickly, and start building it in your highest production city. Now start on the rest of the top of the tree. While you are building the Apollo Program, you can research another 3-4 techs. You are going to be about 12-14 away from the final spaceship part tech (Nanotechnology), so if you have a good number of GS's saved up and a get few lucky Research agreements, you can finish Nanotechnology within a few turns of the Apollo Program. By now you should have your production infrastructure in place, and should be able to finish off the spaceship parts in less than 30 turns.

That's about all I've got for now. I think Persia is the best candidate for quick space wins for all of the reasons above. Babylon may be good as well, but I don't have them so I can't test it out. If you do everything right, I think a pre-1800's win is very possible.

Feel free to add your own tips or other strategies, or to comment or ask questions about mine.
 
Strange... I wasn't able to win a tech victory yet, I always went for diplo/domination.I must try it.

What policies do you use? Just Rationalism or something else? Democracy (50% great preson (scientist) born) seems like it could help.
 
Second, research agreements are important. Once you hit the start of your massive golden age and start raking in the dough, start making research agreements with EVERYONE. My second game (1870 AD win) should have ended much faster, but unfortunately Hiawatha had conquered EVERYONE on the other continent by then, and both Lizzy and Ghandi (on my continent) were too poor to ever make agreements with me. Some of the agreements would undoubtedly give me useless techs from the bottom of the tree, but I could have shaved off another 10+ turns at least if I had a few trading partners.

Great post, thanks for the outline. One thing I might add to the above is that if you are rolling in dough, you can give the cash strapped civs some money to carry out an RA.
 
Great post, thanks for the outline. One thing I might add to the above is that if you are rolling in dough, you can give the cash strapped civs some money to carry out an RA.

Very true. I'll have to do that. Should give some diplo points for gifting them money as well.
 
Great tips.. I'll add a bit in from my own experiences to help anyone else out.

I won a space victory last night as Hiawatha (No reason... except I hadn't beaten the game with him yet - in my opinion one of the worst UA's in the game). I beat it on turn 426, but I could have done it MUCH faster, if not for a few mistakes I made along the way. The first problem I ran into was my initial island (was playing on an arch map) was very flat, meaning low production. Despite my island being the size of a small continent, there were very little hills to speak of. This became a problem late in the game when I needed to construct the actual spaceship parts and the Apollo Program.

Another problem I ran into was that since I had almost no military the entire game spare a few units, I would constantly be picked on by the other civs. My "rating" with them was almost always hostile, and by the end of the game nearly all of the remaining civs DOW'd me at once. Fortunately this wasn't a problem because I had way more advanced units than they did (Stealth Bomber vs. Infantry).

In the end, I had 4 "founded" cities, plus Berlin which I got from Germany at about turn 40. I was generating upwards of 450 science, with specialists in the library, university and public school in each city.
 
Strange... I wasn't able to win a tech victory yet, I always went for diplo/domination.I must try it.

What policies do you use? Just Rationalism or something else? Democracy (50% great preson (scientist) born) seems like it could help.

The important policy trees are Patronage, Rationalism, and Freedom.

City states are a huge boost because of how population is tied to your science output, so you want as many maritime city states as you can afford, and grab some cultured ones with any spare cash you may have. You definitely want the initial Patronage policy and the one that gives you +25% influence from your gold gifts. Scholasticism (33% of CS's science output is given to you) is marginally useful, but if you aren't planning on grabbing Cultural Diplomacy (+100% resources gifted from CS's, and +50% happy from gifted resource) then I would skip over it. The other end level policy from Patronage allows CS's to gift you great people, but its pre-req is mostly useless and the great people aren't generally needed if you can finish the game before the 1900's.

Freedom has two important policies. The initial policy makes specialists cause half the normal unhappiness, and the other one makes them consume half of the normal food amount. These two policies combined basically mean you get 2 specialists per population point. Combine this with the rationalism policy that gives +2 science per specialist, and they become science powerhouses. Because you are going for a science win, you will have plenty of science specialist spots from your buildings, and you want to be running them anyways just to get the Great Scientists.

Rationalism is full of awesome. The initial 5 turn golden age isn't much (it only turns into a 7 turn golden age with Persia and Chichen Itza, one of the bonuses doesn't affect the length for some reason) in the grand scheme of your 100+ turn golden age, but it helps. I already mentioned the value of the +2 science per specialist. Then you get +2 science per trading post, which with the above strategy you should have spammed pretty much everywhere. The 2 free technologies policy is integral to getting that last push through the tech tree. I find that I don't generally have enough culture to grab the other two policies, which give +1 happiness for each university, and +15% science production while empire is happy. They are certainly useful if you can get them, but in both of the games described in the OP, I wasn't able to grab them until the very end where they had a pretty minimal impact.
 
Thanks.

BTW the Free Thought tooltip is wrong, it's only +1 science per TP.
 
Thanks Syiss_ :goodjob: you're a legend.
I'm in trouble in my game because left Bismarck alone. Now he's banging at my gates, while Wu is being a right pain in the neck.

I won a space victory last night as Hiawatha (No reason... except I hadn't beaten the game with him yet - in my opinion one of the worst UA's in the game).
Couldn't agree more.
 
Top Bottom