MyOtherName
Emperor
- Joined
- Dec 7, 2004
- Messages
- 1,526
All the talk about technology increasing district costs has led to people speculating that one should take a science-averse start, focusing on trade routes and industrial zones before investing in science progression.
So... I decided to try it out. (Deity level, if that matters). My initial conclusions are:
Well, rushing the industrial zones may have been a better play if I was going to war in the middle, but I wanted a peaceful game, and I wound up not having enough science to get new things to build, and had to spam a lot of projects.
Some benchmarks: (I settled a 6 city empire)
At turn 100, I was producing 25.3 science, 14.4 culture, 4.2 faith, 36.6 gold per turn, and had 7 trade routes.
At turn 152, I was producing 79 science, 50.2 culture, 16.8 faith, 86.5 gold, with 11 trade routes. I had just finished research on mass production, so the factory beeline is almost finished. The lack of science is making this slooowwww.
Turn 167, I got enlightenment, bumping me up to 136.1 science, 28.5 culture, 12 faith, 75.7 gold, 11 trade
Turn 199, the rocketry beeline finishes. I was producing 255.8 science this turn, but that number is rather unreliable since I often varied whether or not I was building the campus grants project.
London, however, was producing 93 cogs. That eventually bumped up to around 125 cogs once I remembered to focus on production.
Due to the bad land, I didn't get that much cogs from citizens -- although I did have a large number of factories in range of London. (and I had the GE that gives them all +2)
I built very few power plants -- because of the slower tech rate, I had to prioritize getting the first two project technologies so the power plant tech came late. And then I was too focused on projects in an attempt to snag the good GS and GE's for the space race.
Anyways, with the +20% boost to space race, the part times were:
Spaceport - 22 turns
Earth Satellite - 12 turns
Moon Landing - 22 turns (war weariness killed my production rate)
Mars Habitation - 22 turns (I got the rate fixed up)
Mars Reactor - 20 turns
Mars Hydroponics - 11 turns (I got the GS with +100% boost to space race)
I had a second spaceport city, but was unable to use it because my science was behind.
The actual victory came turn 290. (I had burned the +1500 cog engineer on the reactor, and after a few turns on the hydroponics, I finally noticed that great person points reduces the patronage costs, so I was able to buy the last scientist on turn 289)
So... I decided to try it out. (Deity level, if that matters). My initial conclusions are:
- Early trade is really nice -- especially since I rolled England (her harbor doesn't count to district limit), and had bad land with lots of coast
- Rushing industrial zones was a bad idea -- unless you get a big adjacency bonus, they didn't really do much until factories come into play
- I really wish I had gotten a couple early campuses.
Well, rushing the industrial zones may have been a better play if I was going to war in the middle, but I wanted a peaceful game, and I wound up not having enough science to get new things to build, and had to spam a lot of projects.
Some benchmarks: (I settled a 6 city empire)
At turn 100, I was producing 25.3 science, 14.4 culture, 4.2 faith, 36.6 gold per turn, and had 7 trade routes.
At turn 152, I was producing 79 science, 50.2 culture, 16.8 faith, 86.5 gold, with 11 trade routes. I had just finished research on mass production, so the factory beeline is almost finished. The lack of science is making this slooowwww.
Turn 167, I got enlightenment, bumping me up to 136.1 science, 28.5 culture, 12 faith, 75.7 gold, 11 trade
Turn 199, the rocketry beeline finishes. I was producing 255.8 science this turn, but that number is rather unreliable since I often varied whether or not I was building the campus grants project.
London, however, was producing 93 cogs. That eventually bumped up to around 125 cogs once I remembered to focus on production.
Due to the bad land, I didn't get that much cogs from citizens -- although I did have a large number of factories in range of London. (and I had the GE that gives them all +2)
I built very few power plants -- because of the slower tech rate, I had to prioritize getting the first two project technologies so the power plant tech came late. And then I was too focused on projects in an attempt to snag the good GS and GE's for the space race.
Anyways, with the +20% boost to space race, the part times were:
Spaceport - 22 turns
Earth Satellite - 12 turns
Moon Landing - 22 turns (war weariness killed my production rate)
Mars Habitation - 22 turns (I got the rate fixed up)
Mars Reactor - 20 turns
Mars Hydroponics - 11 turns (I got the GS with +100% boost to space race)
I had a second spaceport city, but was unable to use it because my science was behind.
The actual victory came turn 290. (I had burned the +1500 cog engineer on the reactor, and after a few turns on the hydroponics, I finally noticed that great person points reduces the patronage costs, so I was able to buy the last scientist on turn 289)