A space race experiment.

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:

  • 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)
 
My focus is usually:

Emcampment and Housing as soon as you need it.

Only 1 Holy Site if you want religion and more if you want religion victory. 0 if you don't want to mess with that.

Otherwise my production goes to:
Workers > Commercial Hub > industrial zone > Theater district = Campus > Food


Like you said rushing industrial zone without having factory tech is not that good, I usually focus only on traders and workers till I unlock factory.
Also I avoid building farms as much as I can, everything becomes a mine or a lumber mill. I even remove bonus resources like bananas from hills to get a mine there.
 
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