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ALL SCIENCE Strategy Guide

Discussion in 'Civ5 - Strategy & Tips' started by JohnnyKing, Mar 5, 2014.

  1. Memoryjar

    Memoryjar Emperor

    Joined:
    Oct 30, 2013
    Messages:
    1,244
    Location:
    Lille, France
    It miss bulb effect with GS.
    You reach plastics and buid/buy labs. When it's done, you fill ALL specialists slots in every cities and build science for 8 turns. Because you have settle 1 or 2 academies and saved other GS. After 8 turns, you bulb them at all.
    It's around ballistic or airport (or rocketry if you are around 1300 - 1400 in science). So you'll have enough science to have satellites, ballistic and robotics. You can have Xcom tech with ratio enders. Last spaceship parts is reach with GS from Hubble, faith and order Tenet 3.
    Also, strong culture helps a lot to have 2 level 3 tenets, if you went order. So build Ermitage ASAP. Ally with cultural CS. Stock yours great writers for world fair.
     
  2. gambit_asdf

    gambit_asdf Chieftain

    Joined:
    Feb 21, 2014
    Messages:
    5
    My personal experience after 360 hours of civ 5 is I've never seen a start with 4-5 luxuries. The best is 3 unique luxes which is rare already, and I tend to re-roll a lot just to get the perfect start location.

    Your lux requirement along with the original GL and HG wonders comment makes me question whether you are writing this guide based on your personal experience, or theorycrafting a scenario that's not possible in a real game.

    Please dont take this as "hate", I appreciate your contribution to this community but I just dont know how your strate is possible 99% of the time.
     
  3. JohnnyKing

    JohnnyKing Chieftain

    Joined:
    Mar 4, 2014
    Messages:
    23
    You sir, have my respect.
     
  4. JohnnyKing

    JohnnyKing Chieftain

    Joined:
    Mar 4, 2014
    Messages:
    23
    Yes, I may have made a mistake. Now it's fixed.
     

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