[C2C] Ramkhamhaeng of the Incas

I've been waiting for Advanced Shielding for a while. This will allow me to build the National Shield, which will provide shields over all my cities.

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Fashionistas across the Incan Empire agree -- it's all about retro this year. Retro fabrics, retro cuts, even retro advertising. (We need expiration techs on certain late-game events.)

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Nuclear Pulse Propulsion is another of our vacant Galactic Era technologies.

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Lou Gerstner is yet another Great Merchant for my collection.

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The random civilization picker has so far managed to not give me any Arabian cities, so now it comes up with both Mecca and Medina.

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Launch Arcology is the ultimate housing technology. It sweeps away just about every other housing building.

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VASIMR Propulsion. According to the Civilopedia text, VASIMR stands for VAriable Specific Impulse Magnetoplasma Rocket.

...not that I have any clue what that means.

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It does come with a free Great Engineer, which I'm not about to pass up. Imhotep turns up way too late to build the Pyramids, but I might be able to find another use for him.

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The Super Virus event triggers in Pisac. This event can deal a lot of damage to one city or several.
Options 1 and 2 carry the risk of the virus spreading, so I decide that these options are not in my civilization's best interest.

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Option 3 is unavailable, as it requires the Smart Drugs technology. I don't have that yet.

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Option 4 might be considered the "radical" option. On the other hand, it combines two of my favorite things: free Great Military Instructors (which are hard to come by under any other circumstances, even in the wrong city) and burning down cities (or large portions thereof). I figure that I can deal with the anarchy quickly and the city will grow back fast enough thanks to the 1 food point/size bug.

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I have decided that I'm nearly done founding cities. I disband the 3rd Fleet along with 22 Pioneers that I'm not going to need. My fleets consist of a Missile Cruiser flagship, 5 escort Destroyers, and 6 Landing Ships - Tank for transports.

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Magnetic Sails tech.

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I move on to disband the 2nd fleet, along with another 34 Pioneers and 3 Modern Marines.

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The late Transhuman Era technology of Conglomerates offers the Burj al-Arab and the Global Stock Exchange. It always bothered me that the Burj came so late -- at the end of the Transhuman Era -- that I proposed splitting this tech into Conglomerates in the Modern Era and Megacorporations in the Transhuman Era.

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Conglomerates leads into Planetary Economics.

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I get Railgun next.

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To deal with the anarchy in Pisac from the super-virus and its annihilation, I airlift in a Celebrity for a Great Work. Think of it as a benefit concert.

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Mass Driver. This is another tech that I expect to have military use once multimaps are implemented.

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Mass Driver leads into Lunar Trade, which actually makes sense. Mass drivers can propel materials out of Luna's gravity well into Earth's, where they can then land on their own.

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From Lunar Trade comes Planetary Trade.

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I get Smart Drugs technology four turns too late to avoid the worst of the supervirus event.

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Smart Drugs is another tech that comes with a free Great Person, in this case the valuable Great Doctor Wilder Penfield. At the same time, Nasca produces the Great Artist Astrid Lindgren.

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Next time: A few wrap-ups, but by no means the end.
 
Druglord's mansion building :crazyeye:
 
And So, another update has passed over the Empire that the sun never sets on...because they own the SUN!
 
To deal with the anarchy in Pisac from the super-virus and its annihilation,

... and the annihilation of 95% of Pisac's population, you most malicious despot!
 
... and the annihilation of 95% of Pisac's population, you most malicious despot!

A. I held a benefit concert for them, what more do you expect?
B. Pisac dropped from size 33 (17,858,000 population) to size 9 (469,000 population). So it was closer to 98%.
C. I've had Mind Uploading technology for 50 years. They're probably all backed up, and it's simply a matter of cloning enough fresh bodies to re-download the minds into.
D. The mouseover text didn't explain what would happen if the virus did spread. I took the only available option where there was a guarantee that the virus would not spread. Losing 1 population off of every city would hurt worse.
 
A. I held a benefit concert for them, what more do you expect?
B. Pisac dropped from size 33 (17,858,000 population) to size 9 (469,000 population). So it was closer to 98%.
C. I've had Mind Uploading technology for 50 years. They're probably all backed up, and it's simply a matter of cloning enough fresh bodies to re-download the minds into.
D. The mouseover text didn't explain what would happen if the virus did spread. I took the only available option where there was a guarantee that the virus would not spread. Losing 1 population off of every city would hurt worse.

And so, the 30 year re-cloning project begins. Religious authorities protest big time. Get told to shut up.
 
Druglord's mansion building :crazyeye:

It's part of an entire line of crime buildings:
  • Bandit Hideout
  • Mercenary Camp
  • Mercenary Stables
  • Assassin's Den
  • Pirate's Cove
  • Smuggler's Shanty
  • Highwayman's Hideout
  • Chop Shop
  • Mob Storefront
  • Rebel Camp
  • Saloon
  • Poacher's Camp
  • Terrorist's Compound

Crime buildings offer gold and some extra benefits (like +1 or 2 XP for new units), but you pay for it in increased crime and instability. I usually find the extra instability to be too dangerous to be worth the building.

The Highwayman's Hideout is actually my contribution - I noticed there weren't that many crime buildings in the Medieval/Renaissance Eras. So I made a Highwayman's Hideout and a Highwayman unit to go along with it.
 
Cryogenics technology is the last technology I need for the Spaceship.

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I was going to stop founding cities with Mecca and Medina, but I noticed that one more city would bring me to exactly 100 cities founded and 125 cities in my empire. The last city is Pataliputra.

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With Cryogenics, I finally finish my spaceship. The spaceship parts were moved forward technologically somewhat in this version of C2C, and have been moved far, far forward in the current version, turning the Spaceship into a Dimension Ship. This is so you don't short-circuit the endgame if Mastery Victory is not on.

Part|v16 (Spaceship) Tech|v25 (Dimension Ship) Tech
Casing|Superstrong Alloys|Megastrong Alloys
Cockpit|Artificial Intelligence|Galactic Federation
Docking Bay|Nanobotics|Attometer Engineering
Engine|Fusion|Endogenous Euclidean Propulsion
Life Support|Ecological Engineering|Advanced Seedships
Stasis Chamber|Cryogenics|Cryogenics
Thrusters|Ion Propulsion|Endogenous Euclidean Propulsion

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Off goes the Spaceship. The countdown timer is misleading with Mastery Victory on -- it's only counting turns until the spaceship lands, not until the game is over.

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Just as I launch the spaceship, I discover Interstellar Trade.

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Apparently, Michael Bay qualifies as a Great Artist.

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Interstellar Trade leads into Interstellar Colonization.

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My next tech is Superstring Theory, which is actually all the way back in the Modern Era.

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It does come with a free Great Scientist -- Ryoji Noyori.

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It also comes with the "why didn't I build this earlier?" Theory of Everything World Project that provides +25% science in every city.

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Superstring Theory leads into Quantum Teleportation.

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And then to Quantum Computing.

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I finally have three Special Infantry units airlifted to all of my cities. I decide that they can be enough of a garrison to let me disband all of my other units. I decide that now I am going to try to either disband or use up all of the non-Special Infantry units that I have. Some of my cities still have Tomahawk Thrower and Archer garrison units. I never had a reason to upgrade them, but I always had enough cash on hand to upgrade them in case of emergency.

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Here's my first Assassin unit that I am disbanding. I could upgrade it to a High-Tech Sniper, but I don't see the need any more. I only need garrison units to stop unhappiness/instability and in case of really weird events (like the Nanotech Cloud unit I mentioned earlier).

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"Elite Quechua" is apparently a flavor name for an Incan Axeman unit. I think too many flavor names and unique units are very confusing. I like our current rule of restricting Unique Units to cultures.

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Here's the second Assassin. It did very well, getting Combat IV and Shock III, while being only about half an XP short of another promotion.

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I use up my Treasure units building Museums in Atico, Caxamalca, and Machu Picchu. Museums offer a nice gold bonus if you have access to Ancient Relics. I don't think I do.

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I've been hanging on to my Great Doctors for the Universal Health Care national wonder. Universal Health Care provides +2 health and +1 population in all cities, as well as a one-time +1 population increase. This is why I save it for once I have colonized the entire world. Allen Whipple builds it in Huaras.

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Finally, I disband the First Army that I created way back at the beginning of the Portuguese War, and the First Fleet that I built to launch the Babylon War. One of the Tesla Infantry that I disband still has an Order of Ormazd promotion that came from the Apadana Palace wonder. I only save the irreplaceable Field Commander. (I really, really like these Field Commanders.)

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Since the end of the Great War, I have disbanded the following units:
  • 56 Pioneer
  • 8 Worker
  • 2 Android
  • 2 Spy
  • 13 Tomahawk Thrower
  • 16 Archer
  • 5 Ranger
  • 2 Axeman
  • 3 Elite Quechua
  • 3 Dog Soldier
  • 1 Warlord Chief
  • 2 Assassin
  • 5 Pikeman
  • 1 Guard
  • 1 Guard Dogs
  • 29 Longbowman
  • 8 Crossbowman
  • 9 Rifleman
  • 1 Machine Gun
  • 3 Police Squad
  • 42 Infantry
  • 7 Modern Grenadier
  • 13 Modern Infantry
  • 29 Modern Marine
  • 1 Mechanized Infantry
  • 4 Warlord Commander
  • 102 Tesla Infantry
  • 40 Rocket Artillery
  • 2 Stealth Armor
  • 2 Thermobaric Tank
  • 1 AH64 Gunship
  • 5 Ambulance
  • 15 Destroyer
  • 23 Landing Ship Tank
  • 2 Littoral Combat Ship
  • 6 Missile Cruiser

So I have wrapped up a few ends -- I'm done founding cities, I've gotten rid of a bunch of obsolete units, and I've launched my spaceship -- but there's still some things to do.

Next time: Juggling lightbulbs.
 
Conquest:check
Domination:you own every freaking land tile in the game almost.
Cultural:check?
Space: in root...so check
Religious:impossible with current civics. Also be very expensive
Scientific: I think you might need some more techs to be able to start this.
diplomatic...vokarya votes for vokarya. 10000/10000. Except it won't let you vote yourself in.
Any others I miss?
 
Is Time in C2C?

EDIT: Nevermind... it says 55 turns to victory.

The 55 turns to victory is actually just the counter on the spaceship. Mastery Victory is on, so the game is not supposed to end until the total number of turns for the game speed elapses. At that point, every surviving civilization is rated on various factors (cities, population, land, power, culture, wonders, religious influence, spaceship, and others) and the highest total wins.
 
Conquest:check
Domination:you own every freaking land tile in the game almost.
Cultural:check?
Space: in root...so check
Religious:impossible with current civics. Also be very expensive
Scientific: I think you might need some more techs to be able to start this.
diplomatic...vokarya votes for vokarya. 10000/10000. Except it won't let you vote yourself in.
Any others I miss?

Except for Time Victory, that's all of them. As of now, I have 9 cities with Legendary Culture. We just doubled all of the Cultural level thresholds to help keep this in check.
 
The 55 turns to victory is actually just the counter on the spaceship. Mastery Victory is on, so the game is not supposed to end until the total number of turns for the game speed elapses. At that point, every surviving civilization is rated on various factors (cities, population, land, power, culture, wonders, religious influence, spaceship, and others) and the highest total wins.

And so, vokarya won a mastery victory because of lack of competitors.
CUE IMPERIUM OF MAN INVASION
 
Self-insertion? Homage? I don't know. However it happens, here's Great Engineer Sid Meier.

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Global Stock Exchange grants +3 trade routes to all cities. The picture makes no sense, though.

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Powered Exoskeleton is an early-Transhuman tech. I'm surprised it doesn't do anything for worker speed.

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I've finally come to the conclusion that I should start spending my vast backlog of Great People. I don't really feel like settling them and Golden Ages are practically useless with Cristo Redentor cancelling Anarchy. I still want to hang onto Engineers for rushing the really expensive buildings (I still have a couple unbuilt Fusion Plants), and I've exhausted the tech list for Great Prophets. However, Great Artists, Merchants, and Scientists still have techs they can lightbulb for me, especially since I don't need Great Works for culture and can quell revolts with Celebrities, I don't need Trade Missions, and Academies are obsolete except for Culture.

I start by using Iwasaki Yataro to discover Derivatives. This is a Modern-Era tech, and it's actually optional. Derivatives is part of the Advanced Economy module that can be turned off when starting a game.

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Great Artist Frank Frazetta discovers Optronics. This is a Galactic Era tech.

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Great Scientist Aleksandr Butlerov discovers Terra Computer.

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I find out that I have managed to leave some very basic technologies undiscovered. One of them is Marine Biology. This is actually a very late-Renaissance era technology.

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Marine Biology leads into Deep Sea Exploration.

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Another Renaissance-era tech that I have managed to skip up to now is Meteorology. Part of this may be that the Weather module used to be an optional module that you could turn off. So most of the weather techs only led into each other and not into the rest of the tree.

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Meteorology leads to the Industrial-era technology of Long-Range Forecasting.

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From there, I can get Climate Models.

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Climate Models comes with the Hydroponics Lab building, which is already obsolete thanks to Terra Computer.

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Chuito is still training Tesla Infantry for city garrison purposes. Tesla Infantry are actually better city defenders than Special Infantry, but Teslas have a -40% penalty against Wheeled and Tracked units and a massive -85% penalty against Helicopters, so I like to mix them with Special Infantry for backup.

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Climate Models leads to Weather Control. Oddly enough, this does not prevent Storms from appearing.

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I have so many Great Scientists to burn. Giordano Bruno discovers Sentient Earth.

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Gerard Kuiper (not pictured) discovers Photonic Satellites.

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Ryoji Noyori discovers Warmachines. Unfortunately, there isn't anyone around to use them on. Warmachines provides Scout Mech and Anti-Personnel Mech, Fusion Cruiser, and Dropship.

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George Bentham discovers Advanced Warmachines. This offers the Assault Mech and Fusion Battleship. The only late-game ship I ever use is the Fusion Destroyer. There is a random event that can spawn barbarian Stealth Destroyers, which can only be seen if they are in the sight radius of an appropriate counter-unit. Fusion Destroyers are the fastest ship available for hunting them down.

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Next time: Establishing paradise.
 
You're establishing a paradise? :)
In my ROM-AND games I like to spam everything with Hybrid forests, is that what you mean?
 
You're establishing a paradise? :)
In my ROM-AND games I like to spam everything with Hybrid forests, is that what you mean?

Actually, I prefer Farms because they provide so much food. Now I've discovered that too many farms can be a problem, if cities get out of control. The new Crime mechanic means I am building a lot of Town Watchmen units to keep crime under control in cities that are 40+ size in the early Medieval era.
 
That's not as much of a problem without the 1 :food: per citizen thing though, although in my current v25 game I've got huge cities
 
There is a lot of potential in the Galactic Era technologies that we really can't use as long as the game is limited to a single-planet map. Such as Subterranean Exploration.
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Or Planetary Defenses.
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Or Solar Ordnance. Suns make great weapons if used properly.
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Nicolas Copernicus turned up too late for Astronomy, but I can use him for Astroecology.
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Likewise, I can use Norman Borlaug for Planetary Terraforming. This will be very significant to the Galactic Era.
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ACNP (Antimatter-Catalyzed Nuclear Pulse) Propulsion. Better than regular Nuclear Pulse Propulsion, but still slower than lightspeed.
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Chuito is still churning out Tesla Infantry. It is capable of producing 43 of them per turn, but I need 375 to fully garrison my cities.

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Washington DC has finished Fusion Power Plant #2. I needed a coastal city to churn out particular sea units.

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Lunar Manufacturing is another tech that doesn't do much for Earth.

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The first thing that Washington builds with its Fusion Plant is the Supercollider. This is a National Wonder.

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Species Uplifting comes with a Great Scientist. This time, it's Felix Hoffman.

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Attometer Engineering.

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Attometer Engineering didn't come with a Great Person, but I generate James McNeill Whistler as a Great Artist.

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I have been hanging on to several civics for a very long time, mostly for the XP bonuses I get from those civics (President and Volunteer Army). With the last of the Tesla Infantry built, I decide to make what I think is going to be my last major civic change. First off, I switch Power from President to Technocracy. Forget the voters, let's put the smart people in charge.
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I switch Economy from Regulated to Green. I could do Post-Scarcity, but I decided Green was better.
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I switch my military to Pacifism. It's easy to be pacifist when there's no one else to fight.
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Finally, I switch Welfare to Paradise.
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If I ever went to war again, I would have serious problems with War Weariness. I would be at +200% from the combination of Pacifism and Paradise.

Next time: It really is my world. Everyone else just lives there.
 
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