Casualty of war
Prince
- Joined
- Feb 20, 2018
- Messages
- 407
Kinda hard to muster up any motivation for a Science Victory speedrun after the Babylon news. I can't believe the people that are downplaying how tech-busted Babylon is.
Babylon seems fun. And should be very fast, although Im not sure if they will be way faster than everyone elseKinda hard to muster up any motivation for a Science Victory speedrun after the Babylon news. I can't believe the people that are downplaying how tech-busted Babylon is.
Hmm I can't explain your case above , and I'm still not 100% sure how overflow works with pillage. As soon as I finish my viking game I can use it to test a bit. Hopefully I will sneak in some hours tomorrow or sunday to end it. I think it will finish around turn 155, and I suspect this can be improved by at least 10 turns in a proper game once we figure out the optimal approach. I dont think the lost overflow will matter that much. The number of mines to pillage seems to be the key. And how fast the cities can flip. What template are you using? Are you cheesing or conquering?ATEX, are you still playing Norway? I am doing OK in my attempt, only at T91 though so hard to know how it will pan out in the end. The one thing I am struggling with is pillage and overflow. I was under the impression pillage cancels any overflow but I am not sure in fully understand it.
Case in point, I had Education like 99% finished at the end of a turn. Start of next turn, it completed and I had 13 turns left on Astronomy. I swapped to Military Tactics (1 turn from completion) and pillaged a mine to complete it in-turn. I thought I made a mistake, because this would cancel out my overflow from completing Education. But, when I swapped onto Astronomy it now said 9 turns, so apparently I not only kept the overflow from Education, but gained some from the overflow from pillaging to complete Military Tactics. But I next pillaged another mine to complete Castles and now Astronomy was back to 15 turns....
So, I am now totally confused. It seems that the safest way to make sure you don't lose overflow is wait till a turn when you have NOT completed a tech and then make sure pillage science goes into techs that need a lot of turns (e.g. pillage 80s into Castles, then swap techs and pillage 80s into Astronomy, etc) and use the last pillage to complete a tech in-turn (if possible). But maybe this is wrong... I guess it matters very little in the part of the game I am in now where a pillage is worth 86s and I only have 54s per turn naturally, but could make a huge difference later in the game when these amounts grow....
I dont think pillages would be -50%, so they will be effective. I think they will be the only fast option. But we normally have 2000spt, so with 1000spt and some pillages he should be just fine. With a library and a uni a campus is worth 1000 science.Does the -50% science for Hammurabi apply to pillage too? Probably makes only a minor difference either way.
I am thinking the random end of the tech tree may matter even more for Hammurabi since it will be pretty hard to hit 1 tech per turn with that -50% penalty. Could make a 10+ turn difference based on luck.
Thinking of ways to get boosts for techs wit no natural boosts. Obviously the AI will be too far behind to steal them with Spies, but that "free additional boost when stealing a tech" makes me wonder about saving a bunch of older techs like Pottery and Military Tactics that you don't need anymore (assuming you can complete techs by boost without the pre-reqs) so you can try to get bonus boosts from Spy steals. However, I don't know how the "free" boost is chosen and I assume you may just end up getting the cheapest techs first, making this only really useful for one tech. Great Library obviously would also be good except the cost scales up so much that by the time you are in the end of the tech tree the AIs probably have no shot at getting more... I guess I'm definitely saving all the huts I can in hopes of late game tech boosts!