After finishing my quest to win each affinity victory with each leader, I decided to look at Contact victories. Along the way I had won a few while trying for an affinity victory. "How about," I thought to myself, "trying a Contact victory with the others?"
I will document the details of this game in my other thread, but here are some thoughts / strategies that I want to test out.
Fixed Timing: Once one has ignited the Beacon, the waiting period can't be shortened: 45 turns can feel like a LOOONNGG time.
The Harmony/Transcendance victory can be sped up through buildings that must be completed before the Mind Flower is finished.
The Purity/Promised Land victory can bring in 1 settler each turn -- a minimum of 20 turns. Depending on how long the settlers must travel to get clear of my cities, some might require two turns to reach their destination. The Supremacy/Emancipation victory requires sending 1 unit per turn through the gate. If one sends units with strength > 50 each turn, the victory could be achieved in 20 turns or so.
Influence of Luck: Yes, one needs to build the Decode Signal project (fixed amount of production) and build the Beacon wonder itself (fixed amount of production). But getting the two parts of the Signal is *not* fixed. Researching Transcendental Math and buiildng the Transcendental Equation project gets you one part. That tech is available relatively early, so that I often research it while building up my empire before turn 150. Even if you produce 4-5 Explorers and hit all of the Progenitor sites, you're not guaranteed to get one of the parts of the Signal. In many of my games, I do find part of the Signal in the ruins. When that doesn't happen, one needs to change the research path to include Orbital Automation (a leaf tech) and Astrodynamics (branch tech). Neither of those are associated with an affinty, so they are not helping promote my military units.
Competition: I play on Soyuz level and pursuing affinity victories means that the game often lasts until/past turn 300. If the AI leader has a decent fertile starting location, at least one AI will be chasing their own affinity victory. This means that you may need to fight an additional late game war to prevent them from winning as well as fighting with the factions that objected when you started the Beacon.
Research Path? This area will be my focus in my next attempt. How to quickly get to Transcendental Math then Orbital Automation, so that I can get both parts of the Signal. If I get lucky with a Progenitor Ruin, I might have an off-ramp. Following the suggestions of others here, focusing on Computing early to enable spies may be very profitable. Stealing Science can accelerate the path to Orbital Automation.
I suspect that my early game research may follow a similar path to my affinity victories:
Affinity Preference? Which affinity (or hybrid affinity) is helpful? I really like having range 3 ships and subs for my late game wars. Getting tier 3 aircraft requires level 16 in one of the affinities, which I also like.
What's the right balance? Having at least one hybrid improves health. Do I delay increasing my affinity -- following @Tiberiu recommendation in this thread https://forums.civfanatics.com/thre...y-got-a-118-domination-v-in-first-try.676552/ so that I can build cheap units (which will be buffed later)?
I will document the details of this game in my other thread, but here are some thoughts / strategies that I want to test out.
Fixed Timing: Once one has ignited the Beacon, the waiting period can't be shortened: 45 turns can feel like a LOOONNGG time.
The Harmony/Transcendance victory can be sped up through buildings that must be completed before the Mind Flower is finished.
The Purity/Promised Land victory can bring in 1 settler each turn -- a minimum of 20 turns. Depending on how long the settlers must travel to get clear of my cities, some might require two turns to reach their destination. The Supremacy/Emancipation victory requires sending 1 unit per turn through the gate. If one sends units with strength > 50 each turn, the victory could be achieved in 20 turns or so.
Influence of Luck: Yes, one needs to build the Decode Signal project (fixed amount of production) and build the Beacon wonder itself (fixed amount of production). But getting the two parts of the Signal is *not* fixed. Researching Transcendental Math and buiildng the Transcendental Equation project gets you one part. That tech is available relatively early, so that I often research it while building up my empire before turn 150. Even if you produce 4-5 Explorers and hit all of the Progenitor sites, you're not guaranteed to get one of the parts of the Signal. In many of my games, I do find part of the Signal in the ruins. When that doesn't happen, one needs to change the research path to include Orbital Automation (a leaf tech) and Astrodynamics (branch tech). Neither of those are associated with an affinty, so they are not helping promote my military units.
Competition: I play on Soyuz level and pursuing affinity victories means that the game often lasts until/past turn 300. If the AI leader has a decent fertile starting location, at least one AI will be chasing their own affinity victory. This means that you may need to fight an additional late game war to prevent them from winning as well as fighting with the factions that objected when you started the Beacon.
Research Path? This area will be my focus in my next attempt. How to quickly get to Transcendental Math then Orbital Automation, so that I can get both parts of the Signal. If I get lucky with a Progenitor Ruin, I might have an off-ramp. Following the suggestions of others here, focusing on Computing early to enable spies may be very profitable. Stealing Science can accelerate the path to Orbital Automation.
I suspect that my early game research may follow a similar path to my affinity victories:
- Unlock the Ultrasonic Fence, to protect trade convoys
- Unlock the techs to improve the resources
- Unlock the Spy Agency to start stealing/siphoning
Affinity Preference? Which affinity (or hybrid affinity) is helpful? I really like having range 3 ships and subs for my late game wars. Getting tier 3 aircraft requires level 16 in one of the affinities, which I also like.
What's the right balance? Having at least one hybrid improves health. Do I delay increasing my affinity -- following @Tiberiu recommendation in this thread https://forums.civfanatics.com/thre...y-got-a-118-domination-v-in-first-try.676552/ so that I can build cheap units (which will be buffed later)?