COR1: The un-Militaristic Celts.

Preturn: I set even more cities to Mass Transit (for pollution) I also let rocketry go to the AI. We are so far ahead, one tech won't matter. We now have +151 gpt and 11k. I spend nearly 6k to buy police stations in cities on the other continent to reduce corruption (to try to accelerate our research rate).

IBT: Build a goodly number of police stations. We get satallite and start nuclear power.

1750 AD: 100% science only gets us Nuclear power in 5 so I raise it even more (our science goes to 11). I do this by hiring scientists until we get it in 4 turns (this doesn't always work, but it often can reduce by a turn). I choose builds based on whatever resarch building is next on the queue. Towns on the home continent build Mech Inf if they have finished everything else.

IBT:

1752 AD: Switch towns around so none are starving.

IBT:

1754 AD: I compare culture from two turns ago and it appears we are going to go over 100k shortly. It won't be a culture win as another civ has 61k. Rush the reasarch buildings until we are around 1000 gold

1756 AD: Towns that build research buildings start courthouses next. Trade Ecology for 336 gpt

IBT: We gain Nuclear Power and start Lasers which is in 4. We also get a scientific great leader - the first I have gotten.
Increasing research does not actually work, so I will save him.

1758 AD: Not much to do. I will save the Science Great leader for the last space ship part.

IBT: Mass transit is helping we are catching up on Pollution Patrol

1760 AD:

1762 AD: We have caught up on pollution cleanup. Irrigate so we can afford more scientists (I don't irrigate the best towns though - I want the shields).

IBT: Portugal and china sign peace.

1764 AD:

IBT: We get Laser and start synthetic fibers.

1766 AD: I try to MM Robotics down to 4 but could not do it. I leave things maximized for science. I trade Miniturization for 269 gpt. I would rather win sooner than deprive the AI of tech.

IBT: Sumeria declare war on the Chinese
Zululand declares war on Sumeria

1768 AD: Rush a few buildings.

IBT:

1770 AD: Finis

Notes:

We are building lots of Mech Inf to make sure our cities were secure. Feel free to switch to wealth or something else; it won't really matter.

Bananaville and Entremont are on prebuilds for the two parts for synthetic fibers. Put Bananaville on the exterior casing as that is the expensive one.

We have a scientific leader for the last part He is in Entremont

This game will last 6-8 turns more, so Space will be the last player (post a save of the game right before launch). Seems appropriate. (we have 2 turns for Synth and the 4 or 5 for Robotics.

Here is a picture of our nearly final territory for any Lurkers:

Cor1_AD1770.JPG


The Save
 
Wow Greebley, well done. A scientific leader, how appropriate. :thumbsup:

I am very honoured to have the chance to finish this great game. :blush: :)

I will certainly post the save before launch. This game is a gem, it proves that even on Emperror the game can be won without resorting to the 'pointy stick'.
 
pre-turn:
Well and truly a civ of scientists... :lol:
Add a few taxman just for happiness and extra money.
Pay a visit to all our dear friends. What a polite little world.
Science can go back to 80%

IT:
Korea and Sumaria ally against China.
Babylon wants MT for their TM, nice try, but no.

turn 1 - 1772AD
Sell Electronics to Korea for his Wines.
Sell Radio to Russia for all her money and steam Power to the Aztec.
Take care of some of the offshore cities.
Science still 80% for Synth Fibers next turn.

IT:
Zulus declare Korea.
Aztecs and Sumaria sign a MPP.
Synth Fibers is in, start Robotics.
Aztecs declare the Zulu.

turn 2 - 1774AD
Opposed to what was suggested I set Entremont on the exterior casing (done in 5) and Bananaville to complete Storage/Supply. The reason? Bananaville can start the pre-build for the Stasis Chamber now...
Robotics will be finished in 5, no matter how many scientists I hire.

IT:
Portugal and Otto signs peace.
Switch some MI builds to MA just for the hack of it.

turn 3 - 1776AD
Pollution swapping.
Rush 2 Unis and a Research Lab.

IT:
Zzzz

turn 4 - 1778AD
We can call the UN vote, errr.. no.

IT:
Otto and Sumer sign an MA against China.
Russia and China ally against Sumeria.

turn 5 - 1780AD
Working in the chain gang, clearing up pollution, ... tralalalala

IT:
The ottoman raze a city near us, new territory for us, thanks guys!
Aztecs and China MA against the Ottoman.

turn 6 - 1782AD
Robotics are due next turn. Do you guys know that we even almost could go for a Culture victory? We have almost double that of Sumeria. :thumbsup:

IT:
Babs and Sumer MA against China.
Robotics comes in, start Genetics.

turn 7 - 1784AD
Switch Bananaville to Stasis Chamber, due next turn.

IT:
Russia and Portugal sign peace.

turn 8 - 1786AD
The Celts leave this sorry world behind

Cor1-TroubledWorld.JPG


and set off to the stars

Cor1-Victory.JPG
.

Here's the last save before launch. Did you know this was my first game completed in C3C?! And what a game it is! :thumbsup:

late addition: Hrrrm, forgot about the leader. :wallbash: Wouldn't have made a difference in number of turns though.
 
Congrats everyone! It was a nice strong game we played.

BTW space, you can actually launch a turn earlier if you were going for fastest spaceship win.

On turn 6 you use the leader to rush a palace and set Entremont on something to build next turn. You then get the tech and when Entremont's build mission comes up you zoom to city and cycle to Bananaville and now since you have the tech you can switch the palace to the approprate space part. Thus you get the part the same turn you get the tech (turn 7).

There is zero reason to this here though (and it is very hard to save a game right before because the person playing it out has to do all that, so your method is better).

My suggested method was assuming you were going to use the leader, but your method was equally good :)
 
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