Finished another game myself yesterday.
CV 209 Maori
Good / Lucky - incredible, incredible start. Got onto an island on t3 settle with double Turtles for future +4 harbor and Mauseleum. Production with those turtles was so high (and think I settled on faith luxury) that I got the religious settlements pantheon and got two settlers out. 4 settled cities by turn 29 is bonkers (for me). Huge, huge start. No scouts with Maori. 1-charge builders sent off to circle the world. I played this really well using Oberin-Moksha... which was just beautiful with getting a Marae down fast in new city (+600g to buy the Marae specialty on the TS). Overall got 13 cities (should've gone more). Super duper lucky was that ALL TWELVE CityStates stuck around through whole game. Two Cultures, Two Science - and I got Kilwa. I wasted charged on clearing charges for Rapa Nui in one-city. Dumb. Trees are huge. No chops. That was mistake. And I used a gov title on Magnus to chop out Kilwa... which maybe I didn't need to do... but that felt like a dumb move. Simply going Marae and hard-building with the tree production was probably smarter. Every time I chopped a tree, turn would go from like 62 to 60 (meaning the lost tree had huge impact on general build production). This was my HIGHEST culture ever at t200: 1400!!!
But...
Bad / Unlucky. The Cree. And Arabia sucking. With my warrior in water, I came up on Arabia's island and immediately declared war and stole a builder. Their settler went into hiding in the capital... not sure he ever came out. They never settled another city. By t100, they were gone. Two straight games where an AI is lost - to Simon Bolivar. Fortunately, Bolivar came too far and lost the city by loyalty pressure... to me... and my Golden Age and massive 10pop (by t100) capital. But the Cree... the Cree had SO MANY books. And Maori doesn't do books. And maybe I should have used my capital slot to buy them, sell them elsewhere, 1 at a time. Looking back, I would've liked to have tried the game like that. Cree had 12+ GWW by end game and that surely helped his whole path. TBH - I was very confident I had this when I popped off Flight at t160 (or so). Unlocked Rock Bands at 173... but had to go 3 (Ent.District) to 5 (Wonder) *turns* to play concerts. And my Rock Bands... Hot. Garbage. So mad. So mad at Firaxis for games like this. Released a total of 11 rock bands: 8 successful concerts, 11 failures. To end the game, I had 6 straight first-concert fails. Now - granted, the promotions sucked SO badly that I don't choose one - and go straight to a wonder and play. I mean when your choices are Harbors, Natural Wonders, Loyalty, 50% Gold... awful. My first three rock bands had decent promotions (Wonder, TS, Spaceport/Campus)... but after that they were all garbage. IDK why. I checked the three options every time.
Progression from first Rock Band concert (t177) to close (t209).
This tracks my tourists vs Cree. (Direct Cree Tourists in brackets). y = successful rock concert... x = unsuccesful, rock band done.
t177: 53/193 (9), y (Ent.District w/Ent.District promotion)
t178: 59/195 (10)
t179: 60/197 (10)
t180: 64/197 (10), x (ED on wonder), y (Wonder w/Wonder promotion)
t181: 74/197 (15), y (W wW), y (TS wTS promo).............. 3/4 on rock band concerts at this point... feeling good
t182: 76/196 (18), x, x (uh oh)
t183: 84/192 (23), y
t184: 89/199 (25), y
t185: 93/199 (28), y, y (Really feeling good here... 4 straight rock band concerts, gaining steam... 7-3 split... feels good... but...
t186: 98/198 (31), x, x [7-5... and all five original rock bands are done... waiting on more to slowly come as faith allows... but there's now a 2-turn wait to make the faith]
t187: 106/197 (31)
t188: 110/199 (31)
t189: 114/200 (31)... [I track numbers here... so at 4 per and 1 for them... I'm not going to make it in 11 turns... unless Rock Bands have a bit better success or I pop off key moment)
t190:120/216 (31) - very defeating moment. Cree finished Broadway AND a key tech (maybe Flight, not sure... but this is HUGE jump for their tourists here)
t191: 126/216 (32)
t192: 132/217 (32), y (yeah - a success rock concert on wonder) ONLINE COMMUNITIES - I broke the loan bank and bought everybody's GWM and Broadcast centers to hold them, slotted in 200% card
t193: 139/213 (35*). Successful concerts are adding 1-3 tourists direct from Cree... this is helpful.
t194: 149/219 (35). x
t195: 158/218 (38). x
t196: 166/221 (41). x
t197: 176/222 (44)
t198: 184/223 (45). x [To try to hail-mary on my sub 200 goal, I'm just throwing everything on Wonders... and failing. But at least a rock band is helping move 2 tourists even when failing on wonder)
t199: 194/224 (49)
t200: 200/224 (50)
-----
t201: 207/236 (- stopped tracking)... Cree obv popped off another key tech/civic here... maybe Computers.
t202: 215/250 Another 'WTH' Cree moment, maybe he is spamming Rock Bands somewhere!?! *But this is good lesson in "AI will spike too... at certain points"
t203: 225/252
t204: 233/260. x
t205: 242/260.
t206: 249/263. x [Cree finally finished a specialty campus district, so I played one here after a 1-turn trip from nearest city, another fail... That's SIX-STRAIGHT-FIRST-CONCERT-FAILS to close the game. Sigh.]
t207: 259/266
t208: 266/268
t209(VICTORY): 275/271 [Ironically, this was last turn of Industrial Era... and I'm headed into a Dark Age on next turn... so... phew]
Rock Bands:
8 Successful
11 Fails
Like... just... c'mon. Come. On.
The one thing my number-tracking exposes though...
You can't control the other AI... much... if somebody runs away... better pray on those rock bands.
And... good to track your own tourists/tourism.
In the sub200 games I do win... the highest AI is at like 140-180 range of tourists... if they approach 200 tourists at t200... it's gonna be a doozy to close... likely their Science/Culture is also starting to tick off key items.
CV 209 Maori
Good / Lucky - incredible, incredible start. Got onto an island on t3 settle with double Turtles for future +4 harbor and Mauseleum. Production with those turtles was so high (and think I settled on faith luxury) that I got the religious settlements pantheon and got two settlers out. 4 settled cities by turn 29 is bonkers (for me). Huge, huge start. No scouts with Maori. 1-charge builders sent off to circle the world. I played this really well using Oberin-Moksha... which was just beautiful with getting a Marae down fast in new city (+600g to buy the Marae specialty on the TS). Overall got 13 cities (should've gone more). Super duper lucky was that ALL TWELVE CityStates stuck around through whole game. Two Cultures, Two Science - and I got Kilwa. I wasted charged on clearing charges for Rapa Nui in one-city. Dumb. Trees are huge. No chops. That was mistake. And I used a gov title on Magnus to chop out Kilwa... which maybe I didn't need to do... but that felt like a dumb move. Simply going Marae and hard-building with the tree production was probably smarter. Every time I chopped a tree, turn would go from like 62 to 60 (meaning the lost tree had huge impact on general build production). This was my HIGHEST culture ever at t200: 1400!!!
But...
Bad / Unlucky. The Cree. And Arabia sucking. With my warrior in water, I came up on Arabia's island and immediately declared war and stole a builder. Their settler went into hiding in the capital... not sure he ever came out. They never settled another city. By t100, they were gone. Two straight games where an AI is lost - to Simon Bolivar. Fortunately, Bolivar came too far and lost the city by loyalty pressure... to me... and my Golden Age and massive 10pop (by t100) capital. But the Cree... the Cree had SO MANY books. And Maori doesn't do books. And maybe I should have used my capital slot to buy them, sell them elsewhere, 1 at a time. Looking back, I would've liked to have tried the game like that. Cree had 12+ GWW by end game and that surely helped his whole path. TBH - I was very confident I had this when I popped off Flight at t160 (or so). Unlocked Rock Bands at 173... but had to go 3 (Ent.District) to 5 (Wonder) *turns* to play concerts. And my Rock Bands... Hot. Garbage. So mad. So mad at Firaxis for games like this. Released a total of 11 rock bands: 8 successful concerts, 11 failures. To end the game, I had 6 straight first-concert fails. Now - granted, the promotions sucked SO badly that I don't choose one - and go straight to a wonder and play. I mean when your choices are Harbors, Natural Wonders, Loyalty, 50% Gold... awful. My first three rock bands had decent promotions (Wonder, TS, Spaceport/Campus)... but after that they were all garbage. IDK why. I checked the three options every time.
Progression from first Rock Band concert (t177) to close (t209).
This tracks my tourists vs Cree. (Direct Cree Tourists in brackets). y = successful rock concert... x = unsuccesful, rock band done.
t177: 53/193 (9), y (Ent.District w/Ent.District promotion)
t178: 59/195 (10)
t179: 60/197 (10)
t180: 64/197 (10), x (ED on wonder), y (Wonder w/Wonder promotion)
t181: 74/197 (15), y (W wW), y (TS wTS promo).............. 3/4 on rock band concerts at this point... feeling good
t182: 76/196 (18), x, x (uh oh)
t183: 84/192 (23), y
t184: 89/199 (25), y
t185: 93/199 (28), y, y (Really feeling good here... 4 straight rock band concerts, gaining steam... 7-3 split... feels good... but...
t186: 98/198 (31), x, x [7-5... and all five original rock bands are done... waiting on more to slowly come as faith allows... but there's now a 2-turn wait to make the faith]
t187: 106/197 (31)
t188: 110/199 (31)
t189: 114/200 (31)... [I track numbers here... so at 4 per and 1 for them... I'm not going to make it in 11 turns... unless Rock Bands have a bit better success or I pop off key moment)
t190:120/216 (31) - very defeating moment. Cree finished Broadway AND a key tech (maybe Flight, not sure... but this is HUGE jump for their tourists here)
t191: 126/216 (32)
t192: 132/217 (32), y (yeah - a success rock concert on wonder) ONLINE COMMUNITIES - I broke the loan bank and bought everybody's GWM and Broadcast centers to hold them, slotted in 200% card
t193: 139/213 (35*). Successful concerts are adding 1-3 tourists direct from Cree... this is helpful.
t194: 149/219 (35). x
t195: 158/218 (38). x
t196: 166/221 (41). x
t197: 176/222 (44)
t198: 184/223 (45). x [To try to hail-mary on my sub 200 goal, I'm just throwing everything on Wonders... and failing. But at least a rock band is helping move 2 tourists even when failing on wonder)
t199: 194/224 (49)
t200: 200/224 (50)
-----
t201: 207/236 (- stopped tracking)... Cree obv popped off another key tech/civic here... maybe Computers.
t202: 215/250 Another 'WTH' Cree moment, maybe he is spamming Rock Bands somewhere!?! *But this is good lesson in "AI will spike too... at certain points"
t203: 225/252
t204: 233/260. x
t205: 242/260.
t206: 249/263. x [Cree finally finished a specialty campus district, so I played one here after a 1-turn trip from nearest city, another fail... That's SIX-STRAIGHT-FIRST-CONCERT-FAILS to close the game. Sigh.]
t207: 259/266
t208: 266/268
t209(VICTORY): 275/271 [Ironically, this was last turn of Industrial Era... and I'm headed into a Dark Age on next turn... so... phew]
Rock Bands:
8 Successful
11 Fails
Like... just... c'mon. Come. On.
The one thing my number-tracking exposes though...
You can't control the other AI... much... if somebody runs away... better pray on those rock bands.
And... good to track your own tourists/tourism.
In the sub200 games I do win... the highest AI is at like 140-180 range of tourists... if they approach 200 tourists at t200... it's gonna be a doozy to close... likely their Science/Culture is also starting to tick off key items.
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