DaveMcW Space Race

Kemal said:
Any points in the game where you feel there might have been room for improvement on the final launch date, either via the AI doing things differently, or the way you developed your empire throughout the game? :)

I could probably save a couple turns by using scientists more. If I had irrigated a few more corrupt cities I could have gotten Electricity in 4 turns. And I didn't even consider using scientists to help with the early middle age techs since I was so focused on growth.

The AI was totally useless, except for their free techs. They only researched Monarchy, Chivalry, Communism, and Facism. There was no place in the tech tree that I could let them spend 50 turns to research a required tech.
 
Did you give away all your techs at the end of an age in order to get access to their freebies? I assume this is what you meant by buying ther techs during the Age change.

The AI must have had a hard time... hard to build 100 shield units in their primitive towns :)
 
I think it would be easier to list the techs I didn't get from huts. :)

I got all the starting techs and Iron Working (and much much later, Monarchy) from the AIs. And I researched Writing, Philosophy, and The Republic. So I popped the rest.

I ignored the huts near my territory with my 3 original scouts, then built 2 more scouts a bit later to pop them.

I always had 1 or 2 cities building settlers. That's the easiest way I found to manage expansion while focusing on production.
 
Very impressive achievment, Dave, especially considering the few hours involved in such a run. I wasn't admittedly a fan of fastest finishes at first, but I'm starting to see the benefit of them to me as a milker. Partly inspired by your game and partly just for expansion practice, I'm considering trying a huge/domination fastest finish myself...
 
This is awesome! Makes me want to try a few of these fast finish games instead of milking for a change....but 570AD :eek: :eek: Thats just silly! :goodjob:
 
DaveMcW said:
The AI was totally useless, except for their free techs. They only researched Monarchy, Chivalry, Communism, and Facism. There was no place in the tech tree that I could let them spend 50 turns to research a required tech.
The AI was very small even at the end. Maybe you could have built a few cities for them and gifted them. Would that have made any difference?
 
OMG...thats just not right! I really need to do alot of reading! That is most impressive! How on earth you do that? Micromanage and milk your cities to be effective as possible??? Obviously some slingshots were used that I read.
 
What about using this strategy, but for a 100k. You have the ToA early on... so you race to Chemistry while getting in as many cathedrals as you can, then come back to Invention, race to the modern era, and then build The Internet. Or would you have too poor of an economy?
 
Halloween calls for necromancy? The dead walk?
 
Since i'm bumping a bumped thread.. can someone explain a couple of things for me?

1. As I understood it, he built roads to all the other civs for the bit of gpt gold since they would never expand close enough otherwise.. why? At Chief level you can go at 100% sci, with massive negatives... why bother?

2. The trick gifting techs around etc at the era change.. how do you do that? Or more specifically how do you do it for more than the entry techs (he seems to have managed to get more)

3. Finally. How valuable are specialists? I mean, I have an idea that I could settle a heck of a lot of towns, immediatly pulling their worker off and turning him into a scientist and production set to gold.. you could quickly get lots and lots of these towns.. how valuable are they compared to say a size 12 town? (I am mean this for cities after your "core" of probably ~15 cities)

4. No value in letting grow bigger than 12 to ensure fast building of Sci wonders and SS parts?

5. The land he had outside the initial starting cities didn't seem very nice, so I believe this date can be made even shorter! :p I think popping the free settler as well as super early sci leader for pyramids might be vital though..
 
Is this a memory test?

1. Gold exploits are banned, and I didn't bother roading to other civs unless I needed a to buy a luxury.

2. First level techs from AIs, second level tech from me, two bonus techs from ToE.

3. Specialists are worth 2 uncorrupt beakers... spam as many cities as you can to run them!

4. I slowly prebuilt wonders, and switched them to spaceship parts with 1 turn to go.

5. Yes I believe someone did beat this with a floodplain wheat start. But their thread wasn't as cool. ;)
 
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