DaveMcW Space Race

Abaddon said:
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)

When learning the last tech in an era you use "what's the big picture" and acquire all techs from the AIs BEFORE you do anything else. Then you get your free tech as some second level tech.

With respect to getting cities bigger than size 12, in certain situation that MIGHT pay off. However, of course, you need Sanitation an optional tech to do this. Often enough it doesn't pay off to research Sanitation (though at higher levels it might, but NOT at Chieftain).

I don't know why he built roads. The value of specialists depends on how much corruption a city has. People have finished with better dates. See the Large Chieftain SS table.
 
DaveMcW said:
1. Gold exploits are banned, and I didn't bother roading to other civs unless I needed a to buy a luxury.

Running negative gpt on Chieftain is NOT banned as long as you don't send the AI gpt while doing it. I know I've done it in HoF games before.
HoF RuleBook Orange section said:
Negative GPT

Negative GPT is a budget state where two things are going on. First, your total expenses are higher than your income. Second, you don't have enough treasury savings to cover the next turn's defecit. Building and unit disband penalties vary by level.

However, when in negative GPT, you may not give any AI any of your gold, either in lump sums or gpt deals. This is known as double-negative GPT and banned. Consequently, if you have an active deal with your GPT going to an AI, you may not go into negative GPT.

If, on the other hand, you are losing money but have savings to cover it, you may give the AI your money.

You may always receive money from the AI.
 
Is this a memory test?
Indeed it is ;)

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

My understand is that negative research is allowed, its double negative that is not (making a gpt deal, then running in the red)

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

Pardon? A few more words on this please! :)

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

:goodjob:

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


Fair, I guess with more cities at size 12, you have better growth earlier on as well rather than big spacing and size ~20 (I've had one floodplain city was size 42 in my last SS game I had about 12 Scientists out of one city!)

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

Neither was their thread linked in the HoF unlike this one ;)

Ooh, another question!

6. The value of setting cities to "wealth" Assuming you can run as much debt as you like (chieftain only this is) would it be best to always have core cities producing units to be disbanded elsewhere, rather than sit on "wealth" when completed all other buildings for that era.


I know this is all a bit specific to Chief level.. but since you can run at negative gpt, it kinda makes a significant change to the gameplay imo...
 
All the old save games I see, people arn't so hardcore with their outlying cities as I plan to be.. allowing them to grow a bit before turning on a specialist..

Is there much point? Are they not so corrupt that the only thing you get from them is unit support and the three beakers?

Does a library even effect those beakers?

I think i will keep going hard (settle and instantly pull in worker into scientist) but then perhaps use units from core to rush libs if they are worth buildling?
 
All the old save games I see, people arn't so hardcore with their outlying cities as I plan to be.. allowing them to grow a bit before turning on a specialist..

Is there much point? Are they not so corrupt that the only thing you get from them is unit support and the three beakers?

Does a library even effect those beakers?

I think i will keep going hard (settle and instantly pull in worker into scientist) but then perhaps use units from core to rush libs if they are worth buildling?

If you have a good specialist farm with grassland around it you can easily get 6 or more specialists out of such a city.

and no, libraries do not affect beakers coming from scientists.
 
Libraries have no effect on beakers from hired scientists so they are not worth it in corrupt cities.
 
Thankyou :)
 
The thing about corrupt cities is that you can get MORE than 1 specialist. You can get 2 or 3 pretty easily by irrigating a lot and letting them grow... and then give them specialists. or by merging workers or something. If you just make the initial citizen a specialist, though, you lose out on some of that.

On free techs:

When you research your final tech of an era, you get the pop up to go to the next era - if you go to the big picture, you can trade all your techs from that era to your opponents and get their free techs. Then you will always get a tech that no one else gets. if you are fortunate, it will be something like theology or invention in the middle ages.
 
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