DocT5- The RaR Deity Trial

Sorry for my absence. Work has bitten me over the past couple of weeks and I have barely been able to browse the forum.

Please finish the game Greebley. I would not be able to play until next week now.
 
Preturn: Looks good

Early: Trade for Pesticides. Saves us 2 turns as we need Recycling for SS Storage. We pick up Sub Warfare too, silver and a small amount of gold for 2 techs.
Trade Plastics to India for 159 gpt and 1337 gold. They must be getting that from another civ. They have 1 town.

Mid: Finish up the High end techs. I just need Ecology and Recyling.

Late: Get final techs. Build last part in 1832 AD.

Notes:
Quiet turns. I automated the workers and just headed for the needed techs.

It was a good game all. I do like RaR.

DocT, you mentioned genetics do nothing. I was trying to think of something they could do. The best I could come up with is that it leads to cloning that lead to zero pop cost settlers and engineers (or pop 1 settlers if 0 is impossible). Essentially, you can create ppl by building engineers and adding them to towns.

Another idea was a really low shield mil unit (again from cloning).

The save is from the last turn before launch.
 
Wasn't exactly a close finish, but before we took controll of our landmass, it was fun.

Thanks, team :).


Greebley, your proposals for Genetics won't work. A Worker/ Settler type units adds as many citizens as it costs. And too cheap units will case the mid-size AIs to go bankrupt.
But thanks for trying.
 
Thanks for a fun game, it was challenging in the start with babylonian war and the race for the Great Library.

I look forward to playing with you again :)
 
Back
Top Bottom