Progression, Part II
(1700, 1750, and 1800)
Well, the upload function is sooo cool that I'm going to try it out again, Part Deux...
The year 1700 finds me with the world largely sketched out, so don't look at these 3 saves until late in you own game. I'll give some general thoughts, and point out some mistakes that cost me some game turns, which might help others.
In general, I'm finding that my conquests are started much later than some players, like Shadowdale, Smash, Cactus Pete, and a lot of others... I would not use my example in this game as the "best" way to get to 1700 AD. But since this is where I am, then this is what happened...
Note: PRB is my term for "Partial Rush Buying". Often, it is too wasteful to simply rush something to full completion (RB... Rush Buy). So, I rush it partially, based on shield output. For instance, a 7-net-shield city would see a 60-shield unit incrementally rushed to 40 (after a couple shields are in the production box), then take 3 turns to complete. Only one shield is wasted, and gold is carefully rationed.
In 1700, the big new thing is Destroyers... Many have been PRB'd, but a few productions must be tweaked before going to the next turn. Several destroyers are will finish in 3 days, having been PRB'd to 40 shields, with a 7 shield production (e.g., Chittagong & Issus). Expansion is balanced with science and the Celt campaign. Taxes are needed for the continual bribing of Celts. A two-front war will soon open up with the English. In general, the plan is for the Destroyers to get easy vet status en-route to their target cities, whose defenders will then be reduced by the Vet Destroyers. The military direct land assault will get into gear when Tactics is later discovered... and the direct assaults are generally planned only for capitals... swarms of diplomats (often rushed from front-line captured cities) will bribe the bulk of the enemy empires. This will necessitate higher taxes and reduced science, as well as regular deliveries of Freight to big overseas enemy cities, London in particular.
In 1750, the Celt campaign is underway, and to save money, some cities are being taken by force after Destroyer reduction. Whatever is necessary to rush for the continual conquest is paid for largely by capturing the cities along the way. Slam the taxes to 80% if more funds are necessary. Tactics has priority, and should finish next turn, then up go taxes for bribing and PRB'ing. Destroyers on station against the Celts destroy any unit that appears in a Celt city immediately, before the Defender's fortification bonus can take effect.
In 1800, the conquest is basically complete, except for at least 2 known enemy cities. Mistakenly, I expected to be ready for Democracy in about 1800 and researched Genetic Engineering to help out. It would be about 14 more turns before I was ready to plunge into the waters of Democracy, however. But I'm often too conservative with the changeover, and Communism was going so well, esp. with an advance almost every turn. Note the pre-positioning of freight to be ready as needed to get the science within the range of another advance every turn. So in reality, science is coming just as fast in Communism as a new Democracy (one per day); the additional production is getting the empire ready for a high-profit, high science output, and simultaneous growth.
I will add one more thing: in the late 1800's, I have been able to sustain 5 advances per day, and actually increase the tempo to 6 per day by 1870. You must keep track of your science cost each turn, and do what it takes to churn it out to do this <IMG SRC="http://forums.civfanatics.com/ubb/wink.gif" border=0>. FT advances help your final score, if you're wondering why bother.
OK, yet one more thing. More science/tax detail that might help some in late game. In the 1870's, I'm going thru as much as 20,000 gold and 15,000 science each day. Adjust science to exceed 4 times the required amount for a single advance, and after you deliver 10,000 gold in caravans, you'll have far exceeded the 2,300 - 3,000 for a single advance. The first city that cranks out any science on your next turn will trigger a new advance, and you'll rip right thru a bunch of advances in one turn. Use your trade advisor to determine the cost of a single advance, and set your overall science accordingly to a multiple that your empire can handle. Right now, I can very easily sustain a science rate greater than 4 times the cost of a single advance, which gives me 5 advances per turn, every turn (democracy, 70% science). Adjust scientist/taxmen to max your taxes without wasting more than about 25% of a single advance in leftover science as your turn begins.
Well, that's about it. You know the fire drill after this point... grow grow grow, launch SS, and hope for a good score. <IMG SRC="http://forums.civfanatics.com/ubb/biggrin.gif" border=0>
[This message has been edited by starlifter (edited July 10, 2001).]