First of all, thank you for the guide - it led me to my first ever Apollo win! Some notes:
- free OER bonus is huge. My win was with Kozlov and Supremacy (the latter due to the free affinity point ruin), and building OER manually set things back 5-6 turns in every city.
- having at least one city with Titanium access is key to wonder construction (including that last one). The only one in my vicinity was reachable by my fifth or sixth city (I did a 6 city variant of this strat because I had expansion room in one direction with no colonies competing for it), and lo and behold, around turn 170 my last city started outproducing my capital, in the end being up being by 20 hammers (90 to 70 or so).
- not sure if others see the same, but capital terrain always seems to have at least 2 or 3 accessible tiles taken by canyon or mountain. Very often my second city ends up growing bigger than the capital due to that.
- post-Cognition decision making is very exciting. One desperately needs biowells to avoid dipping below -20 health, research techs to work Firaxite/Floatstone/Geothermal/Xenomass resource tiles, work the sea tiles/build ships, get Gene Smelters to get to positive health, and start getting affinity points. So much to choose from! I ended up delaying Computing quite a bit due to health issues starting to affect my science/culture percentages.
- the good news is that when using this strat somewhere between turns 120 and 150 your science output starts exceeding any other colony, and those missing techs start coming quickly!
- unlike health, energy wasn't a huge issue for me due to 2 Solar Collector ruins and early Industry virtues
- the endgame tech decision tree is pretty straightforward grab of cheapest affinity points and eventually Lasercom and the lvl 13 wonder tech.
- my victory time (~260 turns) turned out taking way longer due to Polystralia and KP still being ahead of me in affinity points (13 to 8 or so) around turn 170-175, and KP having already built the Mind Flower before me even starting the Emancipation Gate. This is where the fun began:
* I paid (resources/money) everyone and their mother to go to war with Hutama, who was ahead of KP at the moment. The outcome surpassed my wildest expectations, with Hutama dropping way down the victory list and even losing his capital.
* next problem was KP. She was a close second to Hutama, and after grabbing a few extra cities she started running away with it and built Mind Flower around turn ~200. Well, instead of waiting for it to bloom and accepting the loss like a true gentleman I took a little tech detour and built a Phasal Transporter. The nice thing about it is that it can transport both land and naval units, so I picked some neutral land pretty close to the Mind Flower location (so glad it gets shown on the map!), paid Africa to join the war, and glorious Slav troops destroyed it in no time, capturing a couple of KP cities in the process (I razed one and kept the other as a base for my aircraft, quicker unit healing, and a decoy)
* at this point, KP decided to counter attack and sent a bunch of ships/carriers/planes to my coast. She reduced my city defenses to zero in no time. The only problem was that she didn't bring any land units to actually cap my cities, so they just sat there with zero defense for like 10 turns while I was building up defense troops.
Combat AI is very very poor in Beyond Earth, I feel like Civ5 was better.
* eventually I caught up in affinity points with KP, built the Emancipation Gate, destroyed her second Mind Flower and won the game. She was on her third Mind Flower at that point.
- one last note: Combat Rovers get insanely good once you reach the affinity that lets them float over the water and terrain. Frankly, I don't see the point of building much else at that point, as upgraded Rangers and Artillery don't do much in the endgame. And CNDR and Angels are only good at feeding the gate.
- free OER bonus is huge. My win was with Kozlov and Supremacy (the latter due to the free affinity point ruin), and building OER manually set things back 5-6 turns in every city.
- having at least one city with Titanium access is key to wonder construction (including that last one). The only one in my vicinity was reachable by my fifth or sixth city (I did a 6 city variant of this strat because I had expansion room in one direction with no colonies competing for it), and lo and behold, around turn 170 my last city started outproducing my capital, in the end being up being by 20 hammers (90 to 70 or so).
- not sure if others see the same, but capital terrain always seems to have at least 2 or 3 accessible tiles taken by canyon or mountain. Very often my second city ends up growing bigger than the capital due to that.
- post-Cognition decision making is very exciting. One desperately needs biowells to avoid dipping below -20 health, research techs to work Firaxite/Floatstone/Geothermal/Xenomass resource tiles, work the sea tiles/build ships, get Gene Smelters to get to positive health, and start getting affinity points. So much to choose from! I ended up delaying Computing quite a bit due to health issues starting to affect my science/culture percentages.
- the good news is that when using this strat somewhere between turns 120 and 150 your science output starts exceeding any other colony, and those missing techs start coming quickly!
- unlike health, energy wasn't a huge issue for me due to 2 Solar Collector ruins and early Industry virtues
- the endgame tech decision tree is pretty straightforward grab of cheapest affinity points and eventually Lasercom and the lvl 13 wonder tech.
- my victory time (~260 turns) turned out taking way longer due to Polystralia and KP still being ahead of me in affinity points (13 to 8 or so) around turn 170-175, and KP having already built the Mind Flower before me even starting the Emancipation Gate. This is where the fun began:
* I paid (resources/money) everyone and their mother to go to war with Hutama, who was ahead of KP at the moment. The outcome surpassed my wildest expectations, with Hutama dropping way down the victory list and even losing his capital.
* next problem was KP. She was a close second to Hutama, and after grabbing a few extra cities she started running away with it and built Mind Flower around turn ~200. Well, instead of waiting for it to bloom and accepting the loss like a true gentleman I took a little tech detour and built a Phasal Transporter. The nice thing about it is that it can transport both land and naval units, so I picked some neutral land pretty close to the Mind Flower location (so glad it gets shown on the map!), paid Africa to join the war, and glorious Slav troops destroyed it in no time, capturing a couple of KP cities in the process (I razed one and kept the other as a base for my aircraft, quicker unit healing, and a decoy)
* at this point, KP decided to counter attack and sent a bunch of ships/carriers/planes to my coast. She reduced my city defenses to zero in no time. The only problem was that she didn't bring any land units to actually cap my cities, so they just sat there with zero defense for like 10 turns while I was building up defense troops.
Combat AI is very very poor in Beyond Earth, I feel like Civ5 was better.
* eventually I caught up in affinity points with KP, built the Emancipation Gate, destroyed her second Mind Flower and won the game. She was on her third Mind Flower at that point.
- one last note: Combat Rovers get insanely good once you reach the affinity that lets them float over the water and terrain. Frankly, I don't see the point of building much else at that point, as upgraded Rangers and Artillery don't do much in the endgame. And CNDR and Angels are only good at feeding the gate.