I can't wait months to try out my idea, so I'll present it here now.
Please poke holes in this idea so I don't waste time on it if it's dumb.
For my ideal high score game, I'd like to found Sid's Sushi as fast as possible, spread it to 2.5 cities per turn (or 5 cities per turn on the mainland) to as many cities as possible with the most amount of
Getting to Sid's Sushi fast is pretty straightforward, but what about after?
For me, I spread Sid's Sushi all over the place, my economy crashes, I stop spreading for a while to fix my economy, then I spread it to all my cities and submit my final high score game.
Smarter players like
WastinTime perhaps gift away food resources to keep the Sushi costs down and doesn't ever pause/stop spreading Sushi?
What if the cost didn't matter?
My idea is to spread Sushi everywhere, crash the economy with 100 turns left in the game, and then keep crashing the economy even more.
Basically, 100 straight turns of STRIKE.
Essentially, this is
One Short Straw's
end strategy from SGOTM14 4 years ago taken to an absurd level.
Now, I'm not crazy, hear me out.
First, some info:
A quick look at the code shows (BTS 3.17): Every player has a counter starting at 0 and incrementing every turn his units are on strike, it appears there is no way to reset this counter. In case of strike and counter > 1 the game will disband up to counter/2 units (disbanding will stop if break even is reached).
Units safe from disbanding: transports with cargo, GPs, single military police
Factors that decrease the likelihood of a unit to be chosen for disbanding:
- high production cost
- high XPs + level
- city defenders
- currently in home territory
Units sorted according to Type/AI from least likely to most likely to be chosen for disbanding:
Sea Explorers, Settlers, Work boats, Scouts/Explorers, Spies, Workers, Missionaries, City defenders, non offensive Navy, ICBMs, non offensive Air Force/Missiles, all other units (mostly offensive).
So maybe producing cheap low xp Warriors/Archers/Chariots and moving them out of one's territory quickly to "sacrifice" them might help to keep those valuable CR3 Swords/Maces/Trebs at the front alive. Still, the choice of the units for disbanding is sort of a Russian Roulette, since -no surprise- the RNG has quite an impact there too...
I've found this to be mostly accurate during testing.
Strike starts out with 0 disbands, then 1, then 1, then 2, then 2, then 3, etc...
Settlers and One City Garrison unit in each city are indeed immune to STRIKE disbanding.
Transports and units on transports vanish during STRIKE, so
DanF was wrong on that one minor detail.
One Short Straw's plan to create Warriors to be STRIKE bait
worked.
In my
limited testing,
Quechuas (30) outside my borders were 100% of the STRIKE casualties after all my Triremes died. (both inside and outside borders, STRIKE hates Triremes for some reason.
)
Quechuas can be produced after Sushi (gift away all Iron+Bronze to colonies/AI) along with Muskets as long as you don't research Rifling (Warrior replaced by Rifleman/Infantry), don't research Military Science (Warrior replaced by Grenadier), and don't research Railroad (Warrior replaced by Machine Gunner)
Sorry, no Mining Inc!
Now having the Quechuas outside your borders is very important. (In neutral territory or AI territory)
In my test game, as soon as I moved my Quechuas into my borders my Galleons, Caravels, and Galleys vanished to STRIKE.
Also, when I ran out of Quechuas, all my units except Settlers, Great People, and 1 city garrison unit vanished, so this technique is quite dangerous!
Now, I'm sure you are thinking
how do i get to pay my Sushi Executives to spread into a new city if I'm in STRIKE constantly?
Easy!
Just whip a Quechua once you have 1
in it in any city and reap the overflow gold.
Running Police State civic (+25%
military units) and The Kremlin world wonder (-33% rush cost) allows a 1
Quechua to be whipped into 87
Overflow gold gets deposited after the STRIKE takes away everything.
After 50 turns of STRIKE, Civ 4 will be disbanding 25 Quechuas per turn as long as they are outside your borders.
But you should still be spreading Sushi constantly as long as Quechuas are being whipped in 2 or 3 cities each turn as needed to pay the Sushi Executives to spread.
Why such a dangerous tactic at all?
If you are so deep into STRIKE, then the budget doesn't matter.
Don't whip Courthouses. (4 population)
Don't whip Forges. (2 population)
Don't whip Banks/Markets/or Grocers. (6.6 pop, 5 pop, 5 pop)
Run Environmentalism (+25% corporation costs) for the +6
in all cities if you're at the end of a Golden Age and won't get Anarchy for changing civics.
That's like +6 Free
in very unhealthy cities.
Run a -10,000
per turn deficit.
Build Quechuas instead of Wealth in all cities.
Eventually you will run out of Quechuas and all military units except for 1 City Garrison per city will vanish, but if you do it right, then it will happen
after all cities have Sushi.
Press enter until your score is high enough.
Have a Settler found a city on 9 tiles to win the game.
Here are the Spreadsheets on Quechuas lost per each turn of additional STRIKE.
Perhaps you are only comfortable with 20 turns of STRIKE and not the full 100?
Can always start stockpiling Quechuas earlier.
==============================================
If your empire is so big that there is no neutral/AI tiles near your main production cities (1 Quechua per turn), found a new runt city and gift it to an AI (can't gift to vassals or colonies).
As long as "City Flipping After Conquest" isn't turn on, then the city will just revolt and revolt and revolt and never flip, so the sacrificial Quechuas can all gather there.
**Testing indicates that units produced by cities in between turns (newly produced units) don't get killed by STRIKE.
Not sure how useful this info is though.
Test game attached. (
BUFFY 3.19.004b)