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G-Minor LXXXVI

Discussion in 'Civ5 - Hall of Fame Discussion' started by Peets, Sep 30, 2014.

  1. zenmaster

    zenmaster Chieftain Supporter

    Joined:
    Jul 25, 2007
    Messages:
    618
    Location:
    Hong Kong
    5) Tech order

    As mentioned above, I teched Archery first so my capital could start churning out archers for conquering neighbor civs as soon as possible.

    Then I went mining as I had 3 salt near the capital and an early free worker from the Liberty policy coming to mine it.

    After that, beeline Great Library/National College (pottery, writing, calendar, GL slingshot to Philosophy.)

    Then, beeline construction to upgrade my archers who had conquered Aarhuis to composite bowmen with cash from huts and met city states. I lucked out that Denmark actually built Aarhuis in the optimal 4 apart spacing to fit the optimal city placement layout for my large peninsula, so I puppeted it and annexed after building the National College.

    After that beeline Education, sidetracking to Optics when I needed to get to nearby large two City state island for a conquer barbarians CS quest. Still hit education a bit after T80, as I had GL, early NC, fast 7 cities up/conquered by T70 with lots of rivers and flood plains around. Got 10 cities up by Education.

    Beelined Engineering for aqueducts through to Printing Press for a World Congress founding about T100.

    Compass for another trade route, then beelined Scientific Theory. After that beelined Radio to get Freedom ideology. I had planted my first Great Scientist on hills as an Academy, and then used my next two to bulb faster to Sci Theory and Radio.

    Beelined Fertilizer to growth and then on to Plastics. Had an organically grown Great Engineer to speed Staue of Liberty for the Commerce building discount policy, and Big Ben had already been built to buy all the 10 Research Labs within 2 or 3 turns of GS bulbing Plastics.

    After that first went to Satellites with some GS bulb help right before a WCongress to propose ISS and then to all the food tech and Sydney Opera House unlocked in the top row of the Tech tree. After that, went to Xcom Squads, then Giant Death Robots, then Stealth bombers for conquest units.

    Had tech tree done by T200 or so. Saved remaining and new Great Scientists until getting near the bug of 210000 or so GS bulbing level limit. (see previous posts in this thread) I then sold off all existing research labs and stopped building them until I had bulbed all of my Great Scientists between T260ish to T 90ish. Then bought research labs in all 202 existing cities in 1 turn with the cash saved up. Turn 329, I bulbed the few GSes I faith bought or accumulated post T290 and they surprisingly all bulbed a future tech instantly.

    6) World Congress

    Proposal 1: Cultural Heritage Sites- really needed a culture boost at that point. Sadly learned in my first aborted continents game that AI civs can vote your first proposal down unless you have Forbidden Palace built before the first vote.

    Proposal 2 - World Religion. Stonehenge had been built far away, so I went with a couple more WC votes and some religion spread help.
    With a relatively late religion start and Stonehenge being built far away, I had to burn 2 Great Prophets just getting Copenhagen and Paris converted even after Borobrodur. They were already at 20 population at that point.

    Proposal 3 - Worlds Fair. I was not lucky enough to have the AI civs propose Worlds Fair,bso had to do it myself here.

    Proposals 4 and on - cannot remember exact order but roughly: Historical Landmarks and Natural Heritage Sites for Worlds Fair culture, International Space Station, International Games, World Ideology... nothing else of consequence
     
  2. zenmaster

    zenmaster Chieftain Supporter

    Joined:
    Jul 25, 2007
    Messages:
    618
    Location:
    Hong Kong
    7) Build order

    Capital: scouts, archers, monument, granary, GLibrary, NatCollege, 6 settlers, wonders... (buying science buildings as teched). Occasional key buildings. Heritage national wonder asap. Key culture wonders. Sydney Opera House rushed. Wealth until about T290 when all buildings done everywhere. Research until game end.

    Early 6 expansion cities and 3 captured cities:
    granary, monument, shrine, library... tech/$/food buildings as needed making sure each built 1 world wonder for flourishing of the arts. Needed all cities building wonders in midgame wonder push.

    Megaexpansion cities:

    Buy priority: aqueduct, sometimes granary and/or workshop depending on terrain, hospital, medical lab when money came. At some point bought colosseums everywhere.

    Build: shrine, granary, workshop, temple, market, library, university, bank, other specialist buildings, culture buildings

    Because I planted like 180 cities or so within 30 turns, I could not buy all I wanted. Focused on buying aqueducts everywhere and key granaries in polar/mountain spots. Then workshops in low production terrain. Was walking the happiness tightrope the whole initial megaexpansion, so I bought a lot of colosseums as well, as needed.

    Later on, bought hospitals/medical labs as soon as I could afford them. Usually 10-20 or so a turn.

    8) Wonders

    Focused on getting key early and midgame wonders. Of the early wonders, I knew GLibrary, Stonehenge, and Temple of Artemis were potential snipes by AIs as always. Focused on GL as noted above and Temple of Artemis. Stonehenge was built by Portugal and captured later.

    Askia, whom I let survive, ended up building Parthenon (good as I didnt want culture victory worry), Terracotta Army (did not care), Great Mosque of Djenne (I was sniped on this one).

    I cannot complain. I focused hard on getting the important snowball start wonders and instant bonus ones built (except Terracotta Army) and was content to capture others if need be.
     
  3. zenmaster

    zenmaster Chieftain Supporter

    Joined:
    Jul 25, 2007
    Messages:
    618
    Location:
    Hong Kong
    General game summary:

    Founded a coastal capital with 3 salt and some flood plains nearby. Lots of coast and flood plains nearby for expansion, cargo ships, and polders. Conquered two AI capitals and one AI expansion city. Planted 6 cities for a total of 10.

    Liberty near complete to some Tradition to some Policy tree openers to Rationalism/Secularism to finishing liberty to Freedom.

    All growth religious beliefs with Tithe and Reliquary.

    Declared war on all AIs early to inhibit wonder competition and get tributes. Once I got Swords into Plowshares, played peacefully except for declaring war to capture some Great Prophets and missionaries until Worlds Fair ended on T202. Then used Giant Death Robots and stealth bombers mostly to conquer all AI civs and city states quickly except for the Songhai and 5 Maritime city states.

    Captured 4 more capitals and 3 more AI expansion cities. Captured 11 city states, and planted 164 more cities for a total of 202 cities by T235. I had built railroads to many spots and prebuilt many settlers.

    Captured the last 5 city states very late for final city count of 207. Lucked out with many peninsulas and tiny islands sprinkled about.

    Ended finishing all policy trees except missing one in Honor and Aesthetics and missing 4 in patronage. Got all the Happiness policies in Freedom.

    Will post a screenshot of the score screen when I get home later. It was a long but satisfying game. On Quick setting, the initial 200 turns went relatively quickly. Turns 200 to 270 were long and intense, but it became "click end turn" until the last 10 turns or so. The units moved veeerrrry slowly the last 10 turns unfortunately.

    I heartily recommend trying some Time victory games. If this standard size map is too daunting, there are plenty of duel/tiny/small maps to try in the HoF. To see the listings, you must sort by Score not Date in the "By Condition" tab.
     
  4. vadalaz

    vadalaz Chieftain

    Joined:
    Sep 15, 2014
    Messages:
    948
    It's a shame standard size time games are so laggy. On smaller maps I don't think the strategy matters quite as much. You need to settle as many cities as the map allows, and grow them to the food or happiness limit. How you get there (tall first or super wide right away, and all the other choices) isn't too important, as you have 500 turns on Standard pace, which is overkill if the map only has space for 30-50 cities. Turn limit 250-300 on a small map would be a lot more interesting, I believe. You'd likely have to make some sacrifices then, like science, faith or culture, or maybe even the number of cities. With 500 turns on a small map you can do just about anything, especially on difficulties below Prince.

    For a while now I've been itching to retry this challenge as well, but the horrors of late game lag are too much for me. I applaud your perseverance, zenmaster. :)
     
  5. zenmaster

    zenmaster Chieftain Supporter

    Joined:
    Jul 25, 2007
    Messages:
    618
    Location:
    Hong Kong
    Haha, thanks. I agree with all your points. Luckily for me my game did not lag much when making most of my conquests as they happened before the bulk of my cities were planted.. It was those last 5 Maritime CSes and the archaeologists/great works that were a test of patience... The last worker moves 60 turns earlier were also laggy but the tipping point got reached in the T300s. - click on unit (lag) point to where they want to move (lag) click (lag). But when you have gone through 320 turns already, you cannot just give up :)
     

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