General tips for a science victory?

Yeah, I get aessthetics as well (ai kills the city states quite fast though). It is the two policies in order I dont understand. Current game for example (which I will lose) I will probably hit stealth in 20 turns with the last policy in rationalism. I am at turn 210. No time for order.
 
Yeah, I get aessthetics as well (ai kills the city states quite fast though). It is the two policies in order I dont understand. Current game for example (which I will lose) I will probably hit stealth in 20 turns with the last policy in rationalism. I am at turn 210. No time for order.
If you don't count on many RA's (lower difficulty, for example), get into Order after Free Thought. Pick bonus from factories and then finish Rationalism.
 
See yeah 1000bpt sounds like what I can get super late - but Uberswank managed to launch the ship with 765 bpt in the other thread which made me think it's more about increasing it at the right time rather than overall :)

Here: http://forums.civfanatics.com/showpost.php?p=12259593&postcount=295

Any thoughts on farm spam for the extra pop for specialists vs trading post spam for the extra tile-based science?

Pop scale all day everyday for capital. - maybe swap some in the late game once your remaining food growth makes your pop growth on like 25+ turns then swap a few non river farms into TPs (non rivers so that they can get GA added benefits).

I wouldn't even bother running the pure science math for that. It is irrelevent. Pop/food just allows you significantly more flexibility. For example, throwing in more specialists of other types for a couple times to either push an extra policy in a certain timeframe or, as he depicted in his OCC game, timed multiple GP spawned in the late game when you know you won't get anymore GSs before game ends.

Last but not least, it can allow you to shift to significantly more hammers when necessary. Either because you don't have the gold to rush a new building or for spaceship parts/units because of a war etc.
 
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