EscapedGoat
Warlord
- Joined
- Dec 4, 2005
- Messages
- 204
Hi,
Found this on the humankind reddit from the user "From_internets". Talk about fast! he was even nice enough to write down his general strategy/milestones and culture picks. It's a production-heavy start, using quite cleverly also the achmenid persians for +2 cities, and then going science. Interestingly, there's no turkish swedish cheese, as the game ends before that and taking full advantage of Australia last
https://www.reddit.com/r/HumankindT.../this_time_we_went_to_mars_in_76_turnsnormal/
Game overview:
Tribal:
Great spawn with lots of lucky timings with food -> spawning new unit and moving in to ransack, or having isolated highground against mammoth for a solo takedown. Resulting in 18 tribes at turn 9 with 260 influence and 2 outposts ready to become 2 cities by turn 10. Chose the 'farmer' tribal trait, though i think it doesn't matter too much.
Egypt(turn 10)
Settled 2 cities on river/forest locations and had 2 scouts ready to settle their nextdoor territores for 20+30 influence same turn. Disbanded 3-5 scouts and put 2 on science and 2 on industry in both cities. Build order was pottery->ED->ED->makersQ->lumberyard->river irrigation on both cities, used landraiser on both cities right after forestry was done. By turn 25 i nabbed 2 neutral cities and the civic that grants +1 city for 4/3 cities. Going 1 over the cap only gives -10 influence, so very worth it. Turn 25 also claimed Hanging Gardens and rushed it with all cities on silk, for +30% industry and +60 stability on all cities. Here 1 city builds 4 chariot archers, whichever is closer to a neighbor.
Archemid Persians(turn 27-30)
With an extra +2 city cap, we're ready to on the offensive. Had demands built up through ancient era against nearest neighbor, and grabbed 2 of his cities around T35 for 6 cities, 1 over cap. I think i also took a last neutral city around this time, and researched the tech giving +1 city cap. Most cities just had 1 territory attached for 30 influence at this time, and build out makers quarters, and a few ED for influence. Most of my era stars to advance came from builder(3), agrarian(2-3), tech(1-3) which can be heavily gamed by saving cheap techs to give stars when needed.
Khmer(Turn 40)
This is when the ball really starts rolling. With 7 cities, many of them new, the Baray really shines. Used land raiser mode in newer cities. They get up to speed in no time, and some of the old core cities start building out science districts when the '+5science on science districts' tenet kicks in. A second war against my neighbor added an 8th city during this era as well. Here you should also have the influence to start attaching 3'rd territories to your cities for maximum Baray. Also, a stack of 4 ballista elefants lets you bulldoze your neighbors if you can handle more cities.
Joseon(Turn 52)
Science time. Building out lots of science districts and some makersQ in newer cities. Some core cities go into collective minds when ED done, and beeline for the luxury manufactory, which will eliminate all stability issues. Next beeline coal, then electricity.
French(Turn64)
A lot of cities will be on the cusp of building universities and the mid/late game science buildings, but it is a trap. The return on investment is too low for how few turns are left to play, so we're looking for just enough new districts to get the era stars, and then go into collective minds. For tech beeline oil, then rocketry. As soon as you see oil, go build outposts with some scouts(we need 3). the 2 aluminum should be easy enough. The remaining (?) will be uranium, of which we will need 1 for mars. After rocketry, research uranium visibility, and we're done with research.
Australia(turn 74)
Only 1 turn was spend with Aussies for that sweet +20% prod, but more importantly land raiser mode on all cities to complete mars project in 1 turn.
Hope it was to use for some of you!
-------
That's fast! discuss
Found this on the humankind reddit from the user "From_internets". Talk about fast! he was even nice enough to write down his general strategy/milestones and culture picks. It's a production-heavy start, using quite cleverly also the achmenid persians for +2 cities, and then going science. Interestingly, there's no turkish swedish cheese, as the game ends before that and taking full advantage of Australia last

https://www.reddit.com/r/HumankindT.../this_time_we_went_to_mars_in_76_turnsnormal/
Game overview:
Tribal:
Great spawn with lots of lucky timings with food -> spawning new unit and moving in to ransack, or having isolated highground against mammoth for a solo takedown. Resulting in 18 tribes at turn 9 with 260 influence and 2 outposts ready to become 2 cities by turn 10. Chose the 'farmer' tribal trait, though i think it doesn't matter too much.
Egypt(turn 10)
Settled 2 cities on river/forest locations and had 2 scouts ready to settle their nextdoor territores for 20+30 influence same turn. Disbanded 3-5 scouts and put 2 on science and 2 on industry in both cities. Build order was pottery->ED->ED->makersQ->lumberyard->river irrigation on both cities, used landraiser on both cities right after forestry was done. By turn 25 i nabbed 2 neutral cities and the civic that grants +1 city for 4/3 cities. Going 1 over the cap only gives -10 influence, so very worth it. Turn 25 also claimed Hanging Gardens and rushed it with all cities on silk, for +30% industry and +60 stability on all cities. Here 1 city builds 4 chariot archers, whichever is closer to a neighbor.
Archemid Persians(turn 27-30)
With an extra +2 city cap, we're ready to on the offensive. Had demands built up through ancient era against nearest neighbor, and grabbed 2 of his cities around T35 for 6 cities, 1 over cap. I think i also took a last neutral city around this time, and researched the tech giving +1 city cap. Most cities just had 1 territory attached for 30 influence at this time, and build out makers quarters, and a few ED for influence. Most of my era stars to advance came from builder(3), agrarian(2-3), tech(1-3) which can be heavily gamed by saving cheap techs to give stars when needed.
Khmer(Turn 40)
This is when the ball really starts rolling. With 7 cities, many of them new, the Baray really shines. Used land raiser mode in newer cities. They get up to speed in no time, and some of the old core cities start building out science districts when the '+5science on science districts' tenet kicks in. A second war against my neighbor added an 8th city during this era as well. Here you should also have the influence to start attaching 3'rd territories to your cities for maximum Baray. Also, a stack of 4 ballista elefants lets you bulldoze your neighbors if you can handle more cities.
Joseon(Turn 52)
Science time. Building out lots of science districts and some makersQ in newer cities. Some core cities go into collective minds when ED done, and beeline for the luxury manufactory, which will eliminate all stability issues. Next beeline coal, then electricity.
French(Turn64)
A lot of cities will be on the cusp of building universities and the mid/late game science buildings, but it is a trap. The return on investment is too low for how few turns are left to play, so we're looking for just enough new districts to get the era stars, and then go into collective minds. For tech beeline oil, then rocketry. As soon as you see oil, go build outposts with some scouts(we need 3). the 2 aluminum should be easy enough. The remaining (?) will be uranium, of which we will need 1 for mars. After rocketry, research uranium visibility, and we're done with research.
Australia(turn 74)
Only 1 turn was spend with Aussies for that sweet +20% prod, but more importantly land raiser mode on all cities to complete mars project in 1 turn.
Hope it was to use for some of you!
-------
That's fast! discuss
