Gross isolation games

T82
Spoiler :
Got GLH this turn, probably a few turns later as I should've (1-pop whipped at size 4). Turning tech on now or waiting for copper-city, straight to optics (no alpha, math, monarchy etc). Running scientists in cap and pig. Should be relatively smooth win from here.

Switched to slavery and whipped libraries (no granaries), not sure if that was necessary. Maybe should just chop to fail Mids even with 1:1 ratio. Don't really have a good spot to fail Colossus, but I'll try.

Civ4ScreenShot0086.JPG
 
Oh wow I like how you can declare a smooth win at turn 82. Seems disciplined tech path is most important here and GLH is very powerful which I probably underrate since AI goes merc later on. But it definitely helps a lot early and if astronomy is early enough. Got some new perspective on city placement but less critical than teching detours which slowed me down a lot.
 
T115
Spoiler :
So there is access to an island which makes it even easier. Not typical to have 8 cities isolated, but at least I'm ORG. Working on Colossus failgold, have the GS (the 3rd :gp: will likely be a golden age a bit later). Just keep growing into unhappiness and slow build granaries, both will be useful later while close to nothing is useful right now. Probably 3-popping two settlers a bit before optics.

Civ4ScreenShot0087.JPG
 
astro
Spoiler :
10 cities with GLH, 450AD astro. The rest is very easy. Even the barb city will flip in a few turns. Probably should whip a worker or two.

Civ4ScreenShot0088.JPG


edit: save is BUFFY
 

Attachments

  • Isura AD-0450.CivBeyondSwordSave
    187.8 KB · Views: 2
Last edited:
My T82 for contrast

Spoiler :

T77 GLH. Made a 1 turn mistake by revolting to Slavery even though I haven't whipped yet (chopped libraries instead) and could have waited for double switch.

I'm happy about my 4 fogbusting warriors though, got the whole island under control facing only 2 enemy warriors (but that was also good RNG with no archers).


zara_iso_t82.png

 
T160 (1000AD)
Spoiler :
Running away with the game. Just started the GA to switch to confu, bureau+caste+paci. Getting some GMs for treb->cannon upgrade. After chem go liberalism which is not threatened by anyone. Cannons+oromos should be easily enough to capitulate everyone.

Civ4ScreenShot0089.JPG


Unlikely to finish. If you are interested in earlier details check the autosaves.
 

Attachments

  • autosaves.zip
    18.8 MB · Views: 2
  • Isura AD-1000.CivBeyondSwordSave
    220.4 KB · Views: 2
astro
Spoiler :
10 cities with GLH, 450AD astro. The rest is very easy. Even the barb city will flip in a few turns. Probably should whip a worker or two.

View attachment 699360


edit: save is BUFFY

Took a look at the save. You got alpha really late after optics. How do you find enough useful stuff to build? I'm finding it a struggle on isolation without ability to build research I have to build some useless stuff. But also seems you barely whipped and didn't whip any buildings? Otherwise not sure how you put the hammers into. I guess you mentioned Colosses gold?
 
I'm finding it a struggle on isolation without ability to build research I have to build some useless stuff. But also seems you barely whipped and didn't whip any buildings?
You are correct, most buildings don't do much when isolated. Even granary does close to nothing when you don't want to whip anything and have a low :)-cap. You need to maximize :commerce:! Mines are horrible because you have no use for :hammers: (beyond fail gold).

I slow built granaries, barracks if nothing to do. The most important thing is to work max amount of :commerce: tiles at all times. Whipping means you are not doing that.
 
T115

Spoiler :

6 cities, ended up being health capped (no Agri resources makes a difference here), which limited chopping and should have made me settle for sheep / crab earlier. My commerce per turn is a bit higher than @sampsa's checkpoint, but still haven't caught up from the Monarchy detour. Not sure how much of that is due to not settling on plains hill, the extra turn of anarchy I mentioned before, as well as missing the offshore island that must be pretty good with GLH.

zara_iso_t115.png



Astro - T137

Spoiler :


Main issue with my plan though is that I did not start the scientists early enough, and despite T127 optics and having all prereqs on T131, I had to wait 6 more turns to bulb Astro (T137 below).


zara_iso_t137.png



My playthrough in NC 348 (https://forums.civfanatics.com/threads/nobles-club-348-roosevelt-of-america.688082/page-3) with a different leader and strategy also ended with around T130 Astro, and Steel not long after 1000 AD (couldn't win the ensuring war on deity but should be much more manageable on immortal). It helps to know the approximate timing of Optics in a "typical" (not overly generous) iso start so you can plan backwards from that target date for the great people generation, or to figure out if certain techs / wonders are worth it.
 
It seems like there is no big difference either way, but honestly looking at your astro screenshot it feels like going monarchy is a bit better. Should be ~1400AD win anyway.
 
I think so, but now after spending 500+ beakers, maybe around 150 production on warriors and 10 gold maintenance per turn on them, I wonder if Pyramids was a viable option, maybe with math chops?
 
Nope, but you can go through the autosaves I posted turn by turn to get an idea of what was done.
 
Top Bottom