How do you do it?

zaphod2016

Warlord
Joined
Jan 25, 2007
Messages
102
I've seen a few people around here boasting scores over 100. I have to ask: how do you folks do it? The best I can do is a 90 in Prince mode!

Do you expand horizontally, or develop a few cities?

How big do you let your cities grow, and when?

Do you setup trade routes first, or build military and expand first?

How do governments affect your strategy?

How do you go about getting so many techs so quickly?

I'm really stumped. Are you guys cheating, or do I stink?
 
Easiest way to high scores is swift military victory. While even better scores are possible through building, you'll need to obsess over a large empire to make it happen.
 
Don't forget: higher difficulty levels = higher scores...

I only played at King level, and sometimes Emperor (just for the pain). I wonder if it's possible to get a score above 100 on Prince level...
 
I wonder if it's possible to get a score above 100 on Prince level...
It's possible to score 250% or so on Chieftain. Higher levels have greater scoring ceilings; by Emperor it's possible to overflow scoring to negative.
 
On prince I conquered the entire world by 940 AD. I would have finished faster, but I had to find that solo Zulu city after slaughtering the Babylonians. I scored a whopping 9%. What gives?

Also, how important are trade routes to your strategy? When do you start with the caravans?
 
940 A.D. is way too late; you'll need a B.C. victory for real results.

In my games, Caravans appear immediately after the first Mfg. Plant (~2000 B.C. in Chieftain), but they're initially used to shift resources between cities. Trade routes aren't useful unless cities are large, which comes later; even then, trade routes end up being a nice bonus but not the driver in high production civilizations.

EDIT: Trade routes become much more useful in scenarios where an opposing civilization has a sufficiently large city on another continent and lacks technology. I tend to eliminate my competition in about 60 turns so I haven't tested this scenario. Building up one opponent city to trade with may be more productive than eliminating them all as I have done up until now. This will be tested in the future.
 
Hut manipulation, lots of cities, early Democracy (~30 turns), 100% science rate, and a few inconsequential gains from war spoils lead to Robotics in 2580 B.C.
 
Cheater! Cheater! ;)

I suppose you also do the settler cheat? :p

Is it possible to get techs this quickly without any cheats?
 
Settler abuse may actually slow down research in the short term since terraforming takes away from building cities, and, other than road construction, which is fast regardless, processing terrain early in the game is of marginal value. Take hut manipulation out, and one can reach Future Tech in the 1000 B.C. - 500 B.C. range.
 
Take hut manipulation out, and one can reach Future Tech in the 1000 B.C. - 500 B.C. range.

Man! I'd like to look over your shoulder when you play. What version are you playing? Level? Are you playing EARTH, Customize World or Start a New Game.

Perhaps the next time you play you could start a new thread, and as you play post descriptions of what you are doing, and attach the map & sve files every few turns. It would be helpfull to do the posting in real time to give the rest of us insight into the process.

Eagerly awaiting your post.
 
You wouldn't want to look over my shoulder during an 8-to-10 hour turn, haha.

I play on EARTH with 7 civilizations in version 474.04. Since I'm still vying for maximum possible score, I spend most of my time in Chieftain. I switch to Emperor when I temporarily run out of ideas or am unsure of a strategy's efficiency.

I intended to provide updates every 50 turns in TerraForm and "perfect building" but burned out around turn 142. When I get the "bug", I play this game like there's no tomorrow for about 4-6 weeks then cannot touch it for a few months. I haven't been completely idle, though; Gowron and Valen have provided me with information which I'm using to plan future attempts.

I will play this game through despite its obsolescence due to new strategies; I should max out with an additional 50 turns or so where I shift into eternal maintenance mode and run out the clock, launching the shuttle and inflating happiness before the very end. I recently forced an end game so I could generate a replay dump to examine exactly when I achieved certain goals. I can attach that if you wish.

What's currently holding me back is attempting to keep 126 cities' worth of information in my head and/or Excel. The data changes too rapidly; the entire list is essentially new every turn. I wish Civilization had sortable and detachable lists like FreeCiv. To that end I plan to investigate the possibility of dumping city demographics into a CSV file. My programming skills are beyond rusty, so that may take a while.

The biggest recent boost in efficiency was using your Terraform bitmap add-on to scout maps. Previously, I spent roughly two weeks generating favorable maps, manually scouting the Asia super continent, then annotating Civ Fanatics' earthmap.gif with terrain details and 127 city locations. I still spent about two weeks in preparatory work but was able to evaluate some twenty maps in the same amount of time.
 
Whelkman, I would love to take a look at your spreadsheet. Once upon a time I attempted to model this game w/ excel ... talk about gits and shiggles. Rather than look at urban sprawl (e.g. 126 cities!) or % scores, I formed 10 cities (a 'Roman Empire' on the Earthmap, actually) & threw it in Republic gear in order to develop a baseline. I wish I still had this; perhaps I might begin anew!!
 
In principle, the way to a really big score is tedious. Conquer the whole world except one city. (I keep three and let them get big for maximum benefit as trade partners, but the idea is the same.) In the endgame, settle the entire world, use President's Day to push the population as high as the food supply will allow, then set your science rate as high as you can and let the future tech points roll in.

If memory serves, fast conquest will earn you a 2 point per turn conquest bonus. 125 cities going all out for science wll always be able to make a new discovery every turn. That's a science bonus of at least five points per turn.

I play customize world, big continents, warm, wet and old world. All these things maximize the long term food supply. Sustainable population is worth nearly 4000 points without a high luxury rate. When you launch the ship, set luxuries high and trade overlap squares back and forth between cities to produce a short-term very high unsustainable population.

These ideas work without cheating. Whelkman and I just use a few "cheats" to make the endgame start a lot sooner.

There is one more detail about this style of game that I feel I should mention. Once you have discovered future tech 64, you encounter what is commonly known as the pollution bug. Every city has a 50% chance of producing pollution every turn. To play through this, you need at least the "fast settlers" cheat.
 
Whelkman, I would love to take a look at your spreadsheet.
It's pretty useless, even to myself, after (or even during) a turn. When resorting to spreadsheets I work only with the data that's needed at the moment. Then the data is either quickly flushed to make room for the next or grows stale at a record rate. The only data I currently have is that I used to determine overflow conditions for Approval Rating, Family Size, and Productivity.

These ideas work without cheating. Whelkman and I just use a few "cheats" to make the endgame start a lot sooner.
An important consideration is that leveraging these tactics serve only to make this style of play harder by adding more variables and layers of complexity. I certainly don't feel like I'm getting away with something for free when maneuvering 80 Fast Settlers turn after turn. Games would progress 5-10 times faster without leveraging some of the more time consuming tactics. Concatenating my playing spurts and including my round of false starts, it takes me in the realm of 4-5 months to see a game through, and that's assuming I actually do complete the game.

On the topic of Fast Settlers, the most notorious Civilization glitch is also the most overrated. On the big list of difference makers, Fast Settler lies somewhere in the middle, behind legitimate avenues such as Mfg. Plant + Hoover Dam and Caravan utility. They just aren't as dominating as early estimates predicted. In fact, my early game is arguably slower due to my tendency to leave "breadcrumb" roads with all of my Settlers. Without fast roads I would maneuver Settlers directly to new city points and handle the primitive infrastructure later.

Once you have discovered future tech 64, you encounter what is commonly known as the pollution bug. Every city has a 50% chance of producing pollution every turn.

I've seen this referenced but have never encountered it myself. Instead, I encountered another type of pollution bug that was somehow triggered by saving while pollution squares exist. Upon reload my map would be trashed with worldwide pollution, forts, and, I think, mines. These junk tiles would appear everywhere, even over the ocean, they actually counted. My world would instantly become locked in a never ending cycle of global warming. Eventually it was enough to starve my cities and collapse the government due to lost trade. While ultimately annoying, it was fun seeing the planet eat itself into extinction and turn into Venus.
 
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