Hello all,
I’m quite new here, I just follow trades usually and now take time to write some lines to come with a subject: how to quick SV in R&F?
Thanks to people like Civtrader and Victoria, I really pump out my skills in late vanilla and was able to turn quick SV in 150-60 turns. I do think that a discussion around strategy makes sense and can be a commune construction.
Of course lot of things change with R&F and a new way of playing has to be found.
I had already a first game with Korea and was able to finish the game around turn 230 which is super late. What I have notice now on is:
So in overall let’s say that old fashion way is no longer an option.
Meanwhile there is also several buff in game that I have notice:
So far these lists are not exhaustive and are more linked to a first impression than a solid analysis. But, I do believe that culture is key. Inspirations are not enough to go through the doctrines early on and globalization is an absolute must have (less GS means having a power source of science is mandatory), and we need a lot of prod as well to build all those builders.
Early Great Writers are even better than before then and as we need, anyway, 10 pop cities and adjacency bonuses for district, having 3 to 4 district per cities make sense (as we chop, purchase or build them faster with gov, it’s acceptable). The quickest we go in culture better governors will be (promote coming with culture and governor building as well).
Trade roads are still very important in my understanding, an alliance level one in culture is like having Kumasi on our side. The question is how alliance upgrades, if we can turn a cultural alliance level 3 into a commercial alliance level 3, it’s a power house to buy every single science building with democracy (and space port of course).
So my first impression is we need to build theater district asap to keep an acceptable amount of culture. The goal is to aim as fast as possible first gov (first gov, first plaza gov building, plus 3 gov promote), then alliance and second building, go for democracy, then pump out science, finalize with globalization.
Science is as usual the same way, not sure that 3 or more space port are needed but it might go faster if we chop the projects (we need then ton of woods).
Pyramids are better than ever (cause builders with 7 charges make sense to build project).
Coliseum as usual and it’s still even better because it gives loyalty as well and might make flip out neighbors.
Maybe colossus? easy trade route.
Forbidden cities is a must have (but not on the road, so im not sure to build it ever) as joker doctrine are super strong
Big ben is still relevant because there is a ton of things to buy now.
This list is huge but its easier to build wonders with gouvernors.
An army is good to have alliance come with wars.
I’m quite new here, I just follow trades usually and now take time to write some lines to come with a subject: how to quick SV in R&F?
Thanks to people like Civtrader and Victoria, I really pump out my skills in late vanilla and was able to turn quick SV in 150-60 turns. I do think that a discussion around strategy makes sense and can be a commune construction.
Of course lot of things change with R&F and a new way of playing has to be found.
I had already a first game with Korea and was able to finish the game around turn 230 which is super late. What I have notice now on is:
- No more +1 culture per district card.
- Rationalism is quite nerfed (50% bonus with 10 pop cities/ 50% for +3 or more campus district adjacency bonus)
- GS cost ton of gold even with merchant rep bonus (more than 11K for a modern guy)
- Can’t keep inflow from Sagan for next project.
- CS give bonus through district building only and no longer through district itself.
- Of course eureka and inspirations nerfed hurt the butt in game.
- I think, but not sure that latter science perks have seen their cost increased
- Culture inflow from moon landing is nerfed (had only the half of a late doctrine)
So in overall let’s say that old fashion way is no longer an option.
Meanwhile there is also several buff in game that I have notice:
- Adjacency bonus are stronger than before (+ 1 culture for theater district close to city center for instance, not have the math behind but its my first impression)
- Governor plaza is a must for adjacency and building which help a lot (sweet +50% settler prod and free builders)
- Good new policy cards with gov and age (+8 warriors strength with oligarchy)
- Of course governors themselves (really fast and sweet wonder construction)
- No need to chop space projects but a ton of builders are needed
- Purchase space district with golds.
- Maybe circumstantial but alliances are very powerful (level 3 commercial alliance grants 60 golds per trade routes without globalization)
So far these lists are not exhaustive and are more linked to a first impression than a solid analysis. But, I do believe that culture is key. Inspirations are not enough to go through the doctrines early on and globalization is an absolute must have (less GS means having a power source of science is mandatory), and we need a lot of prod as well to build all those builders.
Early Great Writers are even better than before then and as we need, anyway, 10 pop cities and adjacency bonuses for district, having 3 to 4 district per cities make sense (as we chop, purchase or build them faster with gov, it’s acceptable). The quickest we go in culture better governors will be (promote coming with culture and governor building as well).
Trade roads are still very important in my understanding, an alliance level one in culture is like having Kumasi on our side. The question is how alliance upgrades, if we can turn a cultural alliance level 3 into a commercial alliance level 3, it’s a power house to buy every single science building with democracy (and space port of course).
So my first impression is we need to build theater district asap to keep an acceptable amount of culture. The goal is to aim as fast as possible first gov (first gov, first plaza gov building, plus 3 gov promote), then alliance and second building, go for democracy, then pump out science, finalize with globalization.
Science is as usual the same way, not sure that 3 or more space port are needed but it might go faster if we chop the projects (we need then ton of woods).
Pyramids are better than ever (cause builders with 7 charges make sense to build project).
Coliseum as usual and it’s still even better because it gives loyalty as well and might make flip out neighbors.
Maybe colossus? easy trade route.
Forbidden cities is a must have (but not on the road, so im not sure to build it ever) as joker doctrine are super strong
Big ben is still relevant because there is a ton of things to buy now.
This list is huge but its easier to build wonders with gouvernors.
An army is good to have alliance come with wars.