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I need tips on how to achieve space race victory

Discussion in 'Civ4 - Strategy & Tips' started by greasyspiceman, Aug 7, 2013.

  1. greasyspiceman

    greasyspiceman Chieftain

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    Hey guys, I've been having a lot of trouble getting really good at this game. I want to get the space-race victory type, but a lot of other civs become a lot more advanced than I am fairly early in the game.

    Can you guys give me some tips on how to succeed at this victory type?


    Gameplay details:
    __________________________________________________

    Game speed: epic

    Difficulty level: prince

    Era: ancient

    Map type: hemmisphere

    Continent Type: massive continent

    Number of continents: 3

    Questions:
    ________________________________________________________________________________________________

    I've been reading this guide today to see if it could give me any http://forums.civfanatics.com/showthread.php?t=450456. It gave me a general idea of what to do, but there are still somethings that I'm not certain about.

    How much of a priority should building a military force to protect my cities be? Also, how many units should I put on each city?

    When I'm not working on getting a new world wonder or civic, what technologies should I be focusing on?

    By what turn should I have 10 cities founded?

    In the article that I linked before, the writer uses several abbreviations that I don't understand. In the very first section, he talks about something called REXing, I have no idea what this means. In the Wonders section, he talks about two wonders called Mids and MoM. Also in the fourth paragraph of the REXing section, he talks about a technology called CoL.
     
  2. Gumbolt

    Gumbolt Phoenix Rising

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    I didn't know civ 4 had a scientific victory option??

    Your question is far to vague to really offer you some proper help.

    What level do you play at?? Game speed??
    Post a saved game??
     
  3. Jastrow

    Jastrow Deity

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    I assume he means space, but yeah... That question is way to vague to say anything useful.
     
  4. BornInCantaloup

    BornInCantaloup Agent of Chaos

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    It's a mod.
    Question is: what mod? :D
     
  5. Cam_H

    Cam_H Deity

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    greasyspiceman,

    Welcome to CivFanatics. :)

    Like the posters above, I wouldn't mind knowing a few more details on where you're at an what the problems are, but if you've yet to see it and playing at the easier end of the difficulty spectrum, then Sisiutil's Strategy Guide would be well worth going through.

    In terms of the Spaceship victory - it's possible to win with a single city, and it's possible to win without ever capturing a foreign city / peacefully, however having a large empire is almost always the best approach; if you're able to conquor one or two of your neighbours during the course of the game and be #1 in land area, you should have a sound enough base to out-tech' your rivals in most circumstances.

    There are many ways to address scientific development in the early part of the game to set yourself up for the mid- and late-game, some of which;

    Cottages: In reasonably food rich cities (i.e. not ones full of plains and tundra) once Pottery's acquired you can start plonking down cottages. These must be worked by citizens (i.e. have a citizen allocated to the cottaged tile) in order to grow into Hamlets > Villages > Towns. Once you get to Civil Service and adopt Bureaucracy, cottages in your capital get an important 50% boost in their commerce output. Bear in mind that riverside tiles get +1:commerce:, but your cottages don't want to cut off 'irrigation chains' where you can link Farms into drylands after Civil Service is acquired.

    Trade Routes: These are relatively passive forms of generating commerce. Ensure cities are connected either by road, river, or coast in order to automatically get trade route income (the :traderoute: symbol to the left of the city screen). Having trade route access to foreign cities usually generate extra commerce over domestic trade routes, so connecting roads between your cities and your rivals' can be one way of getting rich foreign trade going. Tactics such as acquiring The Great Lighthouse or acquiring Currency can boost trade route numbers, while you can improve the quality of trade routes through other means such as building Harbors or acquiring Astronomy.

    Currency: An important technology, the ability to negotiate for :gold: in deals with your rivals, and 'build wealth' (where :hammers: are converted into :gold:) are two very important tools in the mix. The bonus :traderoute: and access to the Market building are other features of this valuable technology.

    Slingshots: The Oracle sits in a fairly uncomfortable spot on the technology tree, as religious technologies often should take a back-seat to tile-improvement tech's, but if you have access to Marble and/or have the Industrious trait, then building The Oracle is one way to propel you into the technology tree. Picking up an expensive technology such as Code of Laws can be used to back-trade with other leaders, so you can catch up. Similarly, the 'bulb' option of most Great People likewise can deliver an instant technology that can put you ahead of the pack. Like The Oracle, being the first nation to Liberalism is another desirable slingshot.

    Trading: Try to look for 'multi-trades' with other leaders. For instance, you might be the only nation to have Metal Casting. Rather than trading it to just one rival, you might consider trading it to several nations on the one turn, so for one expensive technology you might get several mid-priced technologies (e.g. Currency, Monarchy, Calendar, and a few 'cheapies' as well). Selling excess or un-needed resources for :gold: (once Currency's acquired) is a common way of generating a bit of extra :gold:.

    Others: This is far from a definitive list. You can raise :gold: by pillaging and razing enemy tiles and cities, you can steal technologies or rivals' :gold: through espionage, you can endeavour to get a shrine-based economy going, lots of Courthouse builds can eventually lead to keeping costs under control, you can focus on producing Great Merchants, you can acquire other World Wonders that help things along such as The Great Library, you can demand technologies from your rivals including within peace deals, :gold: multiplying buildings such as Markets and Grocers while expensive can help, etc., while other kickers might include selecting commerce-oriented leader traits (most notably Financial and Organised) or nations with helpful Unique Buildings (e.g. in BtS, Sumeria's Ziggurat allows for early and cheap Courthouse replacement). There are plenty of others.

    I hope these suggestions that will help to build a solid economic foundation are relatively clear. With a sound commercial and scientific base in the early game, working toward a spaceship victory becomes considerably easier. Continue to browse these forums for ideas, and play the game with a degree of experimentation in mind while you're still getting familiar with its mechanics.

    Best of luck.
     
  6. VoiceOfUnreason

    VoiceOfUnreason Deity

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    Land.

    1) Claim more than your fair share of land
    2) Use this advantage to claim a neighbor's fair share of land
    3) repeat step two until you run out of neighbors
    4) win.
     
  7. Tall German Joe

    Tall German Joe Prince

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    civ5, not civ4, has a scientific victory. it seems like you just posted this in the wrong sub-forum? correct me if I'm wrong here.
     
  8. greasyspiceman

    greasyspiceman Chieftain

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    No, I was referring to Civ 4. I forgot that in this game the scientific victory was called space race, sorry.
     
  9. greasyspiceman

    greasyspiceman Chieftain

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    Alright, I think I made my question more clear-cut. Let me know if there's more information I need to provide.
     
  10. lymond

    lymond Rise Up! (Phoenix Style!) Hall of Fame Staff

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    There's no set rule on number of units to put in each city other than at least 1 unit for MP to avoid malus to happiness. Otherwise, it depends on your happiness situation and if you are running Hereditary Rule as additional units allow to grow your cities larger. There's a difference between MP and having a standing army. Don't just build units to station in a city for the heck of it as there is no purpose to that. You do pay for units. So either do it for happiness or build units for army to conquer or defend your borders.

    As for the priority of building units in general that is situational. It's a good idea to maintain at least a moderate army even if you plan to play peacefully as your power rating can play a role in you being a target. If you have aggressive neighbors like some of the psychos like Shaka, Monty and Alex then you know you will have to build some units. In fact, it's often better to take those guys out or vassal them before they become a problem or bribe them into wars to keep them busy.

    Good diplo is another way of playing peacefully without having to build too many units. That takes practice.

    You are always working on getting new technology. You always tech with a purpose and with focus. You either tech to improve your economy and; therefore, tech even faster or to get a quick military advantage to take more land.

    Almost everything in Civ is situational. There's never really a set path. However, there are AI priority tech that you can avoid teching yourself so that you can setup good tech trades to pick them up. Learn what they are.

    I would also learn about Civics. Don't just change civics cause the game tells you to. In fact, never listen to those advisors or better yet turn them off.

    Assuming a standard speed, you should shoot to have at least 6 cities by 1AD. More the better, but again it is situational based on your land and ability to handle the economic side of things.

    Ultimately land is power in this game. However, if you don't know how to yet build an economy then over-expanding can just put you in a big hole.

    Overall, we can give you better advice here if we actually see your game. We do know how much/little experience you have with the game, so it's hard to really provide pinpoint advice.

    REX - Rapid EXpandsion
    Mids - PyraMIDS
    MoM - Mausoleum of Maussollos
    CoL - Code of Laws

    This link will help with some other common acronyms:

    acronyms
     
  11. RJM

    RJM Prince

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    At Prince level, a space race victory can be achieved without conquering any opponents or building a large empire. Eight to twelve cities should be fine. Establishing one of your cities as a scientific powerhouse will help move through the tech tree. That city should have lots of commerce and build a library, university, observatory and probably a research lab. You will also need a library and university in other cities so that you can build Oxford in your science city.

    You will also need one or two miltary cities to build the units that will defend your empire. Your units should be in a position to defend border and coastal cities and you should have a good mix of units so that you can deal with any mix of attackers.

    One city should be for generating great people. This needs a lot of food and is where you build the National Epic. If you build the Great Library in your science city, it will probably serve a good dual role - science and Great People.

    Some of your remaining cities should be geared for production so that you can build the spaceship parts reasonably quickly. The remaining cities will be for commerce and and one will build Wall Street, giving you a good income that will support a high research rate.

    A firm foundation in the early years will make it easier to win the space race. You need commerce to keep up your research rate. Cottages and trade routes will be very helpful. Connect your cities to each other and to another civ (don't forget to open borders). At least one early off-shore city is often a good boost to commerce. Courthouses will reduce your maintenance costs, as will the Forbiden Palace.

    Expand at a compromise rate - not so fast that you kill your economy; not so slow that you lose the best available land. At Prince, you can probably judge the rate by looking at how many cities the AI civs have. Mostly choose your city sites for the resources they will control - mainly food, but also military resources such as horses and copper (and iron).

    Decide which civics you want to run. Slavery is useful in the early years because you can whip buildings and units. Caste System enables you to run specialists - particularly scientists and merchants. Heredidtary Rule will enable cities to grow larger. In the longer run, Representation, Free Trade and Pacifism are all helpful in generating commerce or Great People.

    Early research should enable you to exploit your food resources - Agriculture, Animal Husbandry or Fishing depending on your food specials. Bronze Working is a key tech that you should go for early. As well as enabling slavery, you can chop for more production, discover copper and (hopefully) build axemen. Currency will give you an extra trade route in each city.

    Trade techs with the AI to fill in those you haven't researched yourself. Also trade any spare resources as soon as you can. Choose your religion to match your key neighbours - I do not recommend setting out to found a religion yourself, but you may found a religion from Code of Laws or Philosophy (both of which are useful techs in their own right). By all means spread your own religions and certainly spread your state religion. Also spread the Apostolic Palace religion and build religious buildings for the AP religion.

    At Prince, you should be able to build a few World Wonders. My favourites include the Great Library, the University of Sankore and the Taj Mahal. The Great Lighthouse will give you extra commerce and the Pyramids will enable a couple of useful civics. You should certainly build most National Wonders - particularly Oxford, Wall Street, Ironworks and National Epic. Culture should not be too much of a problem, but the Hermitage will help if you get into a culture war for a key border resource.

    IMO, after you discover Scientific Method, you should only research techs that are needed to get you to the space ship - trade for everything else.

    Certain resources don't appear until quite late - trade for coal to build your railways. You may need to found a couple of corporations to get Aluminum and Oil. Don't forget to found these corporations in your Wall Street city.

    This works for me; others may have different opinions - good luck.
     
  12. Seraiel

    Seraiel Deity

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    Your problem is probably the misunderstanding of how economy in Civ works. Cottages give :commerce: , and that is divided into :gold: and / or :science: via the slider. You have to build cottages, and work them in the city screen, to research faster and support a growing empire.

    Every point of population costs 1 :gold: , every unit (past the limit, see the financial-screen for that) also, so don't work tile's that aren't strong (i. e. plains-non-riverside-cottage) and don't build more units than you need.

    There's an article on common acronyms in the War Academy that'll help you.
     
  13. Tristan_C

    Tristan_C Emperor

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    The rivals will be checking their military strength relative to yours as part of their diplomacy routine. They will attack when there is a strength gap, or possibly not even that. They can bribe others to help, too. Building units is generally a higher priority than buildings.


    This doesn't describe a situation that exists, at least not until late. There is no use for commerce except getting new tech, at least until you need to upgrade a large force of obsolete units or you have the universal suffrage civic. If you enter a period where you want to implement a tech (such as building forges everywhere, or spamming longbows), redirect your cities tile workers from commerce to food and hammer tiles. Food and hemmers usually take precedent over commerce anyway.

    Stick more with your relative strength versus the existing AIs, rather than trying to reach an imaginary benchmark. Use the demographics report, and not the scoreboard, to get a sense of how many food, commerce, and hammer tiles the rivals are working (compared to you).
     
  14. s.bernbaum

    s.bernbaum Mostly lurking

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    With regard to the space race victory:

    Once you reach the mid tech tree, you should optimize the path to fusion. You will, most likely, have to tech items off the path as well due to other needs, but as much as possible follow that path to fusion. The reason for this is that the engines are the most costly items to build and you want to get started on them as soon as possible. Then go back and fill in the other techs that you need for the other spaceship parts.

    As you get close to having all your parts, try to time the production of the remaining parts so they all get finished on the same turn. You can do this by inserting other builds in the queue to slow down the ones that are nearly done ahead of the others. If they are all done on the same turn, you can launch on that turn. If they are finished piecemeal, then the AIs have a chance to destroy some that are already built with sabotage.
     
  15. greasyspiceman

    greasyspiceman Chieftain

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    I want to thank you guys for taking the time to leave me all these great tips. I didn't think that I would get so many people willing to give me all these good pieces of advice.

    But unfortunately, I won't be able to see if these suggestions work right now since I'm going to be taking a trip for an entire week. But as soon as I get back, I'll test out these new strategies.
     
  16. RJM

    RJM Prince

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    a) The engines are costly in terms of hammers, but the key is likely to be how quickly you can build the final component. For example if you leave the thrusters till last, it will take quite a time to build five of them. Similarly the casings. (And incidentally, the docking bay costs more than an engine.) My preferred route is superconductors (for thrusters); composites (for casings); fusion (for engines); genetics (for stasis chamber); ecology (for life support). Docking bay and cockpit technologies will be picked up on route.

    b) The AI can sabotage production of parts as well as completed parts. Are you saying that they cannot sabotage an item in the queue?
     
  17. s.bernbaum

    s.bernbaum Mostly lurking

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    No, I am not saying that. It has just been my experience that they are more likely to destroy a finished part than one in the queue. This is most likely because to destroy a part in a queue, they have to have sent a spy to that city. OTOH, a completed part is available to be destroyed in any city to which the AI sends a spy. Since they seem to select the target city for the spy based on where the missions will be cheapest and these cities are the least likely places for parts to be in a queue, they are more likely to destroy a finished part.
     

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