[KOR]: One city to rule them all

IIHAAETTEAAHII

Warlord
Joined
Aug 27, 2013
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nova zembla
Picked up DoC over the weekend again, as it has been a year since I last played it and I wanted to see the changes.

Thoughts:

  • The Modern Era is really nicely redone. Satellites provide a good hammersink in peacetime, and the various wonders and their effects add flavour.
  • Furthermore, the Space Race components having first-finisher bonuses add to the 'race' aspect quite nicely. It also is somewhat hard - I only finished a few turns before the time ran out. It seems that the modern civs (England and America in my game) get much more lenient tech modifiers, though. My last tech costed 15K beakers to research, and was much cheaper for the U.S.
  • England when uncontested techs like crazy. Easily preceding me by four to six techs, and leaving the other civs behind in the dust by eight to ten techs.
  • Republic continues to be my favourite civic. It shines in resource-rich coastal cities; be prepared to face a permanent -5 stability from the Industrial era onwards and fairly severe improvement constraints for inland cities.
Anyway, onto the

Game report:

  • Started as Korea in the 3000 BC start/Regent (as I was originally planning to OCC)
  • Ran republic because I cannot resist the sweet half-food cost specialists and the other implications (see post-game screenshots)
  • Built Cheomsongdae and managed to grab the Buddhist wonder starting with a J providing bonus artist food too
  • Followed a peacenik strategy, settling Cuba, Australia and generally minding my own business until the Modern era. I also picked up the American west coast and took sufficient precautions for their Trading Company.
  • England was teching a bit too fast to my liking, so I loaded up some tanks in boats, stationed bombers in my Spanish ally's cities and took their three core cities. No more England (and no more bonus GP stealing and wonder snatching :mad:). London and Edinburgh were really nice cities to have, too.
  • Messed around with my tanks-on-transports, collapsing a Brazil I ended up at war with (the bad thing about defensive pacts is that you actually have to honor them), conquering Japan (twice...) and grabbing Amsterdam.
  • Won space victory in 2011 AD.
Postgame screenshots:

I wouldn't like to be in that spaceship :lol:

Spoiler :
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The fun part of republic is being able to get a size 46 NP city generating 1000 :science:...

Spoiler :
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... although it pales compared to my capital.

Spoiler :
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Emerald Buddha temple is obviously key to this little endeavour, although Jetavanaramya, the Fish Market and the Harbour Opera were very nice to have food-wise. A pity the Delta Works can't be built here (built in New Orleans in this game).

Spoiler :
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My capital is amusingly generating more GNP on its own than the whole United States.
Spoiler :
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Overview of all my cities. Of note are Edingburgh and London, which the English were so nice to wondercram for me; Sariwon, which is the only city founded on Historical territory besides Daegu, and Chichihar, which contains the National Park.
Spoiler :
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The double core population for a single core-city gives some leeway for expansion. On the long-term a domination victory seems feasible; with population control (i.e. starving all cities to their minimum size) it should already be possible.

Spoiler :
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Lastly, civics. I should have vetoed the U.N. vote for Secularism; grabbing all religions for the cathedrals in my capital would have added another 48 priest slots and 9 satellites.

Spoiler :
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Bugs/exploits/improvement suggestions:

  • Satellites count as GP for Neuschwanstein. They do so in every city. Yikes. I'm pretty sure this wasn't intended.
  • I added the Space elevator in a city by WB (launched my spaceship before construction could finish :o) and it didn't seem to have any effect. Might be due to the WB shenanigans, though.
 

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Postgame screenshots:

I wouldn't like to be in that spaceship :lol:


I made a fix for this in my Mars Colony PR. But that PR is more or less a WIP version, not really intended to be included yet. I will make a new small PR which contains this fix.
 
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I added the Space elevator in a city by WB (launched my spaceship before construction could finish :o) and it didn't seem to have any effect. Might be due to the WB shenanigans, though.
The commerce is only supposed to apply to satellites/projects completed after the Space Elevator is built, if that is the discrepancy you observed. I tried it myself and after building a satellite and a colony module the elevator was at +6 commerce.
 
How did you take care of the unhealth?
According to the Screenshots: Not at all.

I'd very much like to know how big the population was before researching and mass-stationing satellites.
 
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