Fish Man
Emperor
- Joined
- Feb 20, 2010
- Messages
- 1,553
After careful and meticulous gameplay, I won a turn 269 science victory (1795 AD). It was honestly great seeing every piece fall in place, literally and metaphorically. I basically held hands with everyone and sang kumbaya in a circle, so no wars there. Maybe it's just me, but even though I could probably learn to win deity, I'd rather have a peaceful builder's game on a lower level (which was maybe why I stuck to, in the past when I was misguided, and still occasionally play V), with as few wars as possible, and just looking at the beaker counts and population go up and SS parts being built - even if the AI is terribad and can't tech to save their life on lower difficulties. I guess the beauty of IV is that it can appeal to all sorts of people, from the axe-crazy warmongers to the (relatively) peaceful expansionist empire-builders like me.
Some things that helped: a lot of vets posted advice on late-game strats and how to use state property effectively. Railroading mines shaved off at least 10 turns, as did workshop-spamming, mill spamming, and daisychaining golden ages with Taj Mahal + great people. Late-game cities (founded 1400s AD or even later) actually helped a bunch; all of them grew to respectable sizes and claimed a lot of valuable land (cottageable FP, biology farm plains, FISH, luxuries) that I might've otherwise ignored. The most important thing, though, was the teching order. This time, instead of going to composites or superconductors first, I rushed Apollo Program and went superconductors (for labs), fusion (to get two expensive engines and another part out of the way), genetics, robotics (for space elevator which I rushed with 2 GE), composites, and finally ecology for life support. Plastics was great for hydro plants, which helped healthiness a great deal; I figured blindly rushing coal plants wasn't the way to go, and I figured right. Along the way I popped a GA with all the "useless" GP I accumulated near the end, for a couple more turns saved.
My early-game strat was also pretty strong I feel, with Oracle->CS by 1080 AD or turn 73
, and pretty smooth oilephant rush. Strangely, I only ever whipped 3 times in this map; never saw a need to whip more, working scientists was more appealing especially after I stole mids from Korea, and whipping away cottaged FP would've probably hurt my research more than it helped. This was a very enjoyable game, to say the least; challenging as well, not in beating the AI, but in winning space as fast as possible, without even financial or philosophical this time.
Some things that helped: a lot of vets posted advice on late-game strats and how to use state property effectively. Railroading mines shaved off at least 10 turns, as did workshop-spamming, mill spamming, and daisychaining golden ages with Taj Mahal + great people. Late-game cities (founded 1400s AD or even later) actually helped a bunch; all of them grew to respectable sizes and claimed a lot of valuable land (cottageable FP, biology farm plains, FISH, luxuries) that I might've otherwise ignored. The most important thing, though, was the teching order. This time, instead of going to composites or superconductors first, I rushed Apollo Program and went superconductors (for labs), fusion (to get two expensive engines and another part out of the way), genetics, robotics (for space elevator which I rushed with 2 GE), composites, and finally ecology for life support. Plastics was great for hydro plants, which helped healthiness a great deal; I figured blindly rushing coal plants wasn't the way to go, and I figured right. Along the way I popped a GA with all the "useless" GP I accumulated near the end, for a couple more turns saved.
My early-game strat was also pretty strong I feel, with Oracle->CS by 1080 AD or turn 73
, and pretty smooth oilephant rush. Strangely, I only ever whipped 3 times in this map; never saw a need to whip more, working scientists was more appealing especially after I stole mids from Korea, and whipping away cottaged FP would've probably hurt my research more than it helped. This was a very enjoyable game, to say the least; challenging as well, not in beating the AI, but in winning space as fast as possible, without even financial or philosophical this time.Attachments
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for 200 hammers. For example hospitals give +3
for the same price. Supermarkets +4




floodplains. It's also riverside and should be connected to your trade network even without a road if you trade for sailing.