Sprenk
Prince
Caveats: I'm only an Immortal level player, and much too fond of turtling. We don't know very much about buildings and key wonders yet. Beta builds change. And I'm not even sure which victory conditions are viable with only one city!
Looking over the current Virtue tree with Aeson's cool viewer, I realized there were a number of virtues (2-3 each in Prosperity, Knowledge and Industry column) which are totally useless if you're going to stick to one city. But, to my delight, it's quite possible to manoeuver through the Virtue trees and avoid all the worthless ones, still reaching key bonuses in a timely manner:
1st Goal--10 Tier 1 virtues for the +10 buff to growth, production and energy in our capital (because, duh, all we have is a capital). The exact order is just a guess, subject to conditions on the ground.
P: Frugality
P: Workforce Initiative (free worker)
I: Labor Logistics
K: Foresight
K: Social Mores
K: Lab Apprenticeship (we get the 1st wide kicker here--a free virtue)
K: Creative Class
P: Helping Hands
I: Commodization
I: Scaleable Infrastructure (+10% growth/production/energy in capital)
2nd Goal--Reaching the first depth bonuses in our 3 virtue columns. This is possible with just 5 Tier 2 virtues.
K: Cohesive Values (+10% culture bonus)
P: Pioneer Spirit
P: Gift Economy (+10% growth bonus)
I: Entrepreneurial Spacecraft
I: Investment (+10% energy bonus)
3rd Goal--Now we need just 3 more tier 2 virtues to get our tier two width bonus, which is 1 free virtue and 1 covert agent. We also set ourselves up to take nothing but tier 3 virtues in the next step. (Note that if health is more of a concern than energy, P: Mind over Matter can be subbed in for K: Applied Aesthetics, though that will delay a knowledge depth bonus later.)
K: Applied Aesthetics
K: Community Medicine
I2: Alternative Markets (1 free virtue, 1 covert agent)
4th Goal--Finally, we take 10 tier 3 virtues for the big +10% to everything (growth, production, science, culture, energy) width bonus. Along the way we also snag the next Knowledge and Industry depth bonuses.
K: Metaresearch Methods
K: Technoartisans
K: Information Warfare (+10% science bonus)
I: Social Investment
I: Civic Duty
I: Magnasanti
I: Superior Engineering (+10% production bonus)
P: Nature's Bounty
P: Hands Never Idle
P: Eudaimonia (and we have the 10% for everything super-bonus!)
That's 28 relevant virtues to pick up all the key width and depth bonuses.
Seeding
Faction--I'm guessing the PAU (+10% food when healthy--get tall quicker!) or maybe Franco-Iberia (free techs for 10 virtues--great chance to reach deep down the science web) would be best, but most of the others are viable--except the Kavithans. Their bonus is useless to us. Silly Kavithans.
Colonists--Probably Artists to get the culture ticking quickly, but certainly Refugees (+2 food) is logical, too. Or Engineers (+2 production) because we have to build so much in one city? But with only one city, the colonist's "in every city" bonus isn't that big a deal for us, right? It just helps us get started.
Spacecraft--Retrograde Thrusters, if you think it worth taking at all, would seem best suited for a OCC game (the best city placement is crucial, and we get a bit of a start on early scouting to boot). But I can see arguments for the others as well. The Coastal Survey, for example, will help us explore more efficiently.
Cargo--Hydroponics (extra citizen), surely, since we want to grow as tall as we can as quickly as we can. We don't need the Worker since we're getting a free one early on in our virtue build.
Any thoughts?
Looking over the current Virtue tree with Aeson's cool viewer, I realized there were a number of virtues (2-3 each in Prosperity, Knowledge and Industry column) which are totally useless if you're going to stick to one city. But, to my delight, it's quite possible to manoeuver through the Virtue trees and avoid all the worthless ones, still reaching key bonuses in a timely manner:
1st Goal--10 Tier 1 virtues for the +10 buff to growth, production and energy in our capital (because, duh, all we have is a capital). The exact order is just a guess, subject to conditions on the ground.
P: Frugality
P: Workforce Initiative (free worker)
I: Labor Logistics
K: Foresight
K: Social Mores
K: Lab Apprenticeship (we get the 1st wide kicker here--a free virtue)
K: Creative Class
P: Helping Hands
I: Commodization
I: Scaleable Infrastructure (+10% growth/production/energy in capital)
2nd Goal--Reaching the first depth bonuses in our 3 virtue columns. This is possible with just 5 Tier 2 virtues.
K: Cohesive Values (+10% culture bonus)
P: Pioneer Spirit
P: Gift Economy (+10% growth bonus)
I: Entrepreneurial Spacecraft
I: Investment (+10% energy bonus)
3rd Goal--Now we need just 3 more tier 2 virtues to get our tier two width bonus, which is 1 free virtue and 1 covert agent. We also set ourselves up to take nothing but tier 3 virtues in the next step. (Note that if health is more of a concern than energy, P: Mind over Matter can be subbed in for K: Applied Aesthetics, though that will delay a knowledge depth bonus later.)
K: Applied Aesthetics
K: Community Medicine
I2: Alternative Markets (1 free virtue, 1 covert agent)
4th Goal--Finally, we take 10 tier 3 virtues for the big +10% to everything (growth, production, science, culture, energy) width bonus. Along the way we also snag the next Knowledge and Industry depth bonuses.
K: Metaresearch Methods
K: Technoartisans
K: Information Warfare (+10% science bonus)
I: Social Investment
I: Civic Duty
I: Magnasanti
I: Superior Engineering (+10% production bonus)
P: Nature's Bounty
P: Hands Never Idle
P: Eudaimonia (and we have the 10% for everything super-bonus!)
That's 28 relevant virtues to pick up all the key width and depth bonuses.
Seeding
Faction--I'm guessing the PAU (+10% food when healthy--get tall quicker!) or maybe Franco-Iberia (free techs for 10 virtues--great chance to reach deep down the science web) would be best, but most of the others are viable--except the Kavithans. Their bonus is useless to us. Silly Kavithans.
Colonists--Probably Artists to get the culture ticking quickly, but certainly Refugees (+2 food) is logical, too. Or Engineers (+2 production) because we have to build so much in one city? But with only one city, the colonist's "in every city" bonus isn't that big a deal for us, right? It just helps us get started.
Spacecraft--Retrograde Thrusters, if you think it worth taking at all, would seem best suited for a OCC game (the best city placement is crucial, and we get a bit of a start on early scouting to boot). But I can see arguments for the others as well. The Coastal Survey, for example, will help us explore more efficiently.
Cargo--Hydroponics (extra citizen), surely, since we want to grow as tall as we can as quickly as we can. We don't need the Worker since we're getting a free one early on in our virtue build.
Any thoughts?
