Optimal Space Race Techpath?

mtr12

Prince
Joined
Nov 23, 2008
Messages
596
What is the best way to win by Space Race? I usually get Superconductors first for Thrusters, but after that I have no clue what to do. So I end up going for Genetics, Ecology, Satellites, Fiber Optics, and Fusion, in that order. In those games where I have 2500-3000 bpt, it doesn't really matter what I do. But I sometimes lose close games because of this.

I'm thinking that my original path is inefficient, and I should go for the Fiber Optics/Fusion line first, since those parts are more hammer-intensive.
 
Pretty much depends from where you start at the tech tree (means: what you were doing before that... military? Towards corps? Fast towards combustion or Assembly Line?), what special resources you have or have not, if you have health problems for example and all that ... Personally, i'm often going for either Internet when i'm behind in techs, or for Genetics when i'm ahead so my cities can grow larger more quickly/earlier. After that pretty much the most expensive space parts first, the cheaper ones after that in any order that fits my current game best.

tl;dr: Depends on the game. Sad, but true.
 
Well, just to piss of someone I know...

I'll say you have to beeline the Space Elevator. It's so OVERPOWERED!!!!! IT'S LIKE... broken.

Failaxis needs to fix it!
 
depends if normal empire or OCC. From my experience I would say that in normal empire I would leave casings last, you should have around 10 100+hammers (while building SS thanks to labs) cities and then engines tend to be the bottleneck, thus I usually aim for engines after labs and rocketry (for apollo)
 
If you are several in a tight race, getting the internet might be a good idea.

I don't know much about this part of the game however, have yet to get here without beeing ridiciosly ahead compared to the AIs.
 
depends if normal empire or OCC. From my experience I would say that in normal empire I would leave casings last, you should have around 10 100+hammers (while building SS thanks to labs) cities and then engines tend to be the bottleneck, thus I usually aim for engines after labs and rocketry (for apollo)

My reasoning is the other way round - partly because I never have 10 100+ hammer cities. I prioritise casings and thrusters because I can then build them at leisure in my low hammer cities. After that I go for fusion for the engines. Assuming I have picked up any others on route I then go for the stasis chamber followed by life support which can be completed quickly in my two highest hammer cities.

I assume the comment by obsolete about the space elevator was a troll. The combination of beaker cost of researching it and hammer cost of building it seems to make it a no no.
 
It really depends on difficulty level. Superconductors should be beelined: labs boost research aswell as SS building. After that going for the internet is probably the best on higher levels, will backfill most tech and you could go for what's left. Shut your research while building it so you'll have plenty of gold to run the slider 100% once you're done with it and get the remaining tech fast.
If you are ahead in research, industrialization then rocketry>composites>fusion>genetic>ecology
 
I guess that the Net in high levels skewes things up a lot ... I tend to go full Superconductors ( the least beaker path includes computers for the net ) ,sometimes even before rocketry ( that is normally a net tech in Imm/Deity ) and, depending of what the net gives, go genetics or fusion ( normally the decision of what one is made based on checking if Fission was a net tech . The last ones to get are the ones in the top side of the tech tree, because they tend to be prefered by the AI , thus making them a not so uncommon gift from the net if you wait long enough ...

If no net, then definitely rocketry first then superconductors ... but the rest stays ;) Getting high hammer cities in this time of the game is not that hard and to be honest, if you time the teching well, you probably could make a full schedule SS build with only 4 cities making SS parts full-time .
 
it's level/speed/map dependent. :D

i'm only serious on space win with Noble/Normal settings, and on this level, it's all about early rush, Oracle->CS, continuous rush, lib->communism, assembly line. at the end, you can easily get beakers up to 1 tech per turn. so, fine tuning the top prod cities at the end would save me 1-2 turns but not much.

also, my favorite: http://forums.civfanatics.com/showthread.php?t=411307
 
What is the Space Race? Is that the race to Riffling?

In all seriousness it really depends on the type of empire you have. If you have a lot of hammers but not a lot of beakers. Get the Internet to back fill a bunch of techs. If you are blowing them out in beakers just go for Fission and tech the rest while building the heavy parts.
 
I like to go internet, then superconductors(whatever gives you laboratories), then rocketry if I didn't get it from internet, composites, fusion, and finally ecology. I like to get the thruster/casing techs because I can use the less-powerful production cities to build these parts.
 
Back
Top Bottom