IsolatedPlayer
Chieftain
- Joined
- Sep 4, 2019
- Messages
- 3
Hello, I'm a CIV4 player who plays only isolated games, (starting from Fractal maps), playing only for space races, without conquering other civs.
I like this kind of playing because it's "mathematic", and looks like a puzzle. Combat is too stressing for me.
By the way, even if you plan to conquer the world from your island, I'm sharing here a math formula which I've derived from my games, to estimate the turn when you'll get Optics. This can be useful to plan the two extra scientist to bulb Astronomy. As a general rule, for space races, a good result is before turn 125.
I'm assuming no gold mines or other great stuff (wonders, etc.) and no research to Monarchy. Obviously it's an estimate.
My formula is:
132 - bonuses:
extrah -4, river -2, 1hap -6, 2hap -10,
fin -7, phi -6, org -6, cre -5, car -5, imp -2, esp -1, spi -1, ind -1, agg -1, pro -0
where "extrah" means an extra hammer in the capitol (or extra food), "river" refers to the extra commerce for the river in the capitol, and "hap" the number of happiness resource in the island (in 50% of cases there are zero though). Then the bonus gived by the civ. Starting techs can give or lose 1-2 turns.
Researching to Monarchy costs 4-6 extra turns but obviously gives a great advantage later in the game. It's always an hard decision to take for me.
For example, the Tokugawa map by Lain gives: 132 -4 extrah -2 river -1 agg = 125. Lain actually played it very well and he got a 127 with Monarchy.
With 10 "bonuses" I usually win 50% of the games. I usually have to fight a defensive war, so Rifling or Steel is a priority after Lib. Extreme espionage is sometimes required to delay earlier cultural victories.
I like this kind of playing because it's "mathematic", and looks like a puzzle. Combat is too stressing for me.
By the way, even if you plan to conquer the world from your island, I'm sharing here a math formula which I've derived from my games, to estimate the turn when you'll get Optics. This can be useful to plan the two extra scientist to bulb Astronomy. As a general rule, for space races, a good result is before turn 125.
I'm assuming no gold mines or other great stuff (wonders, etc.) and no research to Monarchy. Obviously it's an estimate.
My formula is:
132 - bonuses:
extrah -4, river -2, 1hap -6, 2hap -10,
fin -7, phi -6, org -6, cre -5, car -5, imp -2, esp -1, spi -1, ind -1, agg -1, pro -0
where "extrah" means an extra hammer in the capitol (or extra food), "river" refers to the extra commerce for the river in the capitol, and "hap" the number of happiness resource in the island (in 50% of cases there are zero though). Then the bonus gived by the civ. Starting techs can give or lose 1-2 turns.
Researching to Monarchy costs 4-6 extra turns but obviously gives a great advantage later in the game. It's always an hard decision to take for me.
For example, the Tokugawa map by Lain gives: 132 -4 extrah -2 river -1 agg = 125. Lain actually played it very well and he got a 127 with Monarchy.
With 10 "bonuses" I usually win 50% of the games. I usually have to fight a defensive war, so Rifling or Steel is a priority after Lib. Extreme espionage is sometimes required to delay earlier cultural victories.