D'oh. I never even thought to buy it from the AI. You're right. Even an AI who is only a turn behind (or ahead of) me for a science victory would probably sell it. I feel silly now. Thanks.Accumulating aluminium is problematic. But provided youve got deep pockets, the daft AI will sell you all it has! (Except hostile civs)
You need to optimize your play when playing deity indeed, but this is imo not the place to do it.I use all cities, or at least all bar one, to build lagrange/terrestrial laser projects (I only play on deity, so any suboptimal strategy will end up in defeat). So all the builders need to be prebuilt, and used in every city on every turn. Hence the railroads.
Yeah I was wondering about this same thing. For the cost of a railroad network followed by a half a dozen spaceports to shave off one or two turns, you can do many other things to accelerate the win.You need to optimize your play when playing deity indeed, but this is imo not the place to do it.
Having spaceports in "all" cities (I will assume that means in 10 or more cities) doesnt noticeably increase your win time, because there are very sharp diminishing return on laser projects.
The first project shaves off a whopping 25 turns off of your win time, but the second "only" an additional 9 turns.
Then you shave off another 4-5 turns (from 2 projects to 3), and then 2-3 turns (by going from 4 laser projects to 5).
After that that you are shaving off only an additional 1 turn (going from 7 to 8), or even no turns at all until you hit the next breakpoint.
If you need that 1 extra turn to win the SV then by all means go ahead, but usually this is very overkill.
You will also be capped at the "1 builder, per turn, per spaceport" rule either way, and railroads dont speed up that input of builders as long as you have builders being produced in other cities every turn.
Some people like to build railroads for fun and thats fine, but its by no means essential to win, and usually it has no effect at all.
This.Yeah I was wondering about this same thing. For the cost of a railroad network followed by a half a dozen spaceports to shave off one or two turns, you can do many other things to accelerate the win.
Engineers can speed up space projects in unmodded GS. However, my understanding of the mechanic is that the amount of production applied to the project is based on the number of build charges the unit you're feeding into the project has. So I always use builders because they can have 6 charges with the public works card + Liang compared to military engineers which only have 2 build charges.This.
I just finished a science game as Gandhi today, and I "only" had 5 spaceports (which is high for me, usually I just bother with 3).
Those however were very productive cities, clocking in at 100 to 300 production each, hence the innate laser production speed was around 5 to 1-2 turns depending on the city (epic speed).
You can speed up laser production further by chopping forests with Magnus in them, and generally I recommend having a good gold economy to buy builders or military engineers.
I'm not sure if military engineers can be used to speed up space race projects in GS civ 6 (or if that is the better balanced game mod that I am currently testing), but if they do, they are preferrable to builders because their gold cost remains fixed, whereas builders keep scaling upwards for every builder you already acquired.
I should test this further, because the engineers seemed to add more than builders, suggesting that the production per charge might be higher.Engineers can speed up space projects in unmodded GS. However, my understanding of the mechanic is that the amount of production applied to the project is based on the number of build charges the unit you're feeding into the project has. So I always use builders because they can have 6 charges with the public works card + Liang compared to military engineers which only have 2 build charges.
Yes, military engineers can speed up Lagrange Laster Station. I just confirmed by doing it. I am similar to you in that, by the time I'm speeding up the exoplanet expedition, I have the economy to buy multiple builders per turn (one per space port city) and can still (thanks to what I learned in this thread) buy enough Aluminum to keep two or three space ports active.This.
I just finished a science game as Gandhi today, and I "only" had 5 spaceports (which is high for me, usually I just bother with 3).
Those however were very productive cities, clocking in at 100 to 300 production each, hence the innate laser production speed was around 5 to 1-2 turns depending on the city (epic speed).
You can speed up laser production further by chopping forests with Magnus in them, and generally I recommend having a good gold economy to buy builders or military engineers.
I'm not sure if military engineers can be used to speed up space race projects in GS civ 6 (or if that is the better balanced game mod that I am currently testing), but if they do, they are preferrable to builders because their gold cost remains fixed, whereas builders keep scaling upwards for every builder you already acquired.
Who are you asking?how i haven't try this yet. and not yet using Lagrange Station thing.
how i haven't try this yet. and not yet using Lagrange Station thing.
I believe that the amount of speed-up you get is proportional to the number of charges the builders have left so this might not be the best strategy. If a science victory is getting close (or over) 300 turns, a second spaceport is a good idea. Usually by then you have all of Reyna's promotions and can just buy a second one to run projects. But I still don't understand the need to transport builders. I usually have Pingala in the spaceport city (for the project speed-up) and Liang in an adjacent city. I just buy a builder each turn and move them in a line toward the spaceport. But then when playing peacefully it takes me 250-300 turns to win on science.The Laser Station railroad hack only works if you build multiple Spaceports IIRC, which doesn't tend to be the meta.
You can only use a Builder/ME to speed up a Spaceport project once per turn per Spaceport with the 3rd level GP building.
So transporting civilian units with Railroads is futile without Multiple Spaceports.
I usually have a backlog of 1 charge Builders hanging around the Spaceport waiting to be consumed. But I never actually build a 2nd.
I believe that the amount of speed-up you get is proportional to the number of charges the builders have left so this might not be the best strategy.
Edit:
- Builders gain the ability to use all their charges to provide bonus Production to a District Project (2% of the project's Production cost per build charge used). Once per city per turn.