Martin Alvito
Real men play SMAC
- Joined
- Sep 23, 2010
- Messages
- 2,332
I've posted this sample game in response to various posters' claims that ICS is no longer the dominant, fastest approach. The truth of the matter is that you cannot beat the efficiency of specialists. Public Schools are an iffy build right now given the monstrous cost and tech delay before you can construct them, so you're strictly better off with a bunch of small cities stuffed with Scientists that don't produce much other than .
As with pre-patch, I expand to a city count in the low teens and then shut the expansion machine down. You could have a third expansion wave, but you run out of room on a Standard size map and it's not really productive anyway. The objective of the approach is to generate a lot of Great Scientists and clear the Renaissance as fast as possible, so that Research Agreements yield high-cost techs. After the Renaissance is cleared techs are so expensive that the preponderance come from Research Agreements and Great Scientists; adding 100 per turn is fairly pointless.
Siam is used because it's clearly the best civ in this patch for the approach.
Screenies and saves (turn 101 and final turn) are attached.
The approach is as follows:
1) Stay with just the capital and get the National College first. The fastest possible game settles a luxury that can be mined for cash, befriends a Maritime by turn 10 or so and allies it with another 250 before turn 18 (so that you still get the full 40 points for 250). This means selling the luxury for cash and gold per turn ASAP and then taking out loans as needed.
Food permits your capital to increase in size early, which increases its productivity. This is critical, because your capital is the Settler pump. Anything that accelerates this process is a good thing.
Tech order for this approach is Mining -> Pottery -> Writing -> Calendar, with the associated build order of Scout -> Worker -> Warrior -> Library -> NC -> Settler spam.
2) If you hit a Culture ruin, take Tradition, then Liberty. If not, take Liberty with your first pick. Tradition speeds up the early game a bit, but comes back to haunt you with increased SP costs later.
3) Once the NC is finished, spam Settlers in the capital. The first expansion wave should take you to around six cities. This seems to be the ideal compromise between bringing early Wats online and keeping SP costs manageable. Settling luxuries (especially multi-luxury sites) is a priority to keep the cash flowing for additional Maritime allies. You must have two. More is better.
4) Tech to Theology, and be sure to detour for Construction along the way. You'll want to start on Colosseums in satellites on the day you found them. Get the usual three Research Agreements ASAP (usually around turn 40) to open up the Renaissance later. Time your acquisition of your first Cultural ally so that you get your next SP on the turn the Renaissance opens. Take Freedom.
5) The build order after the NC for all cities is simply Colosseum -> Wat.
6) You should have some time to pump Workers in the capital between the Settler builds and a Colosseum timed to finish as Education lands. Buy Workers as needed in the interim to connect luxuries. Steal them if you can. By the time the capital starts on a Wat, you should have one Worker per city. Use them to hook up luxuries and mine. Don't bother with roads yet. The Wheel is an excellent choice as a blocking tech, and your finances should be fine.
7) Once you have a Wat in the capital, fill it and start Settler spamming again. Settle them after you take Rationalism; if a Settler or two must sit idle for a few turns, that's OK. Spam to cap. If you've been aggressive about CS alliances (don't neglect another round of RAs entirely, but don't max out either), you should end up with a city count in the low teens.
8) Divide up the second wave's build orders by location. Cities next to a Mountain should go Wat -> Observatory. Those not next to a Mountain should go Colosseum -> Wat. The screenie from turn 101 shows this approach in action.
9) Manage diplomacy, click end of turn a lot, and slog through some tediously slow turns. The capital can build Wonders for a while. Hagia Sophia and Porcelain Tower are priorities. Taj Mahal is also very, very nice if you can time its completion for Apollo.
10) Using Research Agreements and Great Scientists, get to Rocketry and start Apollo in the capital. Build a Factory the hard way first if you can. Buy it if you do not have time.
11) Click end turn some more. Identify secondary part cities. Hook them up with Railroads. Find Aluminum if at all possible (I did not have a source in the attached game and was only able to buy a Spaceship Factory in the bottleneck late, so all is not lost if you come up empty).
12) Move the parts to the capital and win. This game ended on turn 187. It would have been several turns better if I'd had Aluminum.
Quick note on diplomacy: an anti-Bismarck bloc quickly emerged and it was much better to be a part of it than go it alone. Joining the web of Declarations of Friendship secured the Egypt flank and guaranteed friendly opportunities to buy another DoW on Bismarck if needed. By the time he managed to attack me in the 80's, he was fighting a two-front war and badly mauled. His push was repelled with a couple of lousy swordsmen.
Also, quick note on city placement: Settle bravely. The DoFs let me aggravate Ramesses once early on without real consequences in order to scoop up Ivory and a bunch of Hills, and I grabbed the strong Sugar/Horses city south by Bismarck while his hands were full of Egypt and India. He complained and I told him where to stick it. Then I just backfilled the connecting spots during the second wave - which is actually quite nice, because you tend to hit your GA during that period and you want to get those cities online as fast as possible.
As with pre-patch, I expand to a city count in the low teens and then shut the expansion machine down. You could have a third expansion wave, but you run out of room on a Standard size map and it's not really productive anyway. The objective of the approach is to generate a lot of Great Scientists and clear the Renaissance as fast as possible, so that Research Agreements yield high-cost techs. After the Renaissance is cleared techs are so expensive that the preponderance come from Research Agreements and Great Scientists; adding 100 per turn is fairly pointless.
Siam is used because it's clearly the best civ in this patch for the approach.
Screenies and saves (turn 101 and final turn) are attached.
The approach is as follows:
1) Stay with just the capital and get the National College first. The fastest possible game settles a luxury that can be mined for cash, befriends a Maritime by turn 10 or so and allies it with another 250 before turn 18 (so that you still get the full 40 points for 250). This means selling the luxury for cash and gold per turn ASAP and then taking out loans as needed.
Food permits your capital to increase in size early, which increases its productivity. This is critical, because your capital is the Settler pump. Anything that accelerates this process is a good thing.
Tech order for this approach is Mining -> Pottery -> Writing -> Calendar, with the associated build order of Scout -> Worker -> Warrior -> Library -> NC -> Settler spam.
2) If you hit a Culture ruin, take Tradition, then Liberty. If not, take Liberty with your first pick. Tradition speeds up the early game a bit, but comes back to haunt you with increased SP costs later.
3) Once the NC is finished, spam Settlers in the capital. The first expansion wave should take you to around six cities. This seems to be the ideal compromise between bringing early Wats online and keeping SP costs manageable. Settling luxuries (especially multi-luxury sites) is a priority to keep the cash flowing for additional Maritime allies. You must have two. More is better.
4) Tech to Theology, and be sure to detour for Construction along the way. You'll want to start on Colosseums in satellites on the day you found them. Get the usual three Research Agreements ASAP (usually around turn 40) to open up the Renaissance later. Time your acquisition of your first Cultural ally so that you get your next SP on the turn the Renaissance opens. Take Freedom.
5) The build order after the NC for all cities is simply Colosseum -> Wat.
6) You should have some time to pump Workers in the capital between the Settler builds and a Colosseum timed to finish as Education lands. Buy Workers as needed in the interim to connect luxuries. Steal them if you can. By the time the capital starts on a Wat, you should have one Worker per city. Use them to hook up luxuries and mine. Don't bother with roads yet. The Wheel is an excellent choice as a blocking tech, and your finances should be fine.
7) Once you have a Wat in the capital, fill it and start Settler spamming again. Settle them after you take Rationalism; if a Settler or two must sit idle for a few turns, that's OK. Spam to cap. If you've been aggressive about CS alliances (don't neglect another round of RAs entirely, but don't max out either), you should end up with a city count in the low teens.
8) Divide up the second wave's build orders by location. Cities next to a Mountain should go Wat -> Observatory. Those not next to a Mountain should go Colosseum -> Wat. The screenie from turn 101 shows this approach in action.
9) Manage diplomacy, click end of turn a lot, and slog through some tediously slow turns. The capital can build Wonders for a while. Hagia Sophia and Porcelain Tower are priorities. Taj Mahal is also very, very nice if you can time its completion for Apollo.
10) Using Research Agreements and Great Scientists, get to Rocketry and start Apollo in the capital. Build a Factory the hard way first if you can. Buy it if you do not have time.
11) Click end turn some more. Identify secondary part cities. Hook them up with Railroads. Find Aluminum if at all possible (I did not have a source in the attached game and was only able to buy a Spaceship Factory in the bottleneck late, so all is not lost if you come up empty).
12) Move the parts to the capital and win. This game ended on turn 187. It would have been several turns better if I'd had Aluminum.
Quick note on diplomacy: an anti-Bismarck bloc quickly emerged and it was much better to be a part of it than go it alone. Joining the web of Declarations of Friendship secured the Egypt flank and guaranteed friendly opportunities to buy another DoW on Bismarck if needed. By the time he managed to attack me in the 80's, he was fighting a two-front war and badly mauled. His push was repelled with a couple of lousy swordsmen.
Also, quick note on city placement: Settle bravely. The DoFs let me aggravate Ramesses once early on without real consequences in order to scoop up Ivory and a bunch of Hills, and I grabbed the strong Sugar/Horses city south by Bismarck while his hands were full of Egypt and India. He complained and I told him where to stick it. Then I just backfilled the connecting spots during the second wave - which is actually quite nice, because you tend to hit your GA during that period and you want to get those cities online as fast as possible.