danaphanous
religious fanatic
- Joined
- Sep 6, 2013
- Messages
- 1,501
Hey Everyone! Here's my first super-wide fast science experimental game. I'm almost done with it so I thought I'd share my progress!
A few people didn't think it could be done, so I decided to try my hand at a very wide empire fast science game! This is shaping up to be a sub T270 standard speed science victory with the Celts, full liberty, and 11 founded cities. Settings are huge and emperor difficulty. I'm not claiming this as a record time and I made many mistakes in hindsight. Will post final time when I finish but I'm pretty pleased with the result nonetheless!
As you can see in the screen this is not a particularly good start meaning you can do this without an exceptional starting location. Liberty actually is an especially good choice in these situations if you don't have a rich initial area. Most of my cities are in grassland and I've struggled with production with them as a result. Also there are no good growth or production tiles to jump start my capital, and the map starts you landlocked with little hope of using the coast. All these were fun challenges to overcome. I focused on economy and religion and ended up cash-buying over 50 buildings to keep the empire competitive. Also even though there were mountains only one city spot could really work with them due to the weird way they were off rivers. I chose the rivers over the observatories. Record times with this strategy, a good start, and the Mayans could probably be competitive to fast tradition times and I really believe that seeing the insanity in action on this average map. My science is shooting up every turn and I'm getting an insane chain of scientists here at the end having started running specialists early in all cities.
I'm pretty sure a better player could easily have been sub T250 with this game, I didn't really try that hard to be optimal in the beginning just REXing cities and trying to grab all the land I could then started growing in earnest empire-wide around Turn 120. Probably a bit slow, but it worked out pretty well. I was able to grow at max rate everywhere till the game end due to careful planning ahead with my happiness and some religious choices. (Read fine description)
I have typically been running more than 20 happiness all game due to my religious choices so this could probably be done on a smaller map size, but for proof of concept I did select huge map setting for my test and emperor. AI fell dozens of techs behind so immortal or Deity is probably a more appropriate level for this strategy. I barely got to use RA's as they became almost useless for most of the game.
I chose huge map to ensure I had the space to test a larger empire on science rate independent of war though I still needed to REX fast to forward-settle my neighbors and build a larger then normal military to keep the empire safe but all this is standard for larger empires.
For comparison: on huge map settings tech costs are 130% of baseline (110% on standard) and the science penalty is 2.5% per city as opposed to 5% on standard. This means that if you build 8 or less cities your techs will cost more on a huge map then standard giving you an incentive to build a larger empire to be competitive. You guys can do the math. I chose 11 cities which is comparable to standard. I wanted to see if the fast growth, running early university specialists in all cities, and extra terrain could still result in a fast science finish time. Due to space and differing science penalties I'd recommend 8 cities liberty for a comparable rate on standard sized worlds and I think this is doable on many games if you are aggressive with early settling.

If you guys are interested I can give details about the policy choices, religion, and other decisions I made for this game, read in-detail thoughts here, I may write up what I did as a guid as well as it was quite fun!
Religious Choices:
- Founded near 3 forest for +2 fpt early.
- Chose the pantheon sacred waters as an experiment in aiding early REXing as most of the surrounding city spots could potentially be on rivers. This resulted in an extra 9 happiness from 9/11 cities on water. I REXed cities at this point choosing the forest sites first to make up for not picking a faith pantheon.
- Was the first to found religion and chose tithes and pagodas. The pagoda culture zoomed me through the policies and I had to choose 5 points before Rationalism became available.
- For my enhancers I chose: +2 happiness from temples and itinerant preachers since cities were close-packed on this map. From my early founding the religion swept through the world.
I never produced a single missionary and soon had 25 cities under my control as it spread north into Siam and West into Rome. This allowed all my faith to go into early pagodas empire-wide and then saved from then on for end-game scientists. (Bought 3)
Social policies:
1. liberty opener 2. Republic 3. Collective Rule 4. Citizenship 5. Meritocracy 6. Representation
7. Patronage Opener - Filler
8. Commerce Opener 9. wagon trains - Medieval finally was available
10. Rationalism Opener 11. Secularism 12. Humanism 13. Free Thought - Renaissance finally available
14. Socialist Realism 15. Skyscrapers - Chose my ideology 2 free tenets
16. Worker's Faculties 17. Young Pioneers
I forget my order from here but I remember getting to the +1 science from gold buildings and 33% discount on buildings in commerce then finished rationalism as I was near ending the game if I could faith-buy my 3 scientists. A lot of order, commerce, and rationalism tenets at the end came from free tenets from Kremlin and 2-3 GW bulbs.
Build Order:
I honestly don't remember it well. I know I did get early pyramids and the liberty finisher chose an engineer to hurry Oracle to get a free policy and finish liberty quicker. Even though my plan was to REX I knew it would turn out best if I got 50% reduced settlers for most of it and grew to a decent size for production first so I diverted to Pyramids very early and allowed my city to grow to size 7 before spamming almost constant settlers. This was a little risky but I definitely finished my 10 settlers much, much quicker as a result.
But because I could skip shrine with Celts I probably went:
1. Scout 2. Monument 3. Scout 4. Granary 5. Worker (then stole 1-2 more to supplement) 6. Library 7. Pyramids (with chopping, sub 10 turns if I recall) 8. A bunch of Settlers
Tech Order: pretty uncoordinated in the beginning but more streamlined later. I'm trying to recall but can't remember all my choices. What I'd recommend now after playing once though is:
1. Do whatever it takes to get early faith for religion. Most games this means pottery but for Celts pottery didn't matter. The granary, however did, so I think I still chose piety. 2. probably animal husbandry so I could see horse spots and was hoping one would be in capital as my production was poor. 4. don't remember but probably writing for the cap library before settler spamming. 5. Calendar for connecting up all my silk. 6. Mining for axing forests 7. I had only one campsite near so I probably went masonry since I had marble which I wanted up by pyramids 8. Iron working (to see iron and build the UU for faith) 9. Camping
Here is where it may diverge from a normal game:
Since I was so flush on happiness I sold many early luxes and most of my resources to have enough money to buy buildings around the empire. In the beginning though I bought maybe 3-4 archers to help keep barbs down and discourage rushers that were jealous of my REXing. I kept this up with some pictish from my expos and kept a nice force early game. Shortly after I started saving to cash-buy granaries and libraries in slow cities. This helped my growth and tech rates. At this point you have many new settled cities and you want them to grow as fast as possible all game. There are 3 nearby maritime cities you should've been working on. If you can ally them all early that's a huge growth boost empire-wide. Your internal route options are limited due to being land-locked but I still chose most of them to be food all game. I had one round of gold-trading with Siam when I was briefly behind on tech as they brought in some nice gold and science. I think the most optimal play is to beeline aqueduct tech as quickly as possible and build them all everywhere shortly after the granaries go up. This gets all your little cities growing rapidly. Then following optimal growth go straight for civil service for the big riverside food boost and pick up education. I had saved a stack of gold so I could start buying universities by this point and borrowed a bit from friends to do it even faster in my jungle cities. Workshops are next as your empire is production poor. There are a lot of unique and duplicate luxes so the faster you REX, connect them, and trade the more options you get on early gold or foreign luxes. I was bringing in a lot of foreign gold all game from selling stuff from my large empire. Tithes helped too. After workshops I followed optimal tech pathing beelining each new science tech and saving money so I could buy some immediately. For research labs/factories in particular I borrowed a lot of money and even sold off a few single luxes to friends to buy them all quicker. This usually is hard to pull off on a normal game and large empire but going commerce and order my discounts on buildings were over 66% by this point.
My thoughts after doing this once:
could definitely be improved upon and sub T250 games of this nature are definitely possible if you play a map with a better start, coast, and more mountain sites--this game was not all that great for starting terrain and the capital site was poor. If it was possible to build more banks before the long line of more important buildings started in industrial my economy would have been lots better and I would have had to borrow less money. But borrowing worked due to my high income and massive amount of resources. I also could improve the beginning of the game by beelinig aqueducts. I was not originally going for fast science and kinda wandered about the tech tree too much in the beginning. Once I hit aqueducts and built them and saw my early time reaching universities that was when I decided to try for fast science. Also my growth was so high that on multiple cities even with an extra +2 culture from pagodas I completely outgrew my available useful hexes. This worked ok though as I cash bough specialist buildings not long after and have been going tall in every city since. However, liberty definitely has problems with border growth on these fast games. I had to throw a point in a 2nd tree before medieval rolled around so next time I might throw it into the tradition opener rather then patronage just for the border growth. I chose patronage because I thought I'd get forbidden palace but I missed it by a few turns and did fine so you don't need it. Also, Mayans would be incredibly more OP for this strategy due to their Pyramids. I originally picked Celts for guaranteed religion choices and extra happiness but I haven't even had time to build Ceilidh halls and I've had way, way more happiness then I've needed all game. My strat does rely on a religion but Mayans usually get a good one since pyramids is also +2 faith, esp. REXing like this so they should work well. I may try them next to see if I can match the good Tradition times. If they play similar to this game I bet I can get sub T225 with them, a good start, and 10-12 cities or so
EDIT:
...And victory! Turn 265, 1775 AD! Here's a pic close to the end:
I would like to challenge other players to try to beat my time after reading the strategy I think you'll find this game very unusual and fun from your normal play! I would especially like to see how an optimal time with the 4-city tradition strategy compares here just to see the time difference! This time is enough to beat pretty much any Deity game--I've never seen Sejong be faster--but I know some players get ridiculous finish times!
Unusual things about this start: no good early hammer or growth tiles, no capital mountain, you are completely landlocked with no good coast options too! But plenty of space to expand and choose your expos. Liberty is good for salvaging games like this and creating a strong game out a poor start. It is often underrated because players reroll for good starts instead. In this game in particular I feel that choosing liberty and settling a larger empire actually improved my empire and time, but I'm not a very optimal player so maybe I'm wrong. I would like to see one of the fast SV tradition fellows play it to compare time though as I wonder how many of the sub 220 finish times are purely due to rerolled great starts. This start is a bit more challenging and was quite fun!
A few people didn't think it could be done, so I decided to try my hand at a very wide empire fast science game! This is shaping up to be a sub T270 standard speed science victory with the Celts, full liberty, and 11 founded cities. Settings are huge and emperor difficulty. I'm not claiming this as a record time and I made many mistakes in hindsight. Will post final time when I finish but I'm pretty pleased with the result nonetheless!
As you can see in the screen this is not a particularly good start meaning you can do this without an exceptional starting location. Liberty actually is an especially good choice in these situations if you don't have a rich initial area. Most of my cities are in grassland and I've struggled with production with them as a result. Also there are no good growth or production tiles to jump start my capital, and the map starts you landlocked with little hope of using the coast. All these were fun challenges to overcome. I focused on economy and religion and ended up cash-buying over 50 buildings to keep the empire competitive. Also even though there were mountains only one city spot could really work with them due to the weird way they were off rivers. I chose the rivers over the observatories. Record times with this strategy, a good start, and the Mayans could probably be competitive to fast tradition times and I really believe that seeing the insanity in action on this average map. My science is shooting up every turn and I'm getting an insane chain of scientists here at the end having started running specialists early in all cities.
I'm pretty sure a better player could easily have been sub T250 with this game, I didn't really try that hard to be optimal in the beginning just REXing cities and trying to grab all the land I could then started growing in earnest empire-wide around Turn 120. Probably a bit slow, but it worked out pretty well. I was able to grow at max rate everywhere till the game end due to careful planning ahead with my happiness and some religious choices. (Read fine description)
I have typically been running more than 20 happiness all game due to my religious choices so this could probably be done on a smaller map size, but for proof of concept I did select huge map setting for my test and emperor. AI fell dozens of techs behind so immortal or Deity is probably a more appropriate level for this strategy. I barely got to use RA's as they became almost useless for most of the game.
I chose huge map to ensure I had the space to test a larger empire on science rate independent of war though I still needed to REX fast to forward-settle my neighbors and build a larger then normal military to keep the empire safe but all this is standard for larger empires.
For comparison: on huge map settings tech costs are 130% of baseline (110% on standard) and the science penalty is 2.5% per city as opposed to 5% on standard. This means that if you build 8 or less cities your techs will cost more on a huge map then standard giving you an incentive to build a larger empire to be competitive. You guys can do the math. I chose 11 cities which is comparable to standard. I wanted to see if the fast growth, running early university specialists in all cities, and extra terrain could still result in a fast science finish time. Due to space and differing science penalties I'd recommend 8 cities liberty for a comparable rate on standard sized worlds and I think this is doable on many games if you are aggressive with early settling.

If you guys are interested I can give details about the policy choices, religion, and other decisions I made for this game, read in-detail thoughts here, I may write up what I did as a guid as well as it was quite fun!
Spoiler :
Religious Choices:
- Founded near 3 forest for +2 fpt early.
- Chose the pantheon sacred waters as an experiment in aiding early REXing as most of the surrounding city spots could potentially be on rivers. This resulted in an extra 9 happiness from 9/11 cities on water. I REXed cities at this point choosing the forest sites first to make up for not picking a faith pantheon.
- Was the first to found religion and chose tithes and pagodas. The pagoda culture zoomed me through the policies and I had to choose 5 points before Rationalism became available.
- For my enhancers I chose: +2 happiness from temples and itinerant preachers since cities were close-packed on this map. From my early founding the religion swept through the world.
I never produced a single missionary and soon had 25 cities under my control as it spread north into Siam and West into Rome. This allowed all my faith to go into early pagodas empire-wide and then saved from then on for end-game scientists. (Bought 3)
Social policies:
1. liberty opener 2. Republic 3. Collective Rule 4. Citizenship 5. Meritocracy 6. Representation
7. Patronage Opener - Filler
8. Commerce Opener 9. wagon trains - Medieval finally was available
10. Rationalism Opener 11. Secularism 12. Humanism 13. Free Thought - Renaissance finally available
14. Socialist Realism 15. Skyscrapers - Chose my ideology 2 free tenets
16. Worker's Faculties 17. Young Pioneers
I forget my order from here but I remember getting to the +1 science from gold buildings and 33% discount on buildings in commerce then finished rationalism as I was near ending the game if I could faith-buy my 3 scientists. A lot of order, commerce, and rationalism tenets at the end came from free tenets from Kremlin and 2-3 GW bulbs.
Build Order:
I honestly don't remember it well. I know I did get early pyramids and the liberty finisher chose an engineer to hurry Oracle to get a free policy and finish liberty quicker. Even though my plan was to REX I knew it would turn out best if I got 50% reduced settlers for most of it and grew to a decent size for production first so I diverted to Pyramids very early and allowed my city to grow to size 7 before spamming almost constant settlers. This was a little risky but I definitely finished my 10 settlers much, much quicker as a result.
But because I could skip shrine with Celts I probably went:
1. Scout 2. Monument 3. Scout 4. Granary 5. Worker (then stole 1-2 more to supplement) 6. Library 7. Pyramids (with chopping, sub 10 turns if I recall) 8. A bunch of Settlers
Tech Order: pretty uncoordinated in the beginning but more streamlined later. I'm trying to recall but can't remember all my choices. What I'd recommend now after playing once though is:
1. Do whatever it takes to get early faith for religion. Most games this means pottery but for Celts pottery didn't matter. The granary, however did, so I think I still chose piety. 2. probably animal husbandry so I could see horse spots and was hoping one would be in capital as my production was poor. 4. don't remember but probably writing for the cap library before settler spamming. 5. Calendar for connecting up all my silk. 6. Mining for axing forests 7. I had only one campsite near so I probably went masonry since I had marble which I wanted up by pyramids 8. Iron working (to see iron and build the UU for faith) 9. Camping
Here is where it may diverge from a normal game:
Since I was so flush on happiness I sold many early luxes and most of my resources to have enough money to buy buildings around the empire. In the beginning though I bought maybe 3-4 archers to help keep barbs down and discourage rushers that were jealous of my REXing. I kept this up with some pictish from my expos and kept a nice force early game. Shortly after I started saving to cash-buy granaries and libraries in slow cities. This helped my growth and tech rates. At this point you have many new settled cities and you want them to grow as fast as possible all game. There are 3 nearby maritime cities you should've been working on. If you can ally them all early that's a huge growth boost empire-wide. Your internal route options are limited due to being land-locked but I still chose most of them to be food all game. I had one round of gold-trading with Siam when I was briefly behind on tech as they brought in some nice gold and science. I think the most optimal play is to beeline aqueduct tech as quickly as possible and build them all everywhere shortly after the granaries go up. This gets all your little cities growing rapidly. Then following optimal growth go straight for civil service for the big riverside food boost and pick up education. I had saved a stack of gold so I could start buying universities by this point and borrowed a bit from friends to do it even faster in my jungle cities. Workshops are next as your empire is production poor. There are a lot of unique and duplicate luxes so the faster you REX, connect them, and trade the more options you get on early gold or foreign luxes. I was bringing in a lot of foreign gold all game from selling stuff from my large empire. Tithes helped too. After workshops I followed optimal tech pathing beelining each new science tech and saving money so I could buy some immediately. For research labs/factories in particular I borrowed a lot of money and even sold off a few single luxes to friends to buy them all quicker. This usually is hard to pull off on a normal game and large empire but going commerce and order my discounts on buildings were over 66% by this point.
My thoughts after doing this once:
could definitely be improved upon and sub T250 games of this nature are definitely possible if you play a map with a better start, coast, and more mountain sites--this game was not all that great for starting terrain and the capital site was poor. If it was possible to build more banks before the long line of more important buildings started in industrial my economy would have been lots better and I would have had to borrow less money. But borrowing worked due to my high income and massive amount of resources. I also could improve the beginning of the game by beelinig aqueducts. I was not originally going for fast science and kinda wandered about the tech tree too much in the beginning. Once I hit aqueducts and built them and saw my early time reaching universities that was when I decided to try for fast science. Also my growth was so high that on multiple cities even with an extra +2 culture from pagodas I completely outgrew my available useful hexes. This worked ok though as I cash bough specialist buildings not long after and have been going tall in every city since. However, liberty definitely has problems with border growth on these fast games. I had to throw a point in a 2nd tree before medieval rolled around so next time I might throw it into the tradition opener rather then patronage just for the border growth. I chose patronage because I thought I'd get forbidden palace but I missed it by a few turns and did fine so you don't need it. Also, Mayans would be incredibly more OP for this strategy due to their Pyramids. I originally picked Celts for guaranteed religion choices and extra happiness but I haven't even had time to build Ceilidh halls and I've had way, way more happiness then I've needed all game. My strat does rely on a religion but Mayans usually get a good one since pyramids is also +2 faith, esp. REXing like this so they should work well. I may try them next to see if I can match the good Tradition times. If they play similar to this game I bet I can get sub T225 with them, a good start, and 10-12 cities or so
EDIT:
...And victory! Turn 265, 1775 AD! Here's a pic close to the end:
Spoiler :

I would like to challenge other players to try to beat my time after reading the strategy I think you'll find this game very unusual and fun from your normal play! I would especially like to see how an optimal time with the 4-city tradition strategy compares here just to see the time difference! This time is enough to beat pretty much any Deity game--I've never seen Sejong be faster--but I know some players get ridiculous finish times!

Unusual things about this start: no good early hammer or growth tiles, no capital mountain, you are completely landlocked with no good coast options too! But plenty of space to expand and choose your expos. Liberty is good for salvaging games like this and creating a strong game out a poor start. It is often underrated because players reroll for good starts instead. In this game in particular I feel that choosing liberty and settling a larger empire actually improved my empire and time, but I'm not a very optimal player so maybe I'm wrong. I would like to see one of the fast SV tradition fellows play it to compare time though as I wonder how many of the sub 220 finish times are purely due to rerolled great starts. This start is a bit more challenging and was quite fun!
