King Ralph
Chieftain
I played through a techno-industrial win as my second game, simply because that has always been my favorite way to win in Civ since the original. Small, continents, Greece, Prince on a AMD "Nile" laptop (low power CPU, integrated gfx).
I did not see the dogpile that you described, partially because of how I played the diplomatic game with the other major civs in the midgame. I always aggressively spent money on research agreements, whenever the other guy had the cash, even to the point of paying them 50-150 extra for the priv. There were 3 to 5 RA's in place almost continuously after Phil. I always offered to swap luxuries with everyone that had a spare. Maintained only 2x maritime and 1x (later 2x) cultural agreements, since most of my free cash was spent on research agreements. I maintained a military just barely large enough to not appear ripe for invasion. Also, I slowly watched the world divide into two factions, and I made DoF's with the stronger one. Despite an overwhelming military advantage, the AI did not manage to actually kill the weaker faction. The very strong friendship, forged by having common friendships within the faction, and a long history of beneficial trade meant that their attitudes barely changed at all towards me.
The theory on the aggressive research agreements was that I would simply make more of them than the other AI's would, and thus get an advantage by neutrality. By the end of the game, I was 1 era ahead of the next closest AI, and 2 eras ahead of everyone else. By beelining the Apollo program, I was able to build up the needed industry and tech in parallel with the spaceship itself. I think I finished future tech 1 the exact same turn that the last spaceship part was completed.
Even still, it was too easy and too long at the end. I had to resist the temptation to DoW everyone on the planet with my vastly more advanced weaponry. Even getting to space in the early 1900's, I think that my tech game wasn't well optimized. Proper specialist management could probably wind the clock back another 50 years or so, but I don't see the point. Its just too easy.
I did not see the dogpile that you described, partially because of how I played the diplomatic game with the other major civs in the midgame. I always aggressively spent money on research agreements, whenever the other guy had the cash, even to the point of paying them 50-150 extra for the priv. There were 3 to 5 RA's in place almost continuously after Phil. I always offered to swap luxuries with everyone that had a spare. Maintained only 2x maritime and 1x (later 2x) cultural agreements, since most of my free cash was spent on research agreements. I maintained a military just barely large enough to not appear ripe for invasion. Also, I slowly watched the world divide into two factions, and I made DoF's with the stronger one. Despite an overwhelming military advantage, the AI did not manage to actually kill the weaker faction. The very strong friendship, forged by having common friendships within the faction, and a long history of beneficial trade meant that their attitudes barely changed at all towards me.
The theory on the aggressive research agreements was that I would simply make more of them than the other AI's would, and thus get an advantage by neutrality. By the end of the game, I was 1 era ahead of the next closest AI, and 2 eras ahead of everyone else. By beelining the Apollo program, I was able to build up the needed industry and tech in parallel with the spaceship itself. I think I finished future tech 1 the exact same turn that the last spaceship part was completed.
Even still, it was too easy and too long at the end. I had to resist the temptation to DoW everyone on the planet with my vastly more advanced weaponry. Even getting to space in the early 1900's, I think that my tech game wasn't well optimized. Proper specialist management could probably wind the clock back another 50 years or so, but I don't see the point. Its just too easy.