The new space race

lilnev

King
Joined
Aug 22, 2006
Messages
949
I've finished two space races so far, both using approximately the same order in a mid-sized CE. I thought I'd toss out some observations and thoughts, and solicit those of others.

After Liberalism, Democracy, Astronomy, I beelined Assembly Line. Factories now give much more unhealthiness, but they're still one of the strongest buildings in the game. Then to Railroads for that production boost (and Ironworks). By that point factories and coal plants were finishing, and I was feeling health-limited, so I went to Biology-Medicine for better farms and hospitals. Environmentalism also becomes available, though I didn't feel I needed it. What I did do was decline to hook up Oil (or in one case, give it away to a vassal). All Oil does is allow for certain military units, and it costs 2 health in every city with a factory. I figured I could defend myself with infantry/artillery, and connect it later if I really felt the need.

Now what? I went Physics-Artillery-Rocketry to get Apollo underway. In retrospect, there's no hurry. No space ship parts are available for a long while, so my cities sat around building Wealth or random troops. There's one piece -- the docking bay -- with Satellites (requiring Electricity-Radio), but Casings have been pushed back to Composites (requiring not just Satellites, but also Industrialism-Combustion-Plastics). Instead, I went for laboratories, which have also been pushed back to Superconductors. I chose the Computers route (Electricity-Industrialism-Combustion-Plastics-Radio-Computers-Superconductors) because Computers is eventually needed, whereas Refridgeration is not. This was the period when my cities were largely idle or building junk like public transportation and security bureaus. Would it be better to take the shorter Electricity-Refridgeration-Superconductors route, even though it includes an unnecessary tech and eventual backfilling to Computers?

Anyway, after Superconductors I went to Composites, then Fusion, finishing with Genetics and Ecology as before. That portion felt right, with secondary cities mostly fully employed on labs, thrusters, casings, and the major production cities handling engines plus a few minor parts.

Overall, it's still research-limited rather than production-limited, meaning there's little reason to build less than the maximum number of parts. Likewise, I think the Space Elevator has become even more optional. The whole process does take longer than it used to, but not that much longer.

peace,
lilnev
 
Lilnev's experience was the same as mine. I sort of rushed to get the Apollo program, then realized I couldn't build anything, and for quite a while. I researched all techs, and as spaceship parts became available, began to build them. I built every component, but I could've saved some time by not building some components: building a 2nd engine took 5 turns, but only took off two turns of flight time, so it wasn't worth it. I had plenty of time to build useless stuff in my cities while waiting to build parts.

On a side note, I got a random event where a comet crashed in my lands. My scientists rushed to examine it, giving me +5% spaceship construction with laboratories, and +2:science: per laboratory. The bonuses weren't needed, since I was far ahead in tech and production, but it was still a nice bonus.
 
Wouldn't a comet crashing in your lands be totally devastating in real life? A comet would be have to be pretty big to survive entry through Earth's atmosphere. Isn't that one of the suspected culprits for the dinosaur extinction?

I also fail to see how looking at a big lump of rock and ice would help you build a spaceship to go to Alpha Centauri. Surely if you were building one of those you'd have been able to get a look at one in space which would have less damage from hitting Earth.
 
IIRC, it was a comet fragment. And the text was something like: "your scientists worry that something similar will happen again, and urge you to fund more research into exploring outer space". The comet fragment gave my scientist more incentive to explore outer space.
 
Surely they just need Bruce Willis in a vest or Chuck Norris to avert any future Earth-threatening catastrophe.
 
Overall, it's still research-limited rather than production-limited, meaning there's little reason to build less than the maximum number of parts. Likewise, I think the Space Elevator has become even more optional. The whole process does take longer than it used to, but not that much longer.

I agree 100 percent. I knocked out a space race game thinking I might try to launch with a few missing components but no one else was even building a space ship yet so why not assemble the whole thing? Also I'm glad it shows you exactly how many turns to victory before you launch, based on what is built.

My favorite change to this victory condition is the very cool graphic of watching your ship take off from your capital. And if you zoom out to globe view while it's launching you will still see it soaring. I love that! Although it's completely meaningless to the game.
 
If production is a non-issue, maybe you should try Electricity-Refrigeration-Superconductors before Assembly Line?

I think Assembly Line is too important. It hugely boosts your production and unlocks an unmatched military unit. I think of it as the Bronze Working of its era, high praise indeed.

But I could see putting Superconductors (via Refridge) before Rocketry, or even before Steel-Railroads:

Assembly Line-Physics-Biology-Medicine-Electricity-Refridge-Superconductors-Steel-Railroads-
--Artillery-Rocketry-Radio-Sattelites-Industrialism-Combustion-Plastics-Composites-
--Computers-Fiber Optics-Fission-Fusion-Genetics-Ecology?
(SS techs bolded; I don't have the BtS tree in front of me, so apologies if I've misremembered)

peace,
lilnev
 
Lilnev's experience was the same as mine. I sort of rushed to get the Apollo program, then realized I couldn't build anything, and for quite a while. I researched all techs, and as spaceship parts became available, began to build them. I built every component, but I could've saved some time by not building some components: building a 2nd engine took 5 turns, but only took off two turns of flight time, so it wasn't worth it. I had plenty of time to build useless stuff in my cities while waiting to build parts.

On a side note, I got a random event where a comet crashed in my lands. My scientists rushed to examine it, giving me +5% spaceship construction with laboratories, and +2:science: per laboratory. The bonuses weren't needed, since I was far ahead in tech and production, but it was still a nice bonus.

Random event? I've been playing civ4 since it came out and have never had a 'random' event. Didn't even know they happened. Is it just when you enable space race victory?.............................Mikanius:)
 
They are playing with the Beyond the Sword expansion. Check the BtS thread for all the new content and changes.

nbcman
 
I won last night by launching my ship about 2 turns before the Incas got the Cultural Victory. So an extra engine can come handy sometimes.
Of course I also nuked them back to the stone age to make sure they wouldn't win. :)
 
I think Assembly Line is too important. It hugely boosts your production and unlocks an unmatched military unit. I think of it as the Bronze Working of its era, high praise indeed.

But I could see putting Superconductors (via Refridge) before Rocketry, or even before Steel-Railroads:

Assembly Line-Physics-Biology-Medicine-Electricity-Refridge-Superconductors-Steel-Railroads-
--Artillery-Rocketry-Radio-Sattelites-Industrialism-Combustion-Plastics-Composites-
--Computers-Fiber Optics-Fission-Fusion-Genetics-Ecology?
(SS techs bolded; I don't have the BtS tree in front of me, so apologies if I've misremembered)

peace,
lilnev

uberfish mentioned biology first to get your cities to size 20+ fast. what are your thoughts on that?
 
Back
Top Bottom