TSG6 - Game in Progress

Someone ought to tell the AI this isn't allowed... :rolleyes:
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For the record, towns can't bombard each other!
 

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Part 3: Space Parts

Spoiler :


- trade for Coal to put out Factory

- made a mistake, noticing Military CS spawning Pikes and Spearman; tech Rifleman
Spoiler :

TSG6P3-01-RifleBacktrack.jpg




- tech rate pre Research Lab @ 487
Spoiler :

TSG6P3-02-PreResearchLab-1.jpg



- Post Research Lab @ 611
Spoiler :

- also used GE to rushed Wonder
TSG6P3-03-GERush.jpg



- Uranium Avail for Nuclear Plant
Spoiler :

TSG6P3-04-UraniumAvail.jpg



- remembered to Check for it, but forgot to Trade for it @@
Spoiler :

- had to waste my GArtist for it
TSG6P3-05-WasteGA.jpg



- trade for Aluminium for the Space Part Factory
Spoiler :

TSG6P3-06-TradeForAluminum.jpg



- got DOWed simultaneously by 3 civs
Spoiler :

- after checking Demographics, decided to buy Monty as Ally
TSG6P3-07-BuyWarAlly.jpg


- didn't need science boost, so used SP on Oligarchy
TSG6P3-14-Oligarchy.jpg




- loosing City States like no tomorrow; luckily research doesn't matter anymore
Spoiler :

- also taking out Jap Cities on my continent, securing path for the Booster @ Novgorod
TSG6P3-08-LoosingCityStates.jpg



- Space Parts finish in 8 Turns
Spoiler :

TSG6P3-09-FinishingParts8Turns.jpg




- Meaningless Tech
Spoiler :

TSG6P3-11-MeaninglessTech.jpg



- End Game Demographics + Lift Off
Spoiler :

TSG6P3-12-EndGameDemographics.jpg


TSG6P3-12-Relationship.jpg


TSG6P3-13-LiftOff.jpg





 
Thanks for an illustrative write-up, Airey. :goodjob:
 
Wow Airey your space victory was great, I may have to go back and re-try this one again later. I was nowhere *near* your progress around 250; I definitely want to review your save and see where I screwed up!
 
@ iamflatline

Spoiler :

Unfortunately, I wasn't planning on doing this, so don't have the midgame saves for you. Played the whole thing in 1 session, only have the autosave and the end save after victory's "1 more turn."

Some ideas for you about my game:

- Capital always max grow; lock horse tile (2F/1H) - fully leverage NC multiplier
- prioritize civil service/fertilizer/bio/penicillin
- was too busy with builds, didn't have time to build granary/windmill @ my cap

- satellite cities are mainly to grab additional resource to finance CS buys.
- to grow into happy cap to delay 1st happy golden age
- defensive war is always easier to fight, thus 3 cities on starting continent is enough, also easier to defend

- Patronage line to
- help with research; 1/3 of my total research all game long
- not having too many cities, lowering my score while researching fast was what's needed to avoid early DOWs, I didn't have to build military until midgame frigates (2).
- deny AI of city state bonus; player gain 1, AI loose 1, net difference of 2
- one of the benefit over RA is no math calculation req :lol: :blush:
- seriously though, if AI declares war, part of their force will have to go to CStates.
- need to buy Ally earlier than AI does (reduced cost for the player)
- personally I prefer the patronage line over RA because it allows for more flexibility, for unexpected DOWs for example, need to change tech direction. Can't do so if fixed in a RA combo/gambit.



 
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