What to do about a runaway civ

hi
i dont get on here much ...but just reading this thread has given me some great ideas for my nxt campaign .although i am not at the level above i still enjoy the game .
thanks
wayne 101
 
Thanks for that. This is exactly the position I am in my game as the Vikings. I am about 200 turns away from the end and I need to catch up for a Space Race victory. I may try the spam pillage option to take advantage of my naval superiority to slow Genghis Khan down to catch up.
 
Thanks for that. This is exactly the position I am in my game as the Vikings. I am about 200 turns away from the end and I need to catch up for a Space Race victory. I may try the spam pillage option to take advantage of my naval superiority to slow Genghis Khan down to catch up.

I needed about 50 turns for researching all the spacetechs and building that ship. So 200 turns are still plenty of time.

Don't forget to use the spies. I found it great fun to see the effect of what your doing.
 
I needed about 50 turns for researching all the spacetechs and building that ship. So 200 turns are still plenty of time.

Not here. It takes 30 turns to build the engine, even in my best city. It would take me 50 turns just to get the techs.

Biggest thing I learnt here actually is the power of befriending a homicidal maniac who lives safely on a distant continent. I gave Genghis Khan a load of cash and he was more than happy to declare war on Huayan Capac. My spy showed that the moment Khan declared war, Capac turned off all his spaceship production and started on units, thus allowing my pathetic production enough time to catch up building my parts.
 
michelangelo,
you're :evil:!

You bribed peter to declare war on a superior enemy with which you had a defensive pact!
Then you gained mutual struggle relation bonus that covered the diplo penalty from using spies against your "ally"!
Now that's not ethical at all!
:goodjob:

In the same situation, I would have looked for the city producing the biggest part, then sabotaged simple, unguarded improvements there.
It's fun to see the number of turns go up from 20 to 50 :lol:
 
michelangelo,
you're :evil:!

You bribed peter to declare war on a superior enemy with which you had a defensive pact!
Then you gained mutual struggle relation bonus that covered the diplo penalty from using spies against your "ally"!
Now that's not ethical at all!
:goodjob:

I'm deeply ashamed of myself indeed:mischief:. But Peter just wouldn't listen if I cancelled the Defensive pact before I asked him to declare war. I tried to do it the right way;)

But in hindsight I feel insulted by Peter. He just wanted to have a war with me as well, for target practice i guess, and XP-points gathering. I'm not a barbarian!!!:mad: you can bully around.
I guess I thought him a lesson he.:king:
 
My closest win ever involved cyrus in a space race as well i had 7 turns to go on the engine he had 3 on his life support and thats all we both needed to win, I had my gold to max for sabotage production getting around 7k per turn, meaning id get 2 attempts, to delay it per turn, my first was a success, the next 3 failures. I figured I was screwed, no spies no gold and 1 turn till i lose, and still needing 4 turns. So I did the untinkable, declared war and fired 7 nukes into his 32 population city, with almost no millitary. As his countless mech infantry modern armors, plundered my heavily garrisoned cities' mix of riflemen, quechas and other "highly advanced" units from earlier wars, he just simply didnt have enough time to get to my capitol before my spaceship launched, in 1876. (monarch)
 
That's sure a nail-biting experience. Much closer then mine turned out to be. But it could have been if I hadn't used the spies for the first time ever. I wouldn't have known what Cyrus was up to and couldn't have taken the very effective measures I took now to "put thing right". ;)

Maybe next time I'll try nukes, never done that before.
 
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