Monk,
Frozen pipes have kept from checking in here for a few days, but I see that you have have joined the sub 1000 AD club on your first attempt. I looked over your saves, and even without an earlier connection to Rome and an earlier switch to Democracy, you must have been doing something very right to land in 715. Nice job! After launch, I agree that it is kind of relaxing to tee off on the AI after building some armor.
You may want to give it another go with the start I used for the 241 AD game, as I think it will provide the best chances of breaking the 500 AD barrier, a very tough nut to crack. That start and its SSC site are perfectly suited for early landing attempts, and if you have a number good breaks, as I did while playing my game, I think you'll manage very well.
After another mediocre game with a launch in 800 AD, I have come up with another very good start in a new game, which I am playing now. I am keeping a detailed log this time, and have a good chance in this one to launch before 500 AD if things continue to go well. I am trying a few new ideas, and am trying to make do in this one without establishing a road-rail SSC connection. Instead, I am concentrating more on early trade, even sending some helper caravans off for trades. This game I am trying a mix of 5 helpers and 4 colonies. In the last game, I tried only 4 helpers, but was unable to add scientific wonders to the SSC quickly enough.
One of the toughest transitions, as noted in your comments, is the period between Navigation-Invention and Corporation, because of the low payoffs for any caravans that are delivered. What I have been trying lately, is delaying the research of the Navigation and Invention to get in a few more trades before either cut payments. This gives a number of 1 turn advances during this period whenever a trade can be made. Then, after learning Invention, I get Democracy as quickly as possible, and research to railroad ASAP in order to build Darwin's. This wonder helps speed the way to Corporation, allowing freights and the excellent payoffs they provide.
Another strategy, which you used, is to build Leonardo's, and keep building caravans, since when Corporation comes, they will be converted into freights. If the SSC site and others require a lot of work, the upgrade of settlers to engineers is quite a boon, too, not to mention the upgrades to the fleet and any units that are aquired. It takes a bit longer with this idea to get to Corporation, but once there the advantages of Leonardo's start to really pay off. I will have to try and compare by doing this in a future game.
When to grow the helpers is a tricky issue, as you need a lot of luxuries, but don't want to slow research during the celebration. In my current game, I am delaying this until after I have Automobile, thinking that enough freights will be in place for trades to assist in getting 1 turn advances during the celebration. This way Electronics can be researched in time to extend the effectiveness of colosseums, which are easier to rush when freights are giving good payoffs. This also gives more time to fully develop the SSC, allowing some economy in the use of settlers and engineers. More details will be added when I finish this game.
Frozen pipes have kept from checking in here for a few days, but I see that you have have joined the sub 1000 AD club on your first attempt. I looked over your saves, and even without an earlier connection to Rome and an earlier switch to Democracy, you must have been doing something very right to land in 715. Nice job! After launch, I agree that it is kind of relaxing to tee off on the AI after building some armor.
You may want to give it another go with the start I used for the 241 AD game, as I think it will provide the best chances of breaking the 500 AD barrier, a very tough nut to crack. That start and its SSC site are perfectly suited for early landing attempts, and if you have a number good breaks, as I did while playing my game, I think you'll manage very well.
After another mediocre game with a launch in 800 AD, I have come up with another very good start in a new game, which I am playing now. I am keeping a detailed log this time, and have a good chance in this one to launch before 500 AD if things continue to go well. I am trying a few new ideas, and am trying to make do in this one without establishing a road-rail SSC connection. Instead, I am concentrating more on early trade, even sending some helper caravans off for trades. This game I am trying a mix of 5 helpers and 4 colonies. In the last game, I tried only 4 helpers, but was unable to add scientific wonders to the SSC quickly enough.
One of the toughest transitions, as noted in your comments, is the period between Navigation-Invention and Corporation, because of the low payoffs for any caravans that are delivered. What I have been trying lately, is delaying the research of the Navigation and Invention to get in a few more trades before either cut payments. This gives a number of 1 turn advances during this period whenever a trade can be made. Then, after learning Invention, I get Democracy as quickly as possible, and research to railroad ASAP in order to build Darwin's. This wonder helps speed the way to Corporation, allowing freights and the excellent payoffs they provide.
Another strategy, which you used, is to build Leonardo's, and keep building caravans, since when Corporation comes, they will be converted into freights. If the SSC site and others require a lot of work, the upgrade of settlers to engineers is quite a boon, too, not to mention the upgrades to the fleet and any units that are aquired. It takes a bit longer with this idea to get to Corporation, but once there the advantages of Leonardo's start to really pay off. I will have to try and compare by doing this in a future game.
When to grow the helpers is a tricky issue, as you need a lot of luxuries, but don't want to slow research during the celebration. In my current game, I am delaying this until after I have Automobile, thinking that enough freights will be in place for trades to assist in getting 1 turn advances during the celebration. This way Electronics can be researched in time to extend the effectiveness of colosseums, which are easier to rush when freights are giving good payoffs. This also gives more time to fully develop the SSC, allowing some economy in the use of settlers and engineers. More details will be added when I finish this game.
Comment