I just finished this one, using the old "bare bones" approach.
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AC: 768
Monarchy: --
Republic: -3050
Democracy: -1050
Copernicus -1100
Colossus: -900
Newton: -425
Apollo: 600
Automobile: 80
Computers: 320
Space Flight: 560
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Skipped Monarchy and went right for Republic. Got 4 nomads (one polar) and 2 advanced tribes. Tried the "bait city" gambit. Built four helper cities around Washington and left them all undefended. In 850BC Boston (advance tribe at 56,12) was taken by barbarians. This was the farthest 'bait' and the road to had to be built over many hills, but eventually with rail and Superhighways it provided trade routes worth 30+ arrows.
By 400BC the SSC had all science wonders and improvements and was providing 2 turns/tech with a population of 7. I had 8 other cities, all size 3 or 2. Three of these were on the Russian/Egyptian coast, one was in the German heartland, and the last (polar-nomad founded) was way south of the Carthaginians. I kept a trireme running caravans between the coastal cities and the home continent up until it could be replaced by a transport. This meant that its home city, Chicago, was in and out of disorder every other turn under Democracy.
By 100 AD I had Superhighways in the size12 SSC and was getting 1 turn advances. I was able to maintain this rate with the help of small-bonus caravans until the Research Lab came on-line in the size16 SSC. Then two more 1 turn techs until Flight shut down the Colossus. After that I got a couple more 1 turn advances with SSC freights delivered abroad. Unfortunately, this replaced the high-paying Barb Boston trade routes. So I retook Boston with a Diplo and got another helper city.
Two turn techs slowed the endgame, but my production capacity was extremely low and I needed the time to build freights. In the end I just barely put a minimum ship together by 720 AD and launched without Fusion Power. FP was 2 techs away (behind a junker) and it was faster to launch without waiting for it. So I sold off science improvements, most of my units, and a temple or two. The 48 turn post-launch period was filled with AI skirmishes and one prolonged war. By the time the ship arrived on AC, half of Carthage was under American rule.
Note to Ribannah:
I only had one ally in this game, the Mongols, and they never gifted any gold until very late in the game when they offered me 300 to war on the Germans. I got one other 100 gold gift a few turns later. That was it. So stop whining about MGE.
==============================
AC: 768
Monarchy: --
Republic: -3050
Democracy: -1050
Copernicus -1100
Colossus: -900
Newton: -425
Apollo: 600
Automobile: 80
Computers: 320
Space Flight: 560
==============================
Skipped Monarchy and went right for Republic. Got 4 nomads (one polar) and 2 advanced tribes. Tried the "bait city" gambit. Built four helper cities around Washington and left them all undefended. In 850BC Boston (advance tribe at 56,12) was taken by barbarians. This was the farthest 'bait' and the road to had to be built over many hills, but eventually with rail and Superhighways it provided trade routes worth 30+ arrows.
By 400BC the SSC had all science wonders and improvements and was providing 2 turns/tech with a population of 7. I had 8 other cities, all size 3 or 2. Three of these were on the Russian/Egyptian coast, one was in the German heartland, and the last (polar-nomad founded) was way south of the Carthaginians. I kept a trireme running caravans between the coastal cities and the home continent up until it could be replaced by a transport. This meant that its home city, Chicago, was in and out of disorder every other turn under Democracy.
By 100 AD I had Superhighways in the size12 SSC and was getting 1 turn advances. I was able to maintain this rate with the help of small-bonus caravans until the Research Lab came on-line in the size16 SSC. Then two more 1 turn techs until Flight shut down the Colossus. After that I got a couple more 1 turn advances with SSC freights delivered abroad. Unfortunately, this replaced the high-paying Barb Boston trade routes. So I retook Boston with a Diplo and got another helper city.
Two turn techs slowed the endgame, but my production capacity was extremely low and I needed the time to build freights. In the end I just barely put a minimum ship together by 720 AD and launched without Fusion Power. FP was 2 techs away (behind a junker) and it was faster to launch without waiting for it. So I sold off science improvements, most of my units, and a temple or two. The 48 turn post-launch period was filled with AI skirmishes and one prolonged war. By the time the ship arrived on AC, half of Carthage was under American rule.
Note to Ribannah:
I only had one ally in this game, the Mongols, and they never gifted any gold until very late in the game when they offered me 300 to war on the Germans. I got one other 100 gold gift a few turns later. That was it. So stop whining about MGE.
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