Spaceports? It never gets that far. Other Civs win via Cultural every time. Only done like 3 full games, and every time it was a loss due to Cultural loss. Bombers and tanks? never gets that far.
I guess that's the issue? End game to me is around turn 300, me and others are around the Atomic/Info age, and Germany or someone rolls in with a Cultural win. I've done both the turtle thing and domination thing and this happens every time.
I think you need to start working with a more long term goal plan. Start prioritizing your Civics development by beelining for next form of government (I always play Classic Republic - Merchant Republic - Democracy) This gives you access to more policy card slots, so more simultaneous bonuses. Start actively planning development to hit Eurekas for tech and Civics so as to reduce a lot of research times in half, this will allow you to save a ton of science and time on research. Theoretically, you dont need more than 3 Campuses to win with a science victory. Something to think about is what districts youre building too. I basically never build Holy Sites, Encampments, Entertainment District. But I make sure that I get 2 Campus districts running early with upgraded buildings, 2 Theatre districts with upgraded buildings by mid game. I normally have a commercial hub (or for coastal towns Harbors) in every city. Cash is king and upgrading those finance buildings (Market, Bank, etc.) gets the money flowing, and give you Merchant GP points which translates to more cash, and specialized luxury resources to increase amenities. Its why i dont build entertainment districts, I typically have 2-5 amenities per town just by upgrading resources on map, trading for them, or getting them through Great merchants. Reason i build harbors is that you still get a trade route like Commercial Hub, but you also get a bunch of naval tech eurekas (from the harbor and building associated ships and buildings) that save you research time later on. Then finally, I start building an industrial district for every city by mid to late game.
When I get Early Empire civic card about 50 turns in (50% off production time for settlers) i just crank 4-6 in the next 50 turns, just waiting long enough so as not deplete to many pops from the capital city. So your end game looks like 7-10 cities, you'll add another 2-3 towns after the initial expansion of 4-6 towns either to cockblock your neighbor or just claim unused land nearby you before anyone else does. Almost each city by the late game should have a commercial hub and an industrial district, and 2-3 campuses and 2-3 theatre districts in the empire. If you have the time or spare hammers throughout the game you can build the other districts like Holy Site, Encampment and the associated building to trigger some tech Eureka. I do lots of build improvements on the map (i try to keep almost 1 improvement per pop ratio) so if my city has a population of 10, i want around 7 upgraded tiles (farms, mines, luxuries) for them to work. My traders always take priority in build queues, so I always have a full count of traders generating cash, science and culture. When it comes to city states I always prioritize science and culture based city-states to become suzerains of. I dont try to become a suzerain of every city-state, only key ones. I let everyone else fight over the religious and military city-states. industrial ones are good too if you have some extra envoys to use. Only spend envoys on city-states if you can become a suzerain right away, otherwise just hold them in reserve until you have enough
I keep my armies minimal, no more than 1 unit per city, and always an archer, later on when you upgrade archer to crossbowman, they are extremely effective in defending towns. 2 crossbowmen and a city with walls can hold off a large AI charge for a long time. So I dont spend a lot of hammers there.
I used to be a big Wonder guy, but now I only build if I have production to spare and nothing to spend it on. Great Zimbabwe Wonder is very OP, so if you can get that (plan for it from turn 1 if you have a pasture and flat land near your capital), crank out your trade routes from that city, you can make some major cash. in some cases, an extra 100+ gold per turn
Hope some of this helps. Otherwise I just wasted a lot of time.
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