Jesuit Education works just slightly too slow because you're not allowed to store more faith than the cost of the next prophet, and only that 500 or 800 isn't enough for all the Jesuit universities right away. It beat Jesuit Education because you can buy all the universities right away. It surprised me, but the early Mercantilism plan actually turned out to gain the most turns. To get the ten settlers and workers required clearing the entire map of ~70 ruins, which took until around turn 50, fatally slower than the Shoshone who could pop and plant all the settlers in half that time. It turned out that this was possible, but too slow. I hoped that some retrying could eventually get Poland enough settlers and workers from ruins. Poland's freebies could account for both Consulates and the Jesuits, then later (after Rationalism) catch up on Mercantilism as well. All of the above, by using Poland instead.Use the cash discount to buy the universities, with money saved from city-states and tributes and Initiation Rites. After the Liberty opening, save the next three policies until the medieval era to go straight up to Mercantilism. Five policies into Piety meant that this plan delayed some of Rationalism, sacrificed Mercantilism which made affording the spaceship parts difficult, and also couldn't reach the Liberty finisher scientist. It worked pretty well but the problem as always was the heavy opportunity cost. That looked like the obvious solution to the situation of spare social policies and a need to acquire the science buildings quickly. But Settler-Shoshone consistently reach Education before turn 60, too soon to have gained any significant size. That's great on medium difficulty when Education comes around turn 90 after forty turns of maritime food. #BRAVE NEW WORLD CIV 5 INTRO FULL#Consulates reaches full power only around turn 50 it's ~30 turns to reach the classical era plus 20 to tick up the resting influence. But I found that Settler difficulty goes too fast. I wanted to grow the cities with maritime food and use their increased size to build the universities quickly. This is always fun and my most standout games on normal settings involved Patronage. I actually played but didn't finish or report quite a number of games. With no compelling must-do path after the top half of Liberty, that opens up quite a number of possibilities on different ways to go.Īnd I had to try them all. Meritocracy is also superfluous with the anger discount for low difficulty, and Collective Rule is superseded by the Shoshone popping settlers from ruins. So I really wanted to open Liberty-Republic-Citizenship.īut the lower half of Liberty is also blanked by this game setup. And I missed the quietly strong frontloading of Republic. Without Citizenship and the Pyramids, making road connections took an incredibly long time, didn't happen until after public schools. But with that rendered unnecessary, Tradition felt like it wasn't doing enough overall.Īnd the biggest deficiency in that game was worker labor. The tree's strength besides the finisher is the happiness components of Monarchy and Aristocracy. But the happiness crutch meant that Tradition's full power wasn't really being utilized. The key point I hadn't known about Settler was how incredibly much you get to cheat on happiness, as detailed in that previous report. I learned a lot about the lowest difficulty in my previous game, and saw a new plan that could do better. This is with the Shoshone on the lowest difficulty of Settler, on a map rigged with only one AI opponent and maximum city-states. Here comes one more report of a fast science victory.
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