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Adventure 4 - Zeviz's Report

Zeviz, thanks for posting those screenshots. Those last couple ones were real informative; I didn't realize just how valuable having all your cities run Wealth at the end of the game could be! That would have been more useful than having my cities on largely irrelevant builds at the end (as I did). Once again, I've learned quite a few things from reading the reports in this competition. Your game and uberfish's were both extremely well played, and I believe I picked up some things from both. smile

Sirian Wrote:Always the bridesmaid. [Image: lol.gif]

You are steadier than me, though. I have two middle-of-the-pack finishes, and one win, while you have three top tier finishes, but no wins.

Aye. You seemed to have major issues with the barbs in this game and Adventure One! crazyeye
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Wow - great show. I too fueled late game 100% research via tech sales to the AI (as well as building wall street fueled wealth in my capital for much of the last 200 turns) and had research down to 4 turns on fusion, but was late getting there due to taking 16 turns to research currency, and 14 on calendar, I think. The no tech-trading/building research really bit me at the place where I usually rely on it most.

Early astronomy is big too, I think, to open up the ocean trading. I was reluctant to kill my Colossus that had saved me from tech hell. Should have built more cottages instead of saving the FP's for water mills.
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Sullla Wrote:I didn't realize just how valuable having all your cities run Wealth at the end of the game could be! That would have been more useful than having my cities on largely irrelevant builds at the end (as I did).

"Fastest Finish" games are subject to the same kinds of distortions as "High Score" games. (This is not news. T-hawk, I'm sure, could spin our heads with some as-yet undiscovered maneuvers to speed things along. Although some of the strategies employed in this game are indeed very clever.)

The selling of techs, the propping up of AIs so they can get you some discounts or extra tech trades. Even the right war at the right time to expand your territory and your economic base -- you have to do it in a way that the net benefit exceeds the net cost. "Bigger is usually better but you'd better be smart."

Running Wealth has its limits, too. If you push too far, you may be attacked and not have the force to deal with it. How much force do you need? Well, none, if you don't ever get declared on, as Kylearan has proven.


You and I, Sulla, prefer to keep the AI down a bit more. That's not the ticket in a space race on the clock. If there are six or eight guys running gambits while you play it safe, one or two are bound to strike it rich and jump past you. On the other hand, if the Oracle pops before the Civil Service jump can be made, or somebody's almost-built Pyramids turn in to a pile of cash, or the AIs bring a meaningful late-game war to someone running thin on military, then what? Playing it safe has its up sides.


Fastest Finish won't always be the benchmark. For other goals, for other variants, the optimal gameplay will differ. Plus, winning isn't everything. There are some variables, such as the dates differing on when the AIs finish the Oracle or Pyramids, reach Alphabet, etc. Barb cities pop up in different places. AIs decide to prioritize different techs, religions, etc. Player strengths match up differently with different leader traits, map scripts, etc.

It's too bad you didn't play Adventure Three. 8)

Also, don't think you've heard the end of scouting-related commentary. wink


- Sirian
Fortune favors the bold.
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Congrats on an excellent finishing date! Very well done. Not quite all peaceful builder, though.

Arathorn
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