Normally, first 2 cities can pre-place a campus (and later commercial hubs). On lower difficulties boost for Nationalism through declaring a war with casus-belli should be possible etc.īefore going for suffrage, i also get Collonialism for envoys.Įxcept for the first (or first two) all other cities should start by making a monument. Civil Engineering is likely to be boosted through capture (you could build a harbour, capture a theater square etc). (Make sure to build 2 markets for Guilds, you will definitely get a Great Merchant for Mercantilism, and 3 Great People in time for Enlightenment. Unless lucky with goody huts, be ready to hard-research Civil Service and Exploration.Īgain, unless lucky with goody huts, normally I do not boost Humanism, Diplomatic Service, Urbanization and Suffrage. If you're lucky you will boost either the Military Tactics (by capturing an Encampment or through barb camps - building an encampment is a no-go for T140, but great for regular T150-160 victories) and Defensive Tactics (barb camp or city state declaring or you, or perhaps even an enemy civ). Make sure to boost Medival Fairies (4 trade routes - see note on districts), Recorded History (2 campus districts), Feudalism (I do this exclusively through capturing cities with farms, and maybe one of my own in capital). Normally that means, hard-researching Games and Recreations. You need to reach Merchant republic as fast as possible. Preferred policies will be Urban Planning (+1 production), 30% for builders and 50% for settlers (for some time). Once Political Philosophy is done, with Gilgamesh you can go for Classical Republic (at this point you do not need the military slot - warcarts do not have upkeep, by now you should have already built all the military you will need for the rest of the game, so even if you've upgraded the slingers to archers -3 gold is ok) (note however, the maybe you want to get Oligarchy for a few turns if you haven't finished the military or you face a tough war). If possible settle the (first or) second city on a luxury and improve at least one luxury. The capital will join as soon as the military is done. Ideally, your second and third/fourth city (the one's you conquered) should now start making settlers. ![]() Conquer, get a boost for State workforce.Īs soon as possible, boost and research Early Empire for Colonisation (50% settlers). At turn 30+ they should have a holy site finished. (I do it exclusively in the capital, 6-8 max).įind a target neighbour civ or city state. Then immediately switch to Maneuver (50% cavalry) and start producing warcarts. Leave it at one turn before completion and finish only when you are done making slingers/warriors. At this point you are likely to get a boost. Next start researching Military Tradition. Finish researching Craftsmanship exactly on the turn the settler is done. Start with a builder/scout or scout/builder (depending on available tiles and how many techs are needed), get inspiration for Craftmanship. Gilgamesh Fast Science Victory - General StrategyĪll early civics need to be boosted for quick Classical Republic (less than 50 turns). Without the above, or with any other civ, a slightly adapted version of the strategy below regulary nets T150-T160 science victory on all difficulties. gorgo or hojo - to capture theater squares and great works of writing) or Kumasi (to reach Suffrage/Democracy before turn 140). ![]() * mid-early religion (see below) (also, this is why this strategy is not suitable for deity). * 2-3 scientific city states (2 is enough with religion). To shave these 10-15 turns and get your victory to T140 and under you also need: This saves a number of turns.Īlso, other civ's require you to build 2 armies, while Sumeria allows you to upgrade warcarts into knights (I always purchase a battering ram too).Įven then, it's not enough. in my last game, urbanization and humanism and countless others) when going for a quick SV. On a large map, this easily translates into a number of inspirations that would otherwise not be possible (e.g. What sets Gilgamesh apart from other civ's is the unique ability to get inspirations/eureka's from barb camps. So my question would be - is there any other civ that can pull a science victory in 140 turns or less? What would be a good strategy? Any ideas? Sadly, this one is not likely to work on higher difficulties. ![]() So far, I've developed one strategy with Gilgamesh that works on lower difficulties (Prince Turn 138 and Emperor Turn 140). ![]() However, at least for me, pushing the victory to 140 turns or below seems to be daunting and situational. With a little bit of practice and lots of forward planning, getting a science victory in 150-160 turns is easily doable, even with weaker civs across all difficulties (including France and Harald, on deity difficulty).
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