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The Final Countdown

Well, there really wasn't much more to report. Every tech was an easy research in 3 turns at a large surplus in Golden Age - but, amazingly, the AIs still kept pace! I had been wondering whether the minimum science time should be lowered to 2 turns - mathematically, half of the standard time would match the Accelerated Production ratio - but this actually made me decide to keep it at 3. With 3-turn researches, the player would likely not be able to convincingly pull ahead in the modern age, and the game would remain interesting and competitive right up until the end.

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And my opponents were right behind me in the space race.

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Well, except Korea; I reloaded the save afterward to investigate the cities, and it turned out that they'd wound up with Apollo being built in a city pulling only 14 shields per turn, and were still seven turns away from building it when I launched. I can't do a darn thing about that bit of AI weed, though.

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Even faster than War Paint. I think this qualifies as a good snack-size Epic.

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After the fact, I went back and reloaded a few of the saves, and experimented with declaring wars and alliances with the AIs. It did indeed seem that I'd gotten it right in making war impossible - I couldn't think of any way to attack them, and they never attacked me. Also, the AIs would talk to both me and each other for peace eventually, after about 8 turns of being at war. So I was satisfied that the game could handle it if a war did start up.

I then went into the scenario editor to correct some problems: disable privateers, fix a few spots that had been missing sea terrain between coastal and ocean, fix the fact that the French had two irons, and a couple others. I generated a new 4000 BC save, and playtested that one last time up to making contact to verify that nothing had screwed up. It hadn't, so I sent the game off to Sirian and Griselda, and that's where you, the Epics player, came in. Hope you enjoyed it!

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Epics: Twenty-Two | Twenty-Three | Twenty-Four
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