Test-Chile
Lekmap v5.2\LekmapPangaeaFractalv5.2.lua · WORLDSIZE_TINY · GAMESPEED_QUICK · max turns: 330
150 turns played
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Outcome
Vietnam inferred leader in progress
Final Standings
- Vietnam
- Chile
- Iroquois
- Bolivia
Capital Distances
Strategy Report
Test-Chile Strategy Report
Final Standings
The game is in progress (no winner declared). Current score ranking at turn 150:
- Vietnam — 1,413 points (score leader)
- Chile — 1,408 points
- Iroquois — 1,286 points
- Bolivia — 1,220 points
Per-Player Strategic Verdict
Vietnam
Vietnam entered turn 150 as the score leader by 5 points over Chile, but the numbers behind that score tell a more decisive story. With 38 techs against Chile's 42, Vietnam trails in raw technology — but its tech cost multiplier (1.4, identical to Iroquois) is notably more favorable than it would be for a civ with nine cities were it not already at 1.4. More importantly, Vietnam's army is the dominant military force on the map. Its army power of 2,442 — the highest of any civilization — is backed by the strongest power-per-unit ratio at 84.2, matching Chile's 84.6 almost exactly but across 29 units versus Chile's 26. Vietnam also holds a gold-per-turn advantage (+11.09 vs. Chile's +211.07, though Chile's raw surplus is far larger) and has been expanding steadily: nine cities founded organically by turn 144, with mean spacing of 4.1 hexes — a dense, wide empire that reached elongation of 2.03, strung along what appears to be a connected landmass. Vietnam's religion (Protestantism, founded turn 64) benefited from Devout Performers (+1 culture from Colosseums/Circuses, +5 happiness and +4 culture from Circus Maximus) and Dawah (+3 culture, +4 faith from Palace), supplementing its cultural output. A dangerous unhappiness period running from turn 143 through 150 (−6 happiness at the last checkpoint) risks stalling population growth and imposing a combat penalty — a real vulnerability heading into the endgame. Still, Vietnam's second-half score snowball (turns 123–141) and its army's composition suggest it is the most credible domination or score-victory contender.
Chile
Chile — the human player — executed perhaps the most technically impressive economic and cultural game of any civilization, yet sits second in score and faces a genuine threat from Vietnam's military. The core of Chile's strategy was a three-city tall empire (mean spacing 6.7 hexes with only three cities, policy cost multiplier locked at 1.2 throughout), which kept technology and policy costs low throughout the game. Its science output of 254.76 at turn 150, against a tech cost multiplier of only 1.1, is the highest effective research rate of any civilization in the game, reflected in 42 techs — ahead of Vietnam's 38, Iroquois's 35, and Bolivia's 29. Chile led every era transition from the Renaissance onward, reaching the Modern Era at turn 140, first among all civilizations. Its wonder haul is extraordinary: 20 world wonders by turn 150, including Stonehenge (turn 39), Great Lighthouse (turn 45), Great Library (turn 61), Hagia Sophia (turn 81), Oracle (turn 95), Terracotta Army (turn 98), Leaning Tower (turn 115), Sistine Chapel (turn 123), Taj Mahal (turn 124), and Eiffel Tower (turn 147), among many others. The Aristocracy policy's +15% production bonus toward wonders and the Tradition finisher's effects supported this pace. Chile's gold economy is exceptional: 886 gold in reserve at turn 150 with +211 gold per turn, fueled in part by the Exploration branch policies (Maritime Infrastructure, Colonialism, Naval Tradition, Economic Union) and Theocracy. Happiness reached 54 at turn 150, a remarkable cushion. Chile's religion (Confucianism, founded at turn 149 — the last of all four) picked up strong beliefs: Synagogues (+2 faith, +1 production and culture, +15% production toward buildings), Salat (+4 production from Palace), and the Apostolic Palace reformation belief (+5 food, production, science, gold, culture and faith from the Grand Temple), but arrived too late to generate meaningful religious gameplay in the period covered. The critical weakness is military: 2,199 army power and only three cities mean Chile cannot easily threaten anyone and had no territory to gain from wars. Its two wars with Vietnam (attacker at turn 57, then defender at turn 140) both ended without city captures and the second war cost Chile a net three units. Chile's Chile UA — infantry and gunpowder unit penalty to adjacent naval units — has not visibly paid off in this land-heavy game. Chile is best positioned for a science or culture/diplomatic victory if the game extends; it is not a credible domination threat with three cities.
Iroquois
Iroquois ran a wide Liberty empire of ten cities by turn 142, including a very elongated final layout (span 31, elongation 2.41 — the most strung-out empire on the map). Tech count reached only 35 by turn 150, behind Vietnam and Chile, with a tech cost multiplier of 1.45 and science of 181.95, giving it the weakest effective research rate of the three leading civs. Policy pace similarly lagged, with 14 policies adopted against Chile's 23, despite equivalent or larger city counts producing higher policy costs. The Iroquois Great Warpath ability — free road movement through friendly forests and jungles — aided early expansion but did not translate into a decisive advantage visible in the metrics. Bolivia attacked Iroquois twice (turns 71 and 120–130), and Iroquois successfully defended both times (killing 6 then 10 units at the cost of 1 then 4), but the second war produced an extended unhappiness period (turns 120–133, then again 143–150) that suppressed growth and imposed combat penalties. Iroquois founded Buddhism late (turn 111), with Liturgical Drama and Zakat as follower beliefs, but religion did not define its arc. Sitting third in score with an army power of 1,736 and a large but strung-out empire, Iroquois is unlikely to threaten for victory and faces pressure from all sides.
Bolivia
Bolivia presents a paradox: the most powerful army on paper at army power 4,031 and power-per-unit of 118.6 (far ahead of any rival), yet last in score at 1,220 and only 29 techs — the fewest of any civilization, and a gap that cost multiplier cannot explain away. Bolivia's Honor branch (adopted turn 54) provided Warrior Code (free warriors, gold on kill) and Discipline (+100% production toward Heroic Epic, +50% XP for non-air units), but Bolivia attacked Iroquois twice and lost units in net terms (−6 in the first war, −6 in the second). Its Rationalism branch (adopted turn 124) and single policy adopted within it (Sovereignty, turn 144) came too late to close the tech gap. Bolivia's tech path skewed heavily toward military and resource unlocks rather than breadth — reaching Gunpowder (turn 101), Chemistry (turn 116), and Fertilizer (turn 138) while lacking Writing until turn 139 and Philosophy until turn 144, meaning it missed an entire economic stratum that its rivals built on for over a hundred turns. The Bolivia UA (Revolución Nacional) rewards spending Great Artists and Writers on Mine yields — a long-term economic tool — but Bolivia generated only three great people total through turn 150, limiting this benefit. Bolivia's army power surge (from 1,376 to 2,165 between turns 124–126) was dramatic, and its gold income briefly reached 338 at turn 100, but by turn 150 it was spending −29.57 gold per turn to sustain 34 military units. Sitting last in score with the game's lowest tech count, Bolivia's military strength has not converted into any territorial or economic advantage.
Key Moments
Chile attacks Vietnam (turn 57–64). Chile declared war on Vietnam while simultaneously triggering wars with Bolivia and Iroquois through the cascade of city-state allies (Maseru declared on Vietnam; Chile also attacked Bolivia and Iroquois directly; Harappa and Baku declared on Chile). Chile killed one Vietnamese unit and lost none to Vietnam directly, but a spike at turn 63 shows Chile lost three units — the combined toll of fighting on multiple fronts simultaneously. The wars ended without city captures on any side. The significance here is that Chile's aggression at turn 57 coincided with its Tradition finisher (completed turn 57), suggesting Chile was using a military window before pivoting hard to infrastructure. Despite the multi-front exposure, Chile's economic snowball in science (turns 55–71) and culture (turns 48–64) continued uninterrupted.
Vietnam founds the first religion (turn 64). Vietnam's Protestantism, with Goddess of Protection (faith and culture from Walls, +50% city bombardment), Devout Performers (+5 happiness, +4 culture from Circus Maximus), and Dawah (+3 culture, +4 faith from Palace) as founding beliefs, established an early faith and culture foundation that Chile and Bolivia did not match until much later. The enhancement at turn 79 added Followers of the Refined Crafts (+1 culture, +2 gold and faith from Mints, Gem Cutters, Breweries, etc.) and Disciples (+2 gold and culture from great person tile improvements). Vietnam's religion was the only one with a meaningful early window of establishment, which contributed to its culture and score snowball.
Bolivia's two wars against Iroquois (turns 71–77 and 120–130). Bolivia attacked Iroquois both times and lost the exchange on units both times: −6 and −6 net Bolivia losses versus +6 and +6 Iroquois defensive kills. The second war was the more consequential: it ran for ten turns and triggered the Cahokia city-state to attack Iroquois simultaneously. For Iroquois, the second war produced the most damaging unhappiness period in the data — turns 120–133, thirteen consecutive turns at negative happiness — which stalled population growth and applied a combat penalty across the empire during a critical mid-game expansion phase. Bolivia's net unit expenditure in these wars produced no cities and weakened both sides' trajectories.
Score leadership changes from Chile to Vietnam (turn 136). Chile had led in score from at least the turn-58 snowball through turn 135. Vietnam's score snowball (turns 123–141) closed and then erased that lead. This coincided with Vietnam founding two new cities (turns 120 and 121), surging army power (multiple swings from turn 121 through 133), and reaching the Industrial Era at turn 141. The crossover was the single most significant momentum event of the game.
Vietnam attacks Chile (turn 140–146). Vietnam declared war on Chile at turn 140, simultaneously triggering wars from Harappa, Baku, and Port-au-Prince on Vietnam as Chile's city-state allies joined. The unit-loss spikes were severe for Vietnam: 7 units at turn 140, 4 at turn 141, 3 at turn 142, 3 more at turn 144 — 17+ units across six turns — against Chile's losses of 4 at turn 140 and 3 at turn 142. Despite this, neither side captured a city, and Chile's army power surged from 979 to 2,157 between turns 143–144 (a +120% swing, the largest in the game), suggesting a mass purchase or upgrade using Chile's gold reserve. Vietnam endured its unhappiness period (−6 at turn 143–150) through this war. The war ended without territorial change at turn 146, leaving both sides weakened but Chile with a significantly rebuilt army and an enormous gold reserve still intact.
Chile founds Confucianism and receives the Apostolic Palace belief (turns 149–150). Chile finally founded a religion at turn 149, the last of all four civilizations to do so. It received three prophets simultaneously at turn 149 — likely from accumulated faith — and enhanced and added a reformation belief (Apostolic Palace: +5 food, production, science, gold, culture and faith from the Grand Temple) all within two turns. The Synagogues follower belief (+15% production toward buildings) and Salat (+4 production from Palace) are strong long-term economic beliefs, but with the game already at turn 150 of 330 and Chile having no established religion infrastructure, this founding delivers its benefits too late to reshape Chile's trajectory in the near term.
Decisive Decisions
Chile adopting Tradition from turn 11 and holding exactly three cities. The decision to stay at three cities with mean spacing of 6.7 hexes was the single most consequential strategic choice in the game. It locked Chile's tech cost multiplier at 1.1 and policy cost multiplier at 1.2 for the entire game, enabling it to research faster per unit of science than any rival and adopt policies at the lowest cost. Every wonder Chile built, every era it led, and its 42-tech lead all flow from this decision. The tradeoff — no territorial leverage, no ability to win through domination — is equally decisive.
Vietnam adopting Liberty (turn 6) then pivoting to Tradition at turn 111. Vietnam opened with Liberty, expanding to three cities by turn 31 and completing the Liberty finisher at turn 70. Then, at turn 111 — with seven cities and the game's score snowball beginning — it opened Tradition. Adopting Oligarchy (turn 126, garrisoned units maintenance-free, +50% city bombardment) and Aristocracy (turn 140, +15% production toward wonders, +1 happiness per 10 population) mid-game gave Vietnam late-game production and military bonuses without having paid Tradition's early cost. This hybrid policy path was unorthodox but reflected Vietnam's ability to expand first and consolidate later.
Bolivia choosing Honor at turn 54. The pivot to Honor after completing Liberty's early policies locked Bolivia into a military-economic path. Warrior Code and Discipline shaped Bolivia's playstyle, but Bolivia's two failed wars against Iroquois meant the Honor investment produced unit losses rather than yields. More critically, Honor's adoption came at the cost of Piety or Rationalism earlier, leaving Bolivia's tech tree stunted — it lacked Writing until turn 139, a 60+ turn lag behind all rivals.
Vietnam attacking Harappa (turns 106–131). A 25-turn war against the city-state Harappa that produced three kills for Vietnam at the cost of seven units, and no city capture. The unit-loss spikes are among the heaviest single-civ losses in the data (three separate turns with 3–5 units lost). This war ran concurrent with Vietnam's unhappiness period (turns 121–128), compounding the drag. While the war did not destroy Vietnam's trajectory — it recovered with multiple army power surges through turns 121–133 — it was costly for no territorial gain.
Chile building Angkor Wat (turn 92). Among the long list of wonders, Angkor Wat (providing a free University and +5 science and +5 culture) stands out as the single wonder most likely to have accelerated Chile's tech lead, providing university-tier science before Chile could otherwise have built one in all cities. This, alongside the National College (turn 100) in Valparaiso, cemented Chile's science advantage heading into the Renaissance and Industrial eras.
Counterfactuals
For Vietnam: Vietnam's war against Harappa (turns 106–131) cost it seven units for no territory. Those units, retained and upgraded with Vietnam's gold income, could have sustained its army power advantage through the critical turns 120–135 without the unhappiness drag of the concurrent expansion phase. More fundamentally, if Vietnam had captured even one of Chile's cities in the turn-140 war — which its army power (2,442 vs. Chile's 742 before the surge) suggested was theoretically possible — the score gap and the tech gap would both have closed while eliminating a rival's production base.
For Chile: The decision to stay at three cities was economically optimal but left Chile with no path to a domination victory and a very narrow path to diplomatic victory. A fourth city — carefully placed, keeping the policy multiplier at 1.3 rather than 1.2 — would have cost some research efficiency but could have doubled as a military staging point or a second national wonder hub, giving Chile leverage it currently entirely lacks. More critically, founding a religion before turn 149 would have given beliefs like Synagogues and the Apostolic Palace decades of compounding effect rather than one turn.
For Iroquois: The two wars initiated by Bolivia were costly but successfully defended. The deeper problem was that Iroquois expanded to ten cities (the most of any civ) across a span of 31 hexes with elongation of 2.41, creating an empire that was difficult to defend and that kept its policy cost multiplier at 1.9 — tied with Vietnam for the highest. A more deliberate approach to city spacing, with fewer distant cities, would have reduced the multiplier penalty and allowed faster policy adoption during the critical mid-game turns when the science and culture trees diverged from rivals.
For Bolivia: Had Bolivia matched Chile's or Vietnam's tech path — specifically acquiring Writing, Philosophy, Education, and Banking at a comparable pace — its enormous army power could have been paired with an economic foundation sufficient to sustain long campaigns. Bolivia's 4,031 army power at turn 150, backed by a tech and economic base comparable to its rivals, would have made it a genuine domination threat. Instead, the military was powerful but expensive to maintain (−29.57 gold per turn) and lacked the technological depth to upgrade units or research the military techs needed for late-game units.
Conclusion
At turn 150 of a 330-turn game, this is a two-horse race between Vietnam and Chile, with Bolivia holding the game's most powerful army and Iroquois struggling to remain relevant at the technology frontier. Vietnam leads narrowly in score (1,413 to 1,408) and dominates militarily with 2,442 army power and the largest unit count; Chile leads decisively in technology (42 techs to Vietnam's 38), culture output (221 vs. 57), gold reserve (886 gold, +211/turn), and happiness (54 vs. −6). Chile's tall three-city empire has been the game's most efficient economic machine, but it is structurally incapable of winning through domination and faces an increasingly hostile Vietnam that has demonstrated willingness to attack. Vietnam's current unhappiness period and the drain of its recent wars are genuine short-term vulnerabilities, but with the highest army power, the most cities, and positive gold-per-turn, it is best positioned to close the remaining gap. Chile's best path forward is a science or culture victory — leveraging its 254.76 science output, its near-complete Exploration tree, and its newly founded religion's Synagogue production bonus to race through the tech tree — but it must survive Vietnam's military pressure to get there.