True, it's a good way to understand the cost/benefit to various civics late game. By the Modern Era though, I'm almost always in the Space Race. Usually it's pretty clear what the best civics are to win the game. If you're not playing for a Space Race victory though, it would be helpful to understand your options.
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Originally posted by Ithkul2
Dont forget that added health = added food (if your city is big enuff). added food = added population. Added population = added hammers, gold, reseach or what ever you might need. Enviromentalism is much more powerful than you might think. To bad its so late game. I find my cities fighting health problems way early game.
If you need the health, environmentalism does effect the entire civ, which is very nice. I'm not noticing alot of playing styles that emphasize large populations thus far however, and it comes so late and at higher cost than state property, which can also add population with your workshops/mill areas. You get biology well before environmentalism as well, which also adds food (if you have some farms about). So long as you can get enough health, getting a couple of large cities is fairly easy for GP production.
I've never been in need of health resources and their doublers with the exception of being at war and having all my seafood pillaged once when I got caught off guard and with a puny navy still. That sucked, down 6 health in most places.Every man should have a college education in order to show him how little the thing is really worth.
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Originally posted by swat-spas2
I'm not noticing alot of playing styles that emphasize large populations thus far however, and it comes so late and at higher cost than state property, which can also add population with your workshops/mill areas. You get biology well before environmentalism as well, which also adds food (if you have some farms about). So long as you can get enough health, getting a couple of large cities is fairly easy for GP production.
Pop rush buildings under Slavery to keep your cities under the happiness cap early in the game before Calendar. This is only a temporary strategy (IMHO) until you discover Calendar and gain access to a whole slew of luxury and health resources."Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." - Sun Tzu
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LARGE population I think means something different here, what we might refer to regular population in older games. Large I don't think of 12-15 or even 18-23, I think around 27-30+. 18-23 is par for the course usually. The pig/fish/cattle city by a river on some flood plains you build will be obviously bigger than others. Keeping under the happiness cap is generally all that limits growth in my games. I hate lazy people.Every man should have a college education in order to show him how little the thing is really worth.
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Originally posted by Yosh
When I get lazy people, I tend to break out the WHIP! Crack down a couple and the rest get working nice and easy-like"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." - Sun Tzu
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Originally posted by djpsychonaut
I'm sure your population just loves that...
"That bastard king killed off my cousin in the slave mines... oh well, at least I inherited his house."
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Originally posted by Leifmk
Typically the increased unhappiness from forced labour is offset by the reduced unhappiness from reduced overcrowding.
"That bastard king killed off my cousin in the slave mines... oh well, at least I inherited his house."
"That genius of a king killed my cousin to create more space for me, but now we cannot grow because we're unhappy."
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Ah, well. I typically only use pop-rushing in relatively small cities (size 2-4), anyway, so that the unhappiness from forced labour is a thing of the past by the time the cities are growing close to the happiness limit.
The idea is, after the capital has grown to a respectable size and I have the technologies I need to exploit the available resources, to start sending out settlers accompanied by a worker and improve a couple of good tiles for each new city as soon as it is founded. Then use the population growth to rush a few necessary infrastructure buildings so that those cities can become productive ASAP.
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Ah, well. I typically only use pop-rushing in relatively small cities (size 2-4), anyway, so that the unhappiness from forced labour is a thing of the past by the time the cities are growing close to the happiness limit.
I've been discussing pop-rushing on Vel's thread, and I think I'm understanding it better now. Only pop rush from above the happy cap when sacrificing 2 pop, and otherwise do it when the food box is low, so the unhappiness can fade away before it grows again.
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