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  • #16
    Don't feel bad, that's what it says in the manual.
    Page 45 of the spiral bound one, anyways:
    Barracks: Units start with 2 xps if constructed in cities with barracks.
    I believed the manual at first. Silly me.
    Age and treachery will defeat youth and skill every time.

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    • #17
      Originally posted by Quillan
      Don't feel bad, that's what it says in the manual.
      Page 45 of the spiral bound one, anyways:


      I believed the manual at first. Silly me.
      Man, I never would have thought being one of the 5 people on earth that actually RTFMs for pretty much every game he plays would actually cause me to look like an idiot

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      • #18
        Workshop: Military Source City

        Shouldn't be a big job, if anyones interested
        A mini Workshop

        I have been very keen on making sure that I have one city that can be almost devoted to military production.

        Nothing really special but I've certainlymissed some things.

        It has to be all about hammers when you pick the city.
        Forge, and factory are always on the list for hammer cities.

        Reserve these National Wonders for a land unit city.
        Heroic Epic and West Point

        Reserve these national wonders for a second city.
        Red Cross, Ironworks

        If naval war is likely, one of these cities should preferablly be coastal, even if it has slightly fewer hammers. And of course the coastal city needs a drydock.
        Medic is a great free upgrade for naval troop ships and for aircraft carriers.

        With good planning you can have a few cities that produce an elite unit nearly every turn.

        Just alt-click infantry, shift-alt-click tanks, shift-alt-click SAM infantry and you have a repeating production list.

        Once you have flight, an airport is very valuable for getting those troops airlifted to where they can help most.

        The rest of your cities shouldn't even need a barracks.

        I don't do much fighting as long as there is building to be done.

        That leads me to a vassalage theocracy slavery combo.

        It only works with spiritual leaders.

        Expanding and growing at the expense of military is one of the most common mistakes for me to make.

        That seems to trigger the AI to pick on you, so it is a really bad idea. Sure you are winning and have lots of wonders collected. That just makes you a more valuable prize.

        Short of reverting to an earlier save and trying to fix the oversight, the best solution is to start building military in every city and do the best you can.

        When they start to get finished you switch to slavery vassalage and theocracy. Sacrifice population to rush these troops whereever and as soon as they are feasible and turn on the flood. I hate the population sacrifices but it can really make a win possible.

        Don't forget that any decently producing city should have another troop placed at the top of it's build list.

        When you're fighting, too many troops is cheaper than too few.

        I normally avoid fighting even when I could more easily attack for advantage. That is one of my preference - problems. Somebody who is more wargame minded would have better advice I'm sure.

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        • #19
          Originally posted by gentle
          Yep, you either play for culture or you dont. Your choice. In some cases you might find it useful though to generate happy faces via it (theatre, colosseum).Apart from that dont touch it.
          Not necessarily.

          Even if you don't play for a cultural victory culture is still a very good thing to have. A higher culture lets you to push your borders outwards (note that your cultural border extends two tiles into the sea max). So you get more stuff and your enemies don't. Higher culture means stronger defenses. Also, you can flip their cities. Also, some buildings give you happy faces proportional to the culture slider.
          (\__/) 07/07/1937 - Never forget
          (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
          (")_(") "Starting the fire from within."

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          • #20
            Also, after you take some enemy cities, take a look at the chance of rebellion in them. If you just conquer a German city, populated mostly by Germans, and bordering on or surrounded by German terratory, they might rebel, and might eventually flip back to the Germans; I hate it when I fight a war, take some cities, make peace, and then lose the cities. Turning up the culture slider for a few turns, until you mangae to assimilate some of those germans and expand your borders around the city, helps you hold onto those cities.

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            • #21
              Depending on how late in the game it is, often I'm inclined to trash the city and maybe found a new one in the same place or close by (more within my cultural borders). Once you're fairly established, it just takes a second to crank out a settler, and then you can buy rush infrastructure if you've got the civics and the money.

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