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  • #31
    The SPI trait allows you to switch civics without penalty every five turns. which can be ideal for shifting focus in a specialist-driven economy. So into Caste System to run a ton of scientists everywhere, then Slavery for a spot of pop-rushing perhaps, then Serfdom to build the lumbermills.

    If not SPI, then it's not good to change every few turns. Perhaps only 6-8 changes all game.

    State Property is good for large empires. I couldn't tell you exactly how large, but bigger than the one you had in the save, I expect. Although Free Market does require that plenty of trade routes are available, which means open borders with civs not running mercantilism for best effect.

    Lumbermills are OK, btw, but 2/2/0 is still not a brilliant tile. They are much better with railroad as well. If you have loads of hills around a city, you may be better off chopping the forests for farms --> more mines.

    Bureaucracy is usually good for the whole game, especially if you have loads of towns and an Academy in your capital. If you have more than about 20-25 mature towns around the empire then compare the extra revenue this gives against the 50% boost in your capital. Consider multipliers though, as commerce is worth a lot more in the Oxford city than in a city with few multipliers.

    Running scientists while in war to allow more cash from the slider is good, yes, but at some point you need to grow your cities. The happy cap is how large the city can be without having unhappy citizens. The red and yellow faces indicate these levels on the city screen. The health caps work similarly, but exceeding the health cap isn't as bad as exceeding the happy cap.

    The point I was trying to make above is that it is best to focus either on cottages, or farms and specialists, not both, generally. Scientists in the Oxford city and Merchants in the Wall St city are always nice, but although a scientist at 0/0/6 under Rep might look good for the research effort compared to a plains village at 1/1/4 (post Printing Press), you get a food for growth and a hammer for builds from the tile - and working the tile moves it closer to a town. Cottage economies might run the odd specialist where growth is to be halted for happy reasons, or because the remaining tiles are low-yield.

    Observatories don't increase the output of a scientist, they allow you to run one more scientist without Caste System. My point was that the Oxford National Wonder in a good science city (eg Capital with Academy under Bur with many towns or scientists) is more important than an Observatory in a city that has so many hammers it really should be churning out units, not running scientists. This means building the unis first.

    Even a specialist-driven economy doesn't have to have specialists everywhere, but note that a good specialist economy needs to have large cities, as lots of specs=lots of food = lots of pop. So at some point you want to work lots of food-tiles to grow rapidly to your max (the happy cap).

    You only really get noticable credit for gifting relatively recent techs, but older techs can earn good coin in sales at littlecost to yourself. If you have friends, it's good for them to be researching stuff you want that you can trade for. They won't have anything you want if they are stuck an era behind you.

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